增加相机第三方插件,修改碰撞为第一人称控制器碰撞
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public bool isRot = true;
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CharacterController ctrlor;
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{
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if (isMov)
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{
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// 相机移动
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float horizontal = Input.GetAxis("Horizontal") * moveSpeed * Time.deltaTime;
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float vertical = Input.GetAxis("Vertical") * moveSpeed * Time.deltaTime;
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//float horizontal = Input.GetAxis("Horizontal") * moveSpeed * Time.deltaTime;
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Vector3 move = transform.right * horizontal + transform.forward * vertical;
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transform.position += move;
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//添加相机QE上下移动功能
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//transform.position += move;
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ctrlor.Move(right * moveSpeed * Time.deltaTime);
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//E键升高
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{
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Vector3 down = transform.TransformDirection(Vector3.down);
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ctrlor.Move(down * moveSpeed * Time.deltaTime);
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}
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////添加相机QE上下移动功能
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//transform.position+= GetInputTranslationDirection()*0.01f;
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}
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if (isRot)
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8
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<div class="textblock">Here are the classes, structs, unions and interfaces with brief descriptions:</div><div class="directory">
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<div class="levels">[detail level <span onclick="javascript:toggleLevel(1);">1</span><span onclick="javascript:toggleLevel(2);">2</span>]</div><table class="directory">
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<tr id="row_0_" class="even"><td class="entry"><span style="width:0px;display:inline-block;"> </span><span id="arr_0_" class="arrow" onclick="toggleFolder('0_')">▼</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespace_kinematic_character_controller.html" target="_self">KinematicCharacterController</a></td><td class="desc"></td></tr>
|
||||
<tr id="row_0_0_"><td class="entry"><span style="width:32px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_kinematic_character_controller_1_1_character_grounding_report.html" target="_self">CharacterGroundingReport</a></td><td class="desc">Contains all the information for the motor's grounding status </td></tr>
|
||||
<tr id="row_0_1_" class="even"><td class="entry"><span style="width:32px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_kinematic_character_controller_1_1_character_transient_grounding_report.html" target="_self">CharacterTransientGroundingReport</a></td><td class="desc">Contains the simulation-relevant information for the motor's grounding status </td></tr>
|
||||
<tr id="row_0_2_"><td class="entry"><span style="width:32px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_kinematic_character_controller_1_1_hit_stability_report.html" target="_self">HitStabilityReport</a></td><td class="desc">Contains all the information from a hit stability evaluation </td></tr>
|
||||
<tr id="row_0_3_" class="even"><td class="entry"><span style="width:32px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html" target="_self">ICharacterController</a></td><td class="desc"></td></tr>
|
||||
<tr id="row_0_4_"><td class="entry"><span style="width:32px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="interface_kinematic_character_controller_1_1_i_mover_controller.html" target="_self">IMoverController</a></td><td class="desc"></td></tr>
|
||||
<tr id="row_0_5_" class="even"><td class="entry"><span style="width:32px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_kinematic_character_controller_1_1_k_c_c_settings.html" target="_self">KCCSettings</a></td><td class="desc"></td></tr>
|
||||
<tr id="row_0_6_"><td class="entry"><span style="width:32px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html" target="_self">KinematicCharacterMotor</a></td><td class="desc">Component that manages character collisions and movement solving </td></tr>
|
||||
<tr id="row_0_7_" class="even"><td class="entry"><span style="width:32px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_kinematic_character_controller_1_1_kinematic_character_motor_state.html" target="_self">KinematicCharacterMotorState</a></td><td class="desc">Represents the entire state of a character motor that is pertinent for simulation. Use this to save state or revert to past state </td></tr>
|
||||
<tr id="row_0_8_"><td class="entry"><span style="width:32px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html" target="_self">KinematicCharacterSystem</a></td><td class="desc">The system that manages the simulation of <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html" title="Component that manages character collisions and movement solving">KinematicCharacterMotor</a> and <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html" title="Component that manages the movement of moving kinematic rigidbodies for proper interaction with chara...">PhysicsMover</a> </td></tr>
|
||||
<tr id="row_0_9_" class="even"><td class="entry"><span style="width:32px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_kinematic_character_controller_1_1_overlap_result.html" target="_self">OverlapResult</a></td><td class="desc">Describes an overlap between the character capsule and another collider </td></tr>
|
||||
<tr id="row_0_10_"><td class="entry"><span style="width:32px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html" target="_self">PhysicsMover</a></td><td class="desc">Component that manages the movement of moving kinematic rigidbodies for proper interaction with characters </td></tr>
|
||||
<tr id="row_0_11_" class="even"><td class="entry"><span style="width:32px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_kinematic_character_controller_1_1_physics_mover_state.html" target="_self">PhysicsMoverState</a></td><td class="desc">Represents the entire state of a <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html" title="Component that manages the movement of moving kinematic rigidbodies for proper interaction with chara...">PhysicsMover</a> that is pertinent for simulation. Use this to save state or revert to past state </td></tr>
|
||||
<tr id="row_0_12_"><td class="entry"><span style="width:32px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_kinematic_character_controller_1_1_read_only_attribute.html" target="_self">ReadOnlyAttribute</a></td><td class="desc"></td></tr>
|
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<tr id="row_0_13_" class="even"><td class="entry"><span style="width:32px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_kinematic_character_controller_1_1_rigidbody_projection_hit.html" target="_self">RigidbodyProjectionHit</a></td><td class="desc">Contains the information of hit rigidbodies during the movement phase, so they can be processed afterwards </td></tr>
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<div id="projectname">Kinematic Character Controller
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<li class="navelem"><a class="el" href="namespace_kinematic_character_controller.html">KinematicCharacterController</a></li><li class="navelem"><a class="el" href="class_kinematic_character_controller_1_1_k_c_c_settings.html">KCCSettings</a></li> </ul>
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<p>Inherits ScriptableObject.</p>
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Public Attributes</h2></td></tr>
|
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<tr class="memitem:a00f3d2293a2d8d4ecb3240924bf5d8b9"><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_k_c_c_settings.html#a00f3d2293a2d8d4ecb3240924bf5d8b9">AutoSimulation</a> = true</td></tr>
|
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<tr class="memdesc:a00f3d2293a2d8d4ecb3240924bf5d8b9"><td class="mdescLeft"> </td><td class="mdescRight">Determines if the system simulates automatically. If true, the simulation is done on FixedUpdate <a href="class_kinematic_character_controller_1_1_k_c_c_settings.html#a00f3d2293a2d8d4ecb3240924bf5d8b9">More...</a><br /></td></tr>
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<tr class="separator:a00f3d2293a2d8d4ecb3240924bf5d8b9"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a22306d5df135c11e18a0c04afaef886b"><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_k_c_c_settings.html#a22306d5df135c11e18a0c04afaef886b">Interpolate</a> = true</td></tr>
|
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<tr class="memdesc:a22306d5df135c11e18a0c04afaef886b"><td class="mdescLeft"> </td><td class="mdescRight">Should interpolation of characters and PhysicsMovers be handled <a href="class_kinematic_character_controller_1_1_k_c_c_settings.html#a22306d5df135c11e18a0c04afaef886b">More...</a><br /></td></tr>
|
||||
<tr class="separator:a22306d5df135c11e18a0c04afaef886b"><td class="memSeparator" colspan="2"> </td></tr>
|
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<tr class="memitem:a5873ea39c0c16fb233a9b78ae9695946"><td class="memItemLeft" align="right" valign="top">int </td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_k_c_c_settings.html#a5873ea39c0c16fb233a9b78ae9695946">MotorsListInitialCapacity</a> = 100</td></tr>
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<tr class="separator:a5873ea39c0c16fb233a9b78ae9695946"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:ad1b927293976a17b0be39bc169695a8d"><td class="memItemLeft" align="right" valign="top">int </td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_k_c_c_settings.html#ad1b927293976a17b0be39bc169695a8d">MoversListInitialCapacity</a> = 100</td></tr>
|
||||
<tr class="memdesc:ad1b927293976a17b0be39bc169695a8d"><td class="mdescLeft"> </td><td class="mdescRight">Initial capacity of the system's list of Movers (will resize automatically if needed, but setting a high initial capacity can help preventing GC allocs) <a href="class_kinematic_character_controller_1_1_k_c_c_settings.html#ad1b927293976a17b0be39bc169695a8d">More...</a><br /></td></tr>
