Photon Quantum 2.1.1

Public Attributes | List of all members
Quantum.CharacterController3DMovement Struct Reference

Result of a 3D KCC raw movement query. More...

Public Attributes

FPVector3 AvgNormal
 Average normal of all collisions. More...
 
Int32 Contacts
 Total number of collisions found in this execution of the movement query. More...
 
FPVector3 Correction
 Full correction vector to move out of collisions. More...
 
Boolean Grounded
 True if at least one collision (not necessarily closest) qualifies as ground. More...
 
FPVector3 GroundNormal
 Surface normal of the closest collision that qualifies as ground, if any. More...
 
FPVector3 NearestNormal
 Surface normal of the nearest collision. More...
 
FP Penetration
 Magnitude of the penetration over the nearest normal. More...
 
FPVector3 SlopeTangent
 Surface tangent (recommended movement direction) in case of a slope (based on gravity). More...
 
FPVector3 Tangent
 Surface tangent (recommended movement direction) in case there's a desired direction passed. More...
 
CharacterMovementType Type
 Recommended type of movement based on found collisions. More...
 

Detailed Description

Result of a 3D KCC raw movement query.

Member Data Documentation

◆ Type

CharacterMovementType Quantum.CharacterController3DMovement.Type

Recommended type of movement based on found collisions.

◆ NearestNormal

FPVector3 Quantum.CharacterController3DMovement.NearestNormal

Surface normal of the nearest collision.

◆ AvgNormal

FPVector3 Quantum.CharacterController3DMovement.AvgNormal

Average normal of all collisions.

◆ GroundNormal

FPVector3 Quantum.CharacterController3DMovement.GroundNormal

Surface normal of the closest collision that qualifies as ground, if any.

◆ Tangent

FPVector3 Quantum.CharacterController3DMovement.Tangent

Surface tangent (recommended movement direction) in case there's a desired direction passed.

◆ SlopeTangent

FPVector3 Quantum.CharacterController3DMovement.SlopeTangent

Surface tangent (recommended movement direction) in case of a slope (based on gravity).

◆ Correction

FPVector3 Quantum.CharacterController3DMovement.Correction

Full correction vector to move out of collisions.

◆ Penetration

FP Quantum.CharacterController3DMovement.Penetration

Magnitude of the penetration over the nearest normal.

◆ Grounded

Boolean Quantum.CharacterController3DMovement.Grounded

True if at least one collision (not necessarily closest) qualifies as ground.

◆ Contacts

Int32 Quantum.CharacterController3DMovement.Contacts

Total number of collisions found in this execution of the movement query.