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<tr class="separator:ad1b927293976a17b0be39bc169695a8d"><td class="memSeparator" colspan="2"> </td></tr>
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<h2 class="groupheader">Member Data Documentation</h2>
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<a id="a00f3d2293a2d8d4ecb3240924bf5d8b9"></a>
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<h2 class="memtitle"><span class="permalink"><a href="#a00f3d2293a2d8d4ecb3240924bf5d8b9">◆ </a></span>AutoSimulation</h2>
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<td class="memname">bool KinematicCharacterController.KCCSettings.AutoSimulation = true</td>
|
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||||
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||||
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|
||||
|
||||
<p>Determines if the system simulates automatically. If true, the simulation is done on FixedUpdate </p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a id="a22306d5df135c11e18a0c04afaef886b"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#a22306d5df135c11e18a0c04afaef886b">◆ </a></span>Interpolate</h2>
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|
||||
<div class="memitem">
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||||
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||||
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<td class="memname">bool KinematicCharacterController.KCCSettings.Interpolate = true</td>
|
||||
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|
||||
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|
||||
</div><div class="memdoc">
|
||||
|
||||
<p>Should interpolation of characters and PhysicsMovers be handled </p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a id="a5873ea39c0c16fb233a9b78ae9695946"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#a5873ea39c0c16fb233a9b78ae9695946">◆ </a></span>MotorsListInitialCapacity</h2>
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<div class="memitem">
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<div class="memproto">
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||||
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<td class="memname">int KinematicCharacterController.KCCSettings.MotorsListInitialCapacity = 100</td>
|
||||
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|
||||
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|
||||
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|
||||
|
||||
<p></p>
|
||||
<p>Initial capacity of the system's list of Motors (will resize automatically if needed, but setting a high initial capacity can help preventing GC allocs)</p>
|
||||
|
||||
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|
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|
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<a id="ad1b927293976a17b0be39bc169695a8d"></a>
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<h2 class="memtitle"><span class="permalink"><a href="#ad1b927293976a17b0be39bc169695a8d">◆ </a></span>MoversListInitialCapacity</h2>
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<td class="memname">int KinematicCharacterController.KCCSettings.MoversListInitialCapacity = 100</td>
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|
||||
|
||||
<p>Initial capacity of the system's list of Movers (will resize automatically if needed, but setting a high initial capacity can help preventing GC allocs) </p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<hr/>The documentation for this class was generated from the following file:<ul>
|
||||
<li>C:/Projects_Main/kcc/Assets/KinematicCharacterController/Core/KCCSettings.cs</li>
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<li class="navelem"><a class="el" href="namespace_kinematic_character_controller.html">KinematicCharacterController</a></li><li class="navelem"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterMotor</a></li> </ul>
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<p>This is the complete list of members for <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a>, including all inherited members.</p>
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<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#ab032f3c8ab3f2dcd5f73c4d115caa218">AllowSteppingWithoutStableGrounding</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
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<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#afac7a49d19a24a7d5afe540fa95345a8">ApplyState</a>(KinematicCharacterMotorState state, bool bypassInterpolation=true)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a5800c9604e13897c2d1fd0f50202ba11">AttachedRigidbody</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
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||||
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a1551f2e6d70f055ae154f8b806d06321">AttachedRigidbodyOverride</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
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<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a67255c90445be29b16e3e8e61509b690">AttachedRigidbodyVelocity</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
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||||
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a6b6f550fdb62db506eb1534385540f80">BaseVelocity</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
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<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#aef3ea9a62927ec52a76e0fa89b8f07fd">Capsule</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
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||||
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a668825dc90f9af99a8e0fa6381cb4724">CharacterCollisionsOverlap</a>(Vector3 position, Quaternion rotation, Collider[] overlappedColliders, float inflate=0f, bool acceptOnlyStableGroundLayer=false)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
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||||
<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a1b0be1f31c7a20d6959987b582faf5fb">CharacterCollisionsRaycast</a>(Vector3 position, Vector3 direction, float distance, out RaycastHit closestHit, RaycastHit[] hits, bool acceptOnlyStableGroundLayer=false)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a4ae62c90dc366ad6551f252996c795f5">CharacterCollisionsSweep</a>(Vector3 position, Quaternion rotation, Vector3 direction, float distance, out RaycastHit closestHit, RaycastHit[] hits, float inflate=0f, bool acceptOnlyStableGroundLayer=false)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
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<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#ad9c6481381fa19693dbc1700d41ff0e0">CharacterController</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
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||||
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a31c86d4e878ba2a781d32575272c074b">CharacterForward</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#ae140c9670e11ed02c5f2b3ade0cd28b9">CharacterOverlap</a>(Vector3 position, Quaternion rotation, Collider[] overlappedColliders, LayerMask layers, QueryTriggerInteraction triggerInteraction, float inflate=0f)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
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||||
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#af72d712678134e87ea97275bbaf9ac3f">CharacterRight</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a8aff521040f67f581c409041bf4e6472">CharacterSweep</a>(Vector3 position, Quaternion rotation, Vector3 direction, float distance, out RaycastHit closestHit, RaycastHit[] hits, LayerMask layers, QueryTriggerInteraction triggerInteraction, float inflate=0f)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#ad2127ea0cd2be79320795a1ca04e1615">CharacterTransformToCapsuleBottom</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a4c809ea64597ced011b12d30ad4f659f">CharacterTransformToCapsuleBottomHemi</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a98000f1fb92d4fed02c23148c111a52d">CharacterTransformToCapsuleCenter</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a07a83d8145517a06c0807af93ba8a921">CharacterTransformToCapsuleTop</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#ab218edae44b84d4e922cb5469530d0c8">CharacterTransformToCapsuleTopHemi</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a39d0cfa80ea09dd3044ca50c8f51d9ff">CharacterUp</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a66adf33c229fa58c4c930fae3a64947d">CheckMovementInitialOverlaps</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a037f3852a628c4cb3db50a1a68dad9af">CollidableLayers</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr bgcolor="#f0f0f0"><td class="entry"><b>CollisionOffset</b> (defined in <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a>)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"><span class="mlabel">static</span></td></tr>
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<tr bgcolor="#f0f0f0" class="even"><td class="entry"><b>ComputeCollisionResolutionForHitBody</b>(Vector3 hitNormal, Vector3 characterVelocity, Vector3 bodyVelocity, float characterToBodyMassRatio, out Vector3 velocityChangeOnCharacter, out Vector3 velocityChangeOnBody) (defined in <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a>)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
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||||
<tr bgcolor="#f0f0f0"><td class="entry"><b>CorrelationForVerticalObstruction</b> (defined in <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a>)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"><span class="mlabel">static</span></td></tr>
|
||||
<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#aefe17de8606724df4bc11de6390964b4">DiscreteCollisionEvents</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a3fdb27699213253d769a112492d2380e">EvaluateHitStability</a>(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, Vector3 withCharacterVelocity, ref HitStabilityReport stabilityReport)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
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||||
<tr bgcolor="#f0f0f0" class="even"><td class="entry"><b>ExtraStepHeightPadding</b> (defined in <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a>)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"><span class="mlabel">static</span></td></tr>
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||||
<tr bgcolor="#f0f0f0"><td class="entry"><b>ExtraSteppingForwardDistance</b> (defined in <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a>)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"><span class="mlabel">static</span></td></tr>
|
||||
<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a6490a7bbc95d3d49a4e9e357c46c9cdb">ForceUnground</a>(float time=0.1f)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a7a948caebd5a4130d976e85ccbfa6f6d">GetDirectionTangentToSurface</a>(Vector3 direction, Vector3 surfaceNormal)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#ab741940dfd5a969ddc81601080f48661">GetState</a>()</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a60d6d506faf36f90b309d49a3a03d594">GetVelocityForMovePosition</a>(Vector3 fromPosition, Vector3 toPosition, float deltaTime)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
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||||
<tr bgcolor="#f0f0f0" class="even"><td class="entry"><b>GetVelocityFromMovement</b>(Vector3 movement, float deltaTime) (defined in <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a>)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a26f5710d0f507de43284c4b0c7b07a11">GetVelocityFromRigidbodyMovement</a>(Rigidbody interactiveRigidbody, Vector3 atPoint, float deltaTime)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a4954ee3aa3977669e2f406da7d214ff1">GroundDetectionExtraDistance</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a2c9543ba2189763a9aaaff456ab77c61">GroundingStatus</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr bgcolor="#f0f0f0" class="even"><td class="entry"><b>GroundProbeReboundDistance</b> (defined in <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a>)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"><span class="mlabel">static</span></td></tr>
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||||
<tr bgcolor="#f0f0f0"><td class="entry"><b>GroundProbingBackstepDistance</b> (defined in <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a>)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"><span class="mlabel">static</span></td></tr>
|
||||
<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a56d734b9d075248545d5f98d5fb647b9">HandleSimulatedRigidbodyInteraction</a>(ref Vector3 processedVelocity, RigidbodyProjectionHit hit, float deltaTime)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"><span class="mlabel">virtual</span></td></tr>
|
||||
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#ac817ddc4bea8e9d49a01cc2a5e6e89f2">HandleVelocityProjection</a>(ref Vector3 velocity, Vector3 obstructionNormal, bool stableOnHit)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"><span class="mlabel">virtual</span></td></tr>
|
||||
<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a3e42fb8afe470c8e878d20107abffac0">HasPlanarConstraint</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#ab27587ca0115ad743a2e596f97a8b9c5">IndexInCharacterSystem</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a0f6633aaf14c608cb6be8615fcceac19">InitialSimulationPosition</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a25925448a9b6c8bbb510c7e40680ac50">InitialSimulationRotation</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a0dbb445bc3022ee04877035d8e26471b">InitialTickPosition</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#ad4e34b9a077d4f282e6b61bbf7a842a8">InitialTickRotation</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a5cbdc42c5fce3d943149e18fba9ba261">InteractiveRigidbodyHandling</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#aed30049d851182dd7e434a4d607206e5">KillRemainingMovementWhenExceedMaxMovementIterations</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a957018ec16f45dd4d013e02f723eea1c">KillVelocityWhenExceedMaxMovementIterations</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#ae2cf08a1967dafb97b27c2595b609c1b">LastGroundingStatus</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#ae74e6f23774504215fd3d66169c44d2b">LastMovementIterationFoundAnyGround</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a2c7be29d78a0cb35bb8ed17481296bd8">LedgeAndDenivelationHandling</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr bgcolor="#f0f0f0" class="even"><td class="entry"><b>MaxCollisionBudget</b> (defined in <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a>)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"><span class="mlabel">static</span></td></tr>
|
||||
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a9d649f47dca26f18fe469b6e9a71a666">MaxDecollisionIterations</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
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<tr bgcolor="#f0f0f0" class="even"><td class="entry"><b>MaxGroundingSweepIterations</b> (defined in <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a>)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"><span class="mlabel">static</span></td></tr>
|
||||
<tr bgcolor="#f0f0f0"><td class="entry"><b>MaxHitsBudget</b> (defined in <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a>)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"><span class="mlabel">static</span></td></tr>
|
||||
<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#aa8f356fae06ec0366c314b171485e945">MaxMovementIterations</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr bgcolor="#f0f0f0"><td class="entry"><b>MaxRigidbodyOverlapsCount</b> (defined in <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a>)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"><span class="mlabel">static</span></td></tr>
|
||||
<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a67645369a27b8a18212b8f57d72a97e9">MaxStableDenivelationAngle</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a22fafbf8cd9380e0362e309a02c9e7d5">MaxStableDistanceFromLedge</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a10066d391e7e3f6e5ed0d850618a42c1">MaxStableSlopeAngle</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a6536777ce31dc2f6d952c3740d886aff">MaxStepHeight</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr bgcolor="#f0f0f0" class="even"><td class="entry"><b>MaxSteppingSweepIterations</b> (defined in <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a>)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"><span class="mlabel">static</span></td></tr>
|
||||
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a6bfd61a9341843eb0c804e97d7e7d623">MaxVelocityForLedgeSnap</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr bgcolor="#f0f0f0" class="even"><td class="entry"><b>MinDistanceForLedge</b> (defined in <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a>)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"><span class="mlabel">static</span></td></tr>
|
||||
<tr bgcolor="#f0f0f0"><td class="entry"><b>MinimumGroundProbingDistance</b> (defined in <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a>)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"><span class="mlabel">static</span></td></tr>
|
||||
<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#afbcce5d7eb7f96db8ca2370aed90a327">MinRequiredStepDepth</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr bgcolor="#f0f0f0"><td class="entry"><b>MinVelocityMagnitude</b> (defined in <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a>)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"><span class="mlabel">static</span></td></tr>
|
||||
<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a5d7a05e6497a68120672e9902836a263">MoveCharacter</a>(Vector3 toPosition)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr bgcolor="#f0f0f0"><td class="entry"><b>MustUnground</b>() (defined in <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a>)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a9078baeb260f0cdcb7b793d3c055c346">Overlaps</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a97519497ef0fb4e954f8b4e6d58d8c7e">OverlapsCount</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a593a9880c4e7fe9042e2963ad88198cc">PlanarConstraintAxis</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#aeab82680465064e296b6f6365ee6eeaa">PreserveAttachedRigidbodyMomentum</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a3510ea73ebb1c53ec719fad889c3d7a7">ProbeGround</a>(ref Vector3 probingPosition, Quaternion atRotation, float probingDistance, ref CharacterGroundingReport groundingReport)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#ab086daff35ca006d22fbd39c8b6f26ef">RigidbodyInteractionType</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a9db5e5a826bbb51f4700683ae301aa57">RotateCharacter</a>(Quaternion toRotation)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr bgcolor="#f0f0f0"><td class="entry"><b>SecondaryProbesHorizontal</b> (defined in <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a>)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"><span class="mlabel">static</span></td></tr>
|
||||
<tr bgcolor="#f0f0f0" class="even"><td class="entry"><b>SecondaryProbesVertical</b> (defined in <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a>)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"><span class="mlabel">static</span></td></tr>
|
||||
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a3c390f5edb1e25a4b0c930f01ae1daa0">SetCapsuleCollisionsActivation</a>(bool collisionsActive)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a9f050b7db64079f27af21542a448e8e4">SetCapsuleDimensions</a>(float radius, float height, float yOffset)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a64ba9d5dd3accd0001600cbf480519c6">SetGroundSolvingActivation</a>(bool stabilitySolvingActive)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a046e22a01f8f667a88869a881dbfe877">SetMovementCollisionsSolvingActivation</a>(bool movementCollisionsSolvingActive)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#aea00c6fbf296688dcbda4d2d12f414c1">SetPosition</a>(Vector3 position, bool bypassInterpolation=true)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#ae2fa409d46e2205ff0935388d34c7017">SetPositionAndRotation</a>(Vector3 position, Quaternion rotation, bool bypassInterpolation=true)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#ac4a627bd2a92a366ad2ee63e65c80f1f">SetRotation</a>(Quaternion rotation, bool bypassInterpolation=true)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr bgcolor="#f0f0f0" class="even"><td class="entry"><b>SetTransientPosition</b>(Vector3 newPos) (defined in <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a>)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr bgcolor="#f0f0f0"><td class="entry"><b>SimulatedCharacterMass</b> (defined in <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a>)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#aea6c51b0d2034327c00980cc1a07fbcc">StableGroundLayers</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a89f53ea30a64a9d6e123479eb06ee308">StepHandling</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr bgcolor="#f0f0f0" class="even"><td class="entry"><b>SteppingForwardDistance</b> (defined in <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a>)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"><span class="mlabel">static</span></td></tr>
|
||||
<tr bgcolor="#f0f0f0"><td class="entry"><b>SweepProbingBackstepDistance</b> (defined in <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a>)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"><span class="mlabel">static</span></td></tr>
|
||||
<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a6a65857e4b4d708daaf708a4de253973">Transform</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a9dbefe0742fc1dcbb4a88f98be478472">TransientPosition</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#aa59e39e5cdd226c64c6068d3df6f1d60">TransientRotation</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a828c0a26671213a02723596ed5d6391a">UpdatePhase1</a>(float deltaTime)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#ac4d1858f510eebf2cdf06d1f37877fd0">UpdatePhase2</a>(float deltaTime)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a0b0e22a0461c42b469d5235089f65782">ValidateData</a>()</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
|
||||
<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a9d1fcec1dc8d752cae3aef2dcf6c4db8">Velocity</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="entry"></td></tr>
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<li class="navelem"><a class="el" href="namespace_kinematic_character_controller.html">KinematicCharacterController</a></li><li class="navelem"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html">KinematicCharacterSystem</a></li> </ul>
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<div class="title">KinematicCharacterController.KinematicCharacterSystem Member List</div> </div>
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<p>This is the complete list of members for <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html">KinematicCharacterController.KinematicCharacterSystem</a>, including all inherited members.</p>
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<table class="directory">
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<tr bgcolor="#f0f0f0" class="even"><td class="entry"><b>CharacterMotors</b> (defined in <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html">KinematicCharacterController.KinematicCharacterSystem</a>)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html">KinematicCharacterController.KinematicCharacterSystem</a></td><td class="entry"><span class="mlabel">static</span></td></tr>
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||||
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html#a95a2d81b29fc81b81c395c5fae8550dc">EnsureCreation</a>()</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html">KinematicCharacterController.KinematicCharacterSystem</a></td><td class="entry"><span class="mlabel">static</span></td></tr>
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<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html#a1140620815808151e09643331b57fc35">GetInstance</a>()</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html">KinematicCharacterController.KinematicCharacterSystem</a></td><td class="entry"><span class="mlabel">static</span></td></tr>
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<tr bgcolor="#f0f0f0"><td class="entry"><b>PhysicsMovers</b> (defined in <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html">KinematicCharacterController.KinematicCharacterSystem</a>)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html">KinematicCharacterController.KinematicCharacterSystem</a></td><td class="entry"><span class="mlabel">static</span></td></tr>
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<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html#a264345d1478708741af047270a9489a1">PostSimulationInterpolationUpdate</a>(float deltaTime)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html">KinematicCharacterController.KinematicCharacterSystem</a></td><td class="entry"><span class="mlabel">static</span></td></tr>
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<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html#aa48088ae78b27fe34e7593bb6d51cbc5">PreSimulationInterpolationUpdate</a>(float deltaTime)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html">KinematicCharacterController.KinematicCharacterSystem</a></td><td class="entry"><span class="mlabel">static</span></td></tr>
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<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html#a5c779af550ab2283b8b806b7a255e6f8">RegisterCharacterMotor</a>(KinematicCharacterMotor motor)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html">KinematicCharacterController.KinematicCharacterSystem</a></td><td class="entry"><span class="mlabel">static</span></td></tr>
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<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html#ad4d227a4ab27cdd4d6e6ca9ea832679d">RegisterPhysicsMover</a>(PhysicsMover mover)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html">KinematicCharacterController.KinematicCharacterSystem</a></td><td class="entry"><span class="mlabel">static</span></td></tr>
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<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html#a4ac9a0eb66a47f0bee1e5664cd7dc757">SetCharacterMotorsCapacity</a>(int capacity)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html">KinematicCharacterController.KinematicCharacterSystem</a></td><td class="entry"><span class="mlabel">static</span></td></tr>
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<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html#a4bd687d512d61ab551fae20147cbed84">SetPhysicsMoversCapacity</a>(int capacity)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html">KinematicCharacterController.KinematicCharacterSystem</a></td><td class="entry"><span class="mlabel">static</span></td></tr>
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<tr bgcolor="#f0f0f0" class="even"><td class="entry"><b>Settings</b> (defined in <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html">KinematicCharacterController.KinematicCharacterSystem</a>)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html">KinematicCharacterController.KinematicCharacterSystem</a></td><td class="entry"><span class="mlabel">static</span></td></tr>
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<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html#a93a592269d24f87f4f03cfa27b668e56">Simulate</a>(float deltaTime, List< KinematicCharacterMotor > motors, List< PhysicsMover > movers)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html">KinematicCharacterController.KinematicCharacterSystem</a></td><td class="entry"><span class="mlabel">static</span></td></tr>
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<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html#a3f65b3ca41aaf42e58e2dae10c7c6c04">UnregisterCharacterMotor</a>(KinematicCharacterMotor motor)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html">KinematicCharacterController.KinematicCharacterSystem</a></td><td class="entry"><span class="mlabel">static</span></td></tr>
|
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<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html#ad8385fcc2510ba14f5f48b8884dc7481">UnregisterPhysicsMover</a>(PhysicsMover mover)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html">KinematicCharacterController.KinematicCharacterSystem</a></td><td class="entry"><span class="mlabel">static</span></td></tr>
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<li class="navelem"><a class="el" href="namespace_kinematic_character_controller.html">KinematicCharacterController</a></li><li class="navelem"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html">KinematicCharacterSystem</a></li> </ul>
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<a href="#pub-static-methods">Static Public Member Functions</a> |
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<a href="#pub-static-attribs">Static Public Attributes</a> |
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<a href="class_kinematic_character_controller_1_1_kinematic_character_system-members.html">List of all members</a> </div>
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<div class="headertitle">
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<div class="title">KinematicCharacterController.KinematicCharacterSystem Class Reference</div> </div>
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<p>The system that manages the simulation of <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html" title="Component that manages character collisions and movement solving">KinematicCharacterMotor</a> and <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html" title="Component that manages the movement of moving kinematic rigidbodies for proper interaction with chara...">PhysicsMover</a>
|
||||
<a href="class_kinematic_character_controller_1_1_kinematic_character_system.html#details">More...</a></p>
|
||||
|
||||
<p>Inherits MonoBehaviour.</p>
|
||||
<table class="memberdecls">
|
||||
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-static-methods"></a>
|
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Static Public Member Functions</h2></td></tr>
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||||
<tr class="memitem:a95a2d81b29fc81b81c395c5fae8550dc"><td class="memItemLeft" align="right" valign="top">static void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html#a95a2d81b29fc81b81c395c5fae8550dc">EnsureCreation</a> ()</td></tr>
|
||||
<tr class="memdesc:a95a2d81b29fc81b81c395c5fae8550dc"><td class="mdescLeft"> </td><td class="mdescRight">Creates a <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html" title="The system that manages the simulation of KinematicCharacterMotor and PhysicsMover">KinematicCharacterSystem</a> instance if there isn't already one <a href="class_kinematic_character_controller_1_1_kinematic_character_system.html#a95a2d81b29fc81b81c395c5fae8550dc">More...</a><br /></td></tr>
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<tr class="separator:a95a2d81b29fc81b81c395c5fae8550dc"><td class="memSeparator" colspan="2"> </td></tr>
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||||
<tr class="memitem:a1140620815808151e09643331b57fc35"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html">KinematicCharacterSystem</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html#a1140620815808151e09643331b57fc35">GetInstance</a> ()</td></tr>
|
||||
<tr class="memdesc:a1140620815808151e09643331b57fc35"><td class="mdescLeft"> </td><td class="mdescRight">Gets the <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html" title="The system that manages the simulation of KinematicCharacterMotor and PhysicsMover">KinematicCharacterSystem</a> instance if any <a href="class_kinematic_character_controller_1_1_kinematic_character_system.html#a1140620815808151e09643331b57fc35">More...</a><br /></td></tr>
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<tr class="separator:a1140620815808151e09643331b57fc35"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a4ac9a0eb66a47f0bee1e5664cd7dc757"><td class="memItemLeft" align="right" valign="top">static void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html#a4ac9a0eb66a47f0bee1e5664cd7dc757">SetCharacterMotorsCapacity</a> (int capacity)</td></tr>
|
||||
<tr class="memdesc:a4ac9a0eb66a47f0bee1e5664cd7dc757"><td class="mdescLeft"> </td><td class="mdescRight">Sets the maximum capacity of the character motors list, to prevent allocations when adding characters <a href="class_kinematic_character_controller_1_1_kinematic_character_system.html#a4ac9a0eb66a47f0bee1e5664cd7dc757">More...</a><br /></td></tr>
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<tr class="separator:a4ac9a0eb66a47f0bee1e5664cd7dc757"><td class="memSeparator" colspan="2"> </td></tr>
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||||
<tr class="memitem:a5c779af550ab2283b8b806b7a255e6f8"><td class="memItemLeft" align="right" valign="top">static void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html#a5c779af550ab2283b8b806b7a255e6f8">RegisterCharacterMotor</a> (<a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterMotor</a> motor)</td></tr>
|
||||
<tr class="memdesc:a5c779af550ab2283b8b806b7a255e6f8"><td class="mdescLeft"> </td><td class="mdescRight">Registers a <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html" title="Component that manages character collisions and movement solving">KinematicCharacterMotor</a> into the system <a href="class_kinematic_character_controller_1_1_kinematic_character_system.html#a5c779af550ab2283b8b806b7a255e6f8">More...</a><br /></td></tr>
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<tr class="separator:a5c779af550ab2283b8b806b7a255e6f8"><td class="memSeparator" colspan="2"> </td></tr>
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||||
<tr class="memitem:a3f65b3ca41aaf42e58e2dae10c7c6c04"><td class="memItemLeft" align="right" valign="top">static void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html#a3f65b3ca41aaf42e58e2dae10c7c6c04">UnregisterCharacterMotor</a> (<a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterMotor</a> motor)</td></tr>
|
||||
<tr class="memdesc:a3f65b3ca41aaf42e58e2dae10c7c6c04"><td class="mdescLeft"> </td><td class="mdescRight">Unregisters a <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html" title="Component that manages character collisions and movement solving">KinematicCharacterMotor</a> from the system <a href="class_kinematic_character_controller_1_1_kinematic_character_system.html#a3f65b3ca41aaf42e58e2dae10c7c6c04">More...</a><br /></td></tr>
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<tr class="separator:a3f65b3ca41aaf42e58e2dae10c7c6c04"><td class="memSeparator" colspan="2"> </td></tr>
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||||
<tr class="memitem:a4bd687d512d61ab551fae20147cbed84"><td class="memItemLeft" align="right" valign="top">static void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html#a4bd687d512d61ab551fae20147cbed84">SetPhysicsMoversCapacity</a> (int capacity)</td></tr>
|
||||
<tr class="memdesc:a4bd687d512d61ab551fae20147cbed84"><td class="mdescLeft"> </td><td class="mdescRight">Sets the maximum capacity of the physics movers list, to prevent allocations when adding movers <a href="class_kinematic_character_controller_1_1_kinematic_character_system.html#a4bd687d512d61ab551fae20147cbed84">More...</a><br /></td></tr>
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<tr class="separator:a4bd687d512d61ab551fae20147cbed84"><td class="memSeparator" colspan="2"> </td></tr>
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||||
<tr class="memitem:ad4d227a4ab27cdd4d6e6ca9ea832679d"><td class="memItemLeft" align="right" valign="top">static void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html#ad4d227a4ab27cdd4d6e6ca9ea832679d">RegisterPhysicsMover</a> (<a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html">PhysicsMover</a> mover)</td></tr>
|
||||
<tr class="memdesc:ad4d227a4ab27cdd4d6e6ca9ea832679d"><td class="mdescLeft"> </td><td class="mdescRight">Registers a <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html" title="Component that manages the movement of moving kinematic rigidbodies for proper interaction with chara...">PhysicsMover</a> into the system <a href="class_kinematic_character_controller_1_1_kinematic_character_system.html#ad4d227a4ab27cdd4d6e6ca9ea832679d">More...</a><br /></td></tr>
|
||||
<tr class="separator:ad4d227a4ab27cdd4d6e6ca9ea832679d"><td class="memSeparator" colspan="2"> </td></tr>
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||||
<tr class="memitem:ad8385fcc2510ba14f5f48b8884dc7481"><td class="memItemLeft" align="right" valign="top">static void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html#ad8385fcc2510ba14f5f48b8884dc7481">UnregisterPhysicsMover</a> (<a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html">PhysicsMover</a> mover)</td></tr>
|
||||
<tr class="memdesc:ad8385fcc2510ba14f5f48b8884dc7481"><td class="mdescLeft"> </td><td class="mdescRight">Unregisters a <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html" title="Component that manages the movement of moving kinematic rigidbodies for proper interaction with chara...">PhysicsMover</a> from the system <a href="class_kinematic_character_controller_1_1_kinematic_character_system.html#ad8385fcc2510ba14f5f48b8884dc7481">More...</a><br /></td></tr>
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<tr class="separator:ad8385fcc2510ba14f5f48b8884dc7481"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:aa48088ae78b27fe34e7593bb6d51cbc5"><td class="memItemLeft" align="right" valign="top">static void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html#aa48088ae78b27fe34e7593bb6d51cbc5">PreSimulationInterpolationUpdate</a> (float deltaTime)</td></tr>
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||||
<tr class="memdesc:aa48088ae78b27fe34e7593bb6d51cbc5"><td class="mdescLeft"> </td><td class="mdescRight">Remembers the point to interpolate from for KinematicCharacterMotors and PhysicsMovers <a href="class_kinematic_character_controller_1_1_kinematic_character_system.html#aa48088ae78b27fe34e7593bb6d51cbc5">More...</a><br /></td></tr>
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<tr class="memitem:a93a592269d24f87f4f03cfa27b668e56"><td class="memItemLeft" align="right" valign="top">static void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html#a93a592269d24f87f4f03cfa27b668e56">Simulate</a> (float deltaTime, List< <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterMotor</a> > motors, List< <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html">PhysicsMover</a> > movers)</td></tr>
|
||||
<tr class="memdesc:a93a592269d24f87f4f03cfa27b668e56"><td class="mdescLeft"> </td><td class="mdescRight">Ticks characters and/or movers <a href="class_kinematic_character_controller_1_1_kinematic_character_system.html#a93a592269d24f87f4f03cfa27b668e56">More...</a><br /></td></tr>
|
||||
<tr class="separator:a93a592269d24f87f4f03cfa27b668e56"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:a264345d1478708741af047270a9489a1"><td class="memItemLeft" align="right" valign="top">static void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html#a264345d1478708741af047270a9489a1">PostSimulationInterpolationUpdate</a> (float deltaTime)</td></tr>
|
||||
<tr class="memdesc:a264345d1478708741af047270a9489a1"><td class="mdescLeft"> </td><td class="mdescRight">Initiates the interpolation for KinematicCharacterMotors and PhysicsMovers <a href="class_kinematic_character_controller_1_1_kinematic_character_system.html#a264345d1478708741af047270a9489a1">More...</a><br /></td></tr>
|
||||
<tr class="separator:a264345d1478708741af047270a9489a1"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
</table><table class="memberdecls">
|
||||
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-static-attribs"></a>
|
||||
Static Public Attributes</h2></td></tr>
|
||||
<tr class="memitem:a7f42b4291f91b0350fdbfd8cfb76bab6"><td class="memItemLeft" align="right" valign="top"><a id="a7f42b4291f91b0350fdbfd8cfb76bab6"></a>
|
||||
static List< <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterMotor</a> > </td><td class="memItemRight" valign="bottom"><b>CharacterMotors</b> = new List<<a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterMotor</a>>()</td></tr>
|
||||
<tr class="separator:a7f42b4291f91b0350fdbfd8cfb76bab6"><td class="memSeparator" colspan="2"> </td></tr>
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||||
<tr class="memitem:a8f93607858782dc9b0bb385184cdc550"><td class="memItemLeft" align="right" valign="top"><a id="a8f93607858782dc9b0bb385184cdc550"></a>
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||||
static List< <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html">PhysicsMover</a> > </td><td class="memItemRight" valign="bottom"><b>PhysicsMovers</b> = new List<<a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html">PhysicsMover</a>>()</td></tr>
|
||||
<tr class="separator:a8f93607858782dc9b0bb385184cdc550"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:a21fbc9fa53834a75427f5657baba6d69"><td class="memItemLeft" align="right" valign="top"><a id="a21fbc9fa53834a75427f5657baba6d69"></a>
|
||||
static <a class="el" href="class_kinematic_character_controller_1_1_k_c_c_settings.html">KCCSettings</a> </td><td class="memItemRight" valign="bottom"><b>Settings</b></td></tr>
|
||||
<tr class="separator:a21fbc9fa53834a75427f5657baba6d69"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
</table>
|
||||
<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
|
||||
<div class="textblock"><p>The system that manages the simulation of <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html" title="Component that manages character collisions and movement solving">KinematicCharacterMotor</a> and <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html" title="Component that manages the movement of moving kinematic rigidbodies for proper interaction with chara...">PhysicsMover</a> </p>
|
||||
</div><h2 class="groupheader">Member Function Documentation</h2>
|
||||
<a id="a95a2d81b29fc81b81c395c5fae8550dc"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#a95a2d81b29fc81b81c395c5fae8550dc">◆ </a></span>EnsureCreation()</h2>
|
||||
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||||
<div class="memitem">
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||||
<div class="memproto">
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||||
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||||
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|
||||
<td class="mlabels-left">
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||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">static void KinematicCharacterController.KinematicCharacterSystem.EnsureCreation </td>
|
||||
<td>(</td>
|
||||
<td class="paramname"></td><td>)</td>
|
||||
<td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</td>
|
||||
<td class="mlabels-right">
|
||||
<span class="mlabels"><span class="mlabel">static</span></span> </td>
|
||||
</tr>
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||||
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|
||||
</div><div class="memdoc">
|
||||
|
||||
<p>Creates a <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html" title="The system that manages the simulation of KinematicCharacterMotor and PhysicsMover">KinematicCharacterSystem</a> instance if there isn't already one </p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a id="a1140620815808151e09643331b57fc35"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#a1140620815808151e09643331b57fc35">◆ </a></span>GetInstance()</h2>
|
||||
|
||||
<div class="memitem">
|
||||
<div class="memproto">
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||||
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|
||||
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|
||||
<td class="mlabels-left">
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||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">static <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html">KinematicCharacterSystem</a> KinematicCharacterController.KinematicCharacterSystem.GetInstance </td>
|
||||
<td>(</td>
|
||||
<td class="paramname"></td><td>)</td>
|
||||
<td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</td>
|
||||
<td class="mlabels-right">
|
||||
<span class="mlabels"><span class="mlabel">static</span></span> </td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
|
||||
<p>Gets the <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html" title="The system that manages the simulation of KinematicCharacterMotor and PhysicsMover">KinematicCharacterSystem</a> instance if any </p>
|
||||
<dl class="section return"><dt>Returns</dt><dd></dd></dl>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a id="a264345d1478708741af047270a9489a1"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#a264345d1478708741af047270a9489a1">◆ </a></span>PostSimulationInterpolationUpdate()</h2>
|
||||
|
||||
<div class="memitem">
|
||||
<div class="memproto">
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||||
<table class="mlabels">
|
||||
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|
||||
<td class="mlabels-left">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">static void KinematicCharacterController.KinematicCharacterSystem.PostSimulationInterpolationUpdate </td>
|
||||
<td>(</td>
|
||||
<td class="paramtype">float </td>
|
||||
<td class="paramname"><em>deltaTime</em></td><td>)</td>
|
||||
<td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</td>
|
||||
<td class="mlabels-right">
|
||||
<span class="mlabels"><span class="mlabel">static</span></span> </td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
|
||||
<p>Initiates the interpolation for KinematicCharacterMotors and PhysicsMovers </p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a id="aa48088ae78b27fe34e7593bb6d51cbc5"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#aa48088ae78b27fe34e7593bb6d51cbc5">◆ </a></span>PreSimulationInterpolationUpdate()</h2>
|
||||
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="mlabels">
|
||||
<tr>
|
||||
<td class="mlabels-left">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">static void KinematicCharacterController.KinematicCharacterSystem.PreSimulationInterpolationUpdate </td>
|
||||
<td>(</td>
|
||||
<td class="paramtype">float </td>
|
||||
<td class="paramname"><em>deltaTime</em></td><td>)</td>
|
||||
<td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</td>
|
||||
<td class="mlabels-right">
|
||||
<span class="mlabels"><span class="mlabel">static</span></span> </td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
|
||||
<p>Remembers the point to interpolate from for KinematicCharacterMotors and PhysicsMovers </p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a id="a5c779af550ab2283b8b806b7a255e6f8"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#a5c779af550ab2283b8b806b7a255e6f8">◆ </a></span>RegisterCharacterMotor()</h2>
|
||||
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="mlabels">
|
||||
<tr>
|
||||
<td class="mlabels-left">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">static void KinematicCharacterController.KinematicCharacterSystem.RegisterCharacterMotor </td>
|
||||
<td>(</td>
|
||||
<td class="paramtype"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterMotor</a> </td>
|
||||
<td class="paramname"><em>motor</em></td><td>)</td>
|
||||
<td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</td>
|
||||
<td class="mlabels-right">
|
||||
<span class="mlabels"><span class="mlabel">static</span></span> </td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
|
||||
<p>Registers a <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html" title="Component that manages character collisions and movement solving">KinematicCharacterMotor</a> into the system </p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a id="ad4d227a4ab27cdd4d6e6ca9ea832679d"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#ad4d227a4ab27cdd4d6e6ca9ea832679d">◆ </a></span>RegisterPhysicsMover()</h2>
|
||||
|
||||
<div class="memitem">
|
||||
<div class="memproto">
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||||
<table class="mlabels">
|
||||
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|
||||
<td class="mlabels-left">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">static void KinematicCharacterController.KinematicCharacterSystem.RegisterPhysicsMover </td>
|
||||
<td>(</td>
|
||||
<td class="paramtype"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html">PhysicsMover</a> </td>
|
||||
<td class="paramname"><em>mover</em></td><td>)</td>
|
||||
<td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</td>
|
||||
<td class="mlabels-right">
|
||||
<span class="mlabels"><span class="mlabel">static</span></span> </td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
|
||||
<p>Registers a <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html" title="Component that manages the movement of moving kinematic rigidbodies for proper interaction with chara...">PhysicsMover</a> into the system </p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a id="a4ac9a0eb66a47f0bee1e5664cd7dc757"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#a4ac9a0eb66a47f0bee1e5664cd7dc757">◆ </a></span>SetCharacterMotorsCapacity()</h2>
|
||||
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="mlabels">
|
||||
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|
||||
<td class="mlabels-left">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">static void KinematicCharacterController.KinematicCharacterSystem.SetCharacterMotorsCapacity </td>
|
||||
<td>(</td>
|
||||
<td class="paramtype">int </td>
|
||||
<td class="paramname"><em>capacity</em></td><td>)</td>
|
||||
<td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</td>
|
||||
<td class="mlabels-right">
|
||||
<span class="mlabels"><span class="mlabel">static</span></span> </td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
|
||||
<p>Sets the maximum capacity of the character motors list, to prevent allocations when adding characters </p>
|
||||
<dl class="params"><dt>Parameters</dt><dd>
|
||||
<table class="params">
|
||||
<tr><td class="paramname">capacity</td><td></td></tr>
|
||||
</table>
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a id="a4bd687d512d61ab551fae20147cbed84"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#a4bd687d512d61ab551fae20147cbed84">◆ </a></span>SetPhysicsMoversCapacity()</h2>
|
||||
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="mlabels">
|
||||
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|
||||
<td class="mlabels-left">
|
||||
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|
||||
<tr>
|
||||
<td class="memname">static void KinematicCharacterController.KinematicCharacterSystem.SetPhysicsMoversCapacity </td>
|
||||
<td>(</td>
|
||||
<td class="paramtype">int </td>
|
||||
<td class="paramname"><em>capacity</em></td><td>)</td>
|
||||
<td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</td>
|
||||
<td class="mlabels-right">
|
||||
<span class="mlabels"><span class="mlabel">static</span></span> </td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
|
||||
<p>Sets the maximum capacity of the physics movers list, to prevent allocations when adding movers </p>
|
||||
<dl class="params"><dt>Parameters</dt><dd>
|
||||
<table class="params">
|
||||
<tr><td class="paramname">capacity</td><td></td></tr>
|
||||
</table>
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a id="a93a592269d24f87f4f03cfa27b668e56"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#a93a592269d24f87f4f03cfa27b668e56">◆ </a></span>Simulate()</h2>
|
||||
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
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|
||||
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|
||||
<td class="mlabels-left">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">static void KinematicCharacterController.KinematicCharacterSystem.Simulate </td>
|
||||
<td>(</td>
|
||||
<td class="paramtype">float </td>
|
||||
<td class="paramname"><em>deltaTime</em>, </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="paramkey"></td>
|
||||
<td></td>
|
||||
<td class="paramtype">List< <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterMotor</a> > </td>
|
||||
<td class="paramname"><em>motors</em>, </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="paramkey"></td>
|
||||
<td></td>
|
||||
<td class="paramtype">List< <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html">PhysicsMover</a> > </td>
|
||||
<td class="paramname"><em>movers</em> </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td></td>
|
||||
<td>)</td>
|
||||
<td></td><td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</td>
|
||||
<td class="mlabels-right">
|
||||
<span class="mlabels"><span class="mlabel">static</span></span> </td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
|
||||
<p>Ticks characters and/or movers </p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a id="a3f65b3ca41aaf42e58e2dae10c7c6c04"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#a3f65b3ca41aaf42e58e2dae10c7c6c04">◆ </a></span>UnregisterCharacterMotor()</h2>
|
||||
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
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|
||||
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|
||||
<td class="mlabels-left">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">static void KinematicCharacterController.KinematicCharacterSystem.UnregisterCharacterMotor </td>
|
||||
<td>(</td>
|
||||
<td class="paramtype"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterMotor</a> </td>
|
||||
<td class="paramname"><em>motor</em></td><td>)</td>
|
||||
<td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</td>
|
||||
<td class="mlabels-right">
|
||||
<span class="mlabels"><span class="mlabel">static</span></span> </td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
|
||||
<p>Unregisters a <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html" title="Component that manages character collisions and movement solving">KinematicCharacterMotor</a> from the system </p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a id="ad8385fcc2510ba14f5f48b8884dc7481"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#ad8385fcc2510ba14f5f48b8884dc7481">◆ </a></span>UnregisterPhysicsMover()</h2>
|
||||
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
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|
||||
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|
||||
<td class="mlabels-left">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">static void KinematicCharacterController.KinematicCharacterSystem.UnregisterPhysicsMover </td>
|
||||
<td>(</td>
|
||||
<td class="paramtype"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html">PhysicsMover</a> </td>
|
||||
<td class="paramname"><em>mover</em></td><td>)</td>
|
||||
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|
||||
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|
||||
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|
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|
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|
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|
||||
|
||||
<p>Unregisters a <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html" title="Component that manages the movement of moving kinematic rigidbodies for proper interaction with chara...">PhysicsMover</a> from the system </p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<hr/>The documentation for this class was generated from the following file:<ul>
|
||||
<li>C:/Projects_Main/kcc/Assets/KinematicCharacterController/Core/KinematicCharacterSystem.cs</li>
|
||||
</ul>
|
||||
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|
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<hr class="footer"/><address class="footer"><small>
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Generated by  <a href="http://www.doxygen.org/index.html">
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</a> 1.8.16
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|
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<div id="projectname">Kinematic Character Controller
|
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|
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|
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<script type="text/javascript" src="menu.js"></script>
|
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<script type="text/javascript">
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/* @license magnet:?xt=urn:btih:cf05388f2679ee054f2beb29a391d25f4e673ac3&dn=gpl-2.0.txt GPL-v2 */
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|
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<div id="nav-path" class="navpath">
|
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<ul>
|
||||
<li class="navelem"><a class="el" href="namespace_kinematic_character_controller.html">KinematicCharacterController</a></li><li class="navelem"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html">PhysicsMover</a></li> </ul>
|
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</div>
|
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</div><!-- top -->
|
||||
<div class="header">
|
||||
<div class="headertitle">
|
||||
<div class="title">KinematicCharacterController.PhysicsMover Member List</div> </div>
|
||||
</div><!--header-->
|
||||
<div class="contents">
|
||||
|
||||
<p>This is the complete list of members for <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html">KinematicCharacterController.PhysicsMover</a>, including all inherited members.</p>
|
||||
<table class="directory">
|
||||
<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#aea93de283e964009dedd78e5c54e6af4">ApplyState</a>(PhysicsMoverState state)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html">KinematicCharacterController.PhysicsMover</a></td><td class="entry"></td></tr>
|
||||
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#aed70b7ca1beb317a4c57e85dd26bac05">GetState</a>()</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html">KinematicCharacterController.PhysicsMover</a></td><td class="entry"></td></tr>
|
||||
<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a410ff1618933bf64b37660df2c5462b7">IndexInCharacterSystem</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html">KinematicCharacterController.PhysicsMover</a></td><td class="entry"></td></tr>
|
||||
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a5e2dc2a114c93ffd5b45787ad9764f50">InitialSimulationPosition</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html">KinematicCharacterController.PhysicsMover</a></td><td class="entry"></td></tr>
|
||||
<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a7bd65afeebe02220c3d12302b958dab5">InitialSimulationRotation</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html">KinematicCharacterController.PhysicsMover</a></td><td class="entry"></td></tr>
|
||||
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a80d4045e29e6d66512fdfdbedee4a08d">InitialTickPosition</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html">KinematicCharacterController.PhysicsMover</a></td><td class="entry"></td></tr>
|
||||
<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a8374fce0bfaec62fe26a078157ba8005">InitialTickRotation</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html">KinematicCharacterController.PhysicsMover</a></td><td class="entry"></td></tr>
|
||||
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#abd25624e46c8ecf8e791ec38d93a35f9">LatestInterpolationPosition</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html">KinematicCharacterController.PhysicsMover</a></td><td class="entry"></td></tr>
|
||||
<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a402411619704a2c6dd885b945cf547eb">LatestInterpolationRotation</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html">KinematicCharacterController.PhysicsMover</a></td><td class="entry"></td></tr>
|
||||
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#ad9fe8885f4bb32ca8c616b2d0d5d0645">MoverController</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html">KinematicCharacterController.PhysicsMover</a></td><td class="entry"></td></tr>
|
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<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a30a69fe74557afa2872ec42a65686df4">MoveWithPhysics</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html">KinematicCharacterController.PhysicsMover</a></td><td class="entry"></td></tr>
|
||||
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#acc51d5dc5c0fc940f3f094bf0d1ebedb">PositionDeltaFromInterpolation</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html">KinematicCharacterController.PhysicsMover</a></td><td class="entry"></td></tr>
|
||||
<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a8d2a5c933cb7918af92076eb8027dd7e">Rigidbody</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html">KinematicCharacterController.PhysicsMover</a></td><td class="entry"></td></tr>
|
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<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a2fadf0be46e91921539aba1ea3500d6e">RotationDeltaFromInterpolation</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html">KinematicCharacterController.PhysicsMover</a></td><td class="entry"></td></tr>
|
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<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a414997c3e43eeb97b774e16ccdbb5c7c">SetPosition</a>(Vector3 position)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html">KinematicCharacterController.PhysicsMover</a></td><td class="entry"></td></tr>
|
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<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a10bb337d653a8687d1dd7b4d0ef3ba3e">SetPositionAndRotation</a>(Vector3 position, Quaternion rotation)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html">KinematicCharacterController.PhysicsMover</a></td><td class="entry"></td></tr>
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<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#ab6991f3e9d3aec5f579cab56051e7c59">SetRotation</a>(Quaternion rotation)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html">KinematicCharacterController.PhysicsMover</a></td><td class="entry"></td></tr>
|
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<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a1059d618d61fb89ef32297a9cc40418f">Transform</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html">KinematicCharacterController.PhysicsMover</a></td><td class="entry"></td></tr>
|
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<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a7df8dc04bcc06e49ebabe4b877435a13">TransientPosition</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html">KinematicCharacterController.PhysicsMover</a></td><td class="entry"></td></tr>
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<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a95f6198496dbfa103be5e56b01e4094b">TransientRotation</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html">KinematicCharacterController.PhysicsMover</a></td><td class="entry"></td></tr>
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<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#aee0037367f77dae234cb2f5e3bf797fd">ValidateData</a>()</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html">KinematicCharacterController.PhysicsMover</a></td><td class="entry"></td></tr>
|
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<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a90b23b22ed1bc94d83f6b6192308842b">VelocityUpdate</a>(float deltaTime)</td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html">KinematicCharacterController.PhysicsMover</a></td><td class="entry"></td></tr>
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Generated by  <a href="http://www.doxygen.org/index.html">
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</a> 1.8.16
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<ul>
|
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<li class="navelem"><a class="el" href="namespace_kinematic_character_controller.html">KinematicCharacterController</a></li><li class="navelem"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html">PhysicsMover</a></li> </ul>
|
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<div class="header">
|
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<div class="summary">
|
||||
<a href="#pub-methods">Public Member Functions</a> |
|
||||
<a href="#pub-attribs">Public Attributes</a> |
|
||||
<a href="#properties">Properties</a> |
|
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<a href="class_kinematic_character_controller_1_1_physics_mover-members.html">List of all members</a> </div>
|
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<div class="headertitle">
|
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<div class="title">KinematicCharacterController.PhysicsMover Class Reference</div> </div>
|
||||
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|
||||
<div class="contents">
|
||||
|
||||
<p>Component that manages the movement of moving kinematic rigidbodies for proper interaction with characters
|
||||
<a href="class_kinematic_character_controller_1_1_physics_mover.html#details">More...</a></p>
|
||||
|
||||
<p>Inherits MonoBehaviour.</p>
|
||||
<table class="memberdecls">
|
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
|
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Public Member Functions</h2></td></tr>
|
||||
<tr class="memitem:aee0037367f77dae234cb2f5e3bf797fd"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#aee0037367f77dae234cb2f5e3bf797fd">ValidateData</a> ()</td></tr>
|
||||
<tr class="memdesc:aee0037367f77dae234cb2f5e3bf797fd"><td class="mdescLeft"> </td><td class="mdescRight">Handle validating all required values <a href="class_kinematic_character_controller_1_1_physics_mover.html#aee0037367f77dae234cb2f5e3bf797fd">More...</a><br /></td></tr>
|
||||
<tr class="separator:aee0037367f77dae234cb2f5e3bf797fd"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:a414997c3e43eeb97b774e16ccdbb5c7c"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a414997c3e43eeb97b774e16ccdbb5c7c">SetPosition</a> (Vector3 position)</td></tr>
|
||||
<tr class="memdesc:a414997c3e43eeb97b774e16ccdbb5c7c"><td class="mdescLeft"> </td><td class="mdescRight">Sets the mover's position directly <a href="class_kinematic_character_controller_1_1_physics_mover.html#a414997c3e43eeb97b774e16ccdbb5c7c">More...</a><br /></td></tr>
|
||||
<tr class="separator:a414997c3e43eeb97b774e16ccdbb5c7c"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:ab6991f3e9d3aec5f579cab56051e7c59"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#ab6991f3e9d3aec5f579cab56051e7c59">SetRotation</a> (Quaternion rotation)</td></tr>
|
||||
<tr class="memdesc:ab6991f3e9d3aec5f579cab56051e7c59"><td class="mdescLeft"> </td><td class="mdescRight">Sets the mover's rotation directly <a href="class_kinematic_character_controller_1_1_physics_mover.html#ab6991f3e9d3aec5f579cab56051e7c59">More...</a><br /></td></tr>
|
||||
<tr class="separator:ab6991f3e9d3aec5f579cab56051e7c59"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:a10bb337d653a8687d1dd7b4d0ef3ba3e"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a10bb337d653a8687d1dd7b4d0ef3ba3e">SetPositionAndRotation</a> (Vector3 position, Quaternion rotation)</td></tr>
|
||||
<tr class="memdesc:a10bb337d653a8687d1dd7b4d0ef3ba3e"><td class="mdescLeft"> </td><td class="mdescRight">Sets the mover's position and rotation directly <a href="class_kinematic_character_controller_1_1_physics_mover.html#a10bb337d653a8687d1dd7b4d0ef3ba3e">More...</a><br /></td></tr>
|
||||
<tr class="separator:a10bb337d653a8687d1dd7b4d0ef3ba3e"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:aed70b7ca1beb317a4c57e85dd26bac05"><td class="memItemLeft" align="right" valign="top"><a class="el" href="struct_kinematic_character_controller_1_1_physics_mover_state.html">PhysicsMoverState</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#aed70b7ca1beb317a4c57e85dd26bac05">GetState</a> ()</td></tr>
|
||||
<tr class="memdesc:aed70b7ca1beb317a4c57e85dd26bac05"><td class="mdescLeft"> </td><td class="mdescRight">Returns all the state information of the mover that is pertinent for simulation <a href="class_kinematic_character_controller_1_1_physics_mover.html#aed70b7ca1beb317a4c57e85dd26bac05">More...</a><br /></td></tr>
|
||||
<tr class="separator:aed70b7ca1beb317a4c57e85dd26bac05"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:aea93de283e964009dedd78e5c54e6af4"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#aea93de283e964009dedd78e5c54e6af4">ApplyState</a> (<a class="el" href="struct_kinematic_character_controller_1_1_physics_mover_state.html">PhysicsMoverState</a> state)</td></tr>
|
||||
<tr class="memdesc:aea93de283e964009dedd78e5c54e6af4"><td class="mdescLeft"> </td><td class="mdescRight">Applies a mover state instantly <a href="class_kinematic_character_controller_1_1_physics_mover.html#aea93de283e964009dedd78e5c54e6af4">More...</a><br /></td></tr>
|
||||
<tr class="separator:aea93de283e964009dedd78e5c54e6af4"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:a90b23b22ed1bc94d83f6b6192308842b"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a90b23b22ed1bc94d83f6b6192308842b">VelocityUpdate</a> (float deltaTime)</td></tr>
|
||||
<tr class="memdesc:a90b23b22ed1bc94d83f6b6192308842b"><td class="mdescLeft"> </td><td class="mdescRight">Caches velocity values based on deltatime and target position/rotations <a href="class_kinematic_character_controller_1_1_physics_mover.html#a90b23b22ed1bc94d83f6b6192308842b">More...</a><br /></td></tr>
|
||||
<tr class="separator:a90b23b22ed1bc94d83f6b6192308842b"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
</table><table class="memberdecls">
|
||||
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-attribs"></a>
|
||||
Public Attributes</h2></td></tr>
|
||||
<tr class="memitem:a8d2a5c933cb7918af92076eb8027dd7e"><td class="memItemLeft" align="right" valign="top">Rigidbody </td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a8d2a5c933cb7918af92076eb8027dd7e">Rigidbody</a></td></tr>
|
||||
<tr class="memdesc:a8d2a5c933cb7918af92076eb8027dd7e"><td class="mdescLeft"> </td><td class="mdescRight">The mover's Rigidbody <a href="class_kinematic_character_controller_1_1_physics_mover.html#a8d2a5c933cb7918af92076eb8027dd7e">More...</a><br /></td></tr>
|
||||
<tr class="separator:a8d2a5c933cb7918af92076eb8027dd7e"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:a30a69fe74557afa2872ec42a65686df4"><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a30a69fe74557afa2872ec42a65686df4">MoveWithPhysics</a> = true</td></tr>
|
||||
<tr class="memdesc:a30a69fe74557afa2872ec42a65686df4"><td class="mdescLeft"> </td><td class="mdescRight">Determines if the platform moves with rigidbody.MovePosition (when true), or with rigidbody.position (when false) <a href="class_kinematic_character_controller_1_1_physics_mover.html#a30a69fe74557afa2872ec42a65686df4">More...</a><br /></td></tr>
|
||||
<tr class="separator:a30a69fe74557afa2872ec42a65686df4"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:ad9fe8885f4bb32ca8c616b2d0d5d0645"><td class="memItemLeft" align="right" valign="top"><a class="el" href="interface_kinematic_character_controller_1_1_i_mover_controller.html">IMoverController</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#ad9fe8885f4bb32ca8c616b2d0d5d0645">MoverController</a></td></tr>
|
||||
<tr class="memdesc:ad9fe8885f4bb32ca8c616b2d0d5d0645"><td class="mdescLeft"> </td><td class="mdescRight">Index of this motor in <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html" title="The system that manages the simulation of KinematicCharacterMotor and PhysicsMover">KinematicCharacterSystem</a> arrays <a href="class_kinematic_character_controller_1_1_physics_mover.html#ad9fe8885f4bb32ca8c616b2d0d5d0645">More...</a><br /></td></tr>
|
||||
<tr class="separator:ad9fe8885f4bb32ca8c616b2d0d5d0645"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:abd25624e46c8ecf8e791ec38d93a35f9"><td class="memItemLeft" align="right" valign="top">Vector3 </td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#abd25624e46c8ecf8e791ec38d93a35f9">LatestInterpolationPosition</a></td></tr>
|
||||
<tr class="memdesc:abd25624e46c8ecf8e791ec38d93a35f9"><td class="mdescLeft"> </td><td class="mdescRight">Remembers latest position in interpolation <a href="class_kinematic_character_controller_1_1_physics_mover.html#abd25624e46c8ecf8e791ec38d93a35f9">More...</a><br /></td></tr>
|
||||
<tr class="separator:abd25624e46c8ecf8e791ec38d93a35f9"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:a402411619704a2c6dd885b945cf547eb"><td class="memItemLeft" align="right" valign="top">Quaternion </td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a402411619704a2c6dd885b945cf547eb">LatestInterpolationRotation</a></td></tr>
|
||||
<tr class="memdesc:a402411619704a2c6dd885b945cf547eb"><td class="mdescLeft"> </td><td class="mdescRight">Remembers latest rotation in interpolation <a href="class_kinematic_character_controller_1_1_physics_mover.html#a402411619704a2c6dd885b945cf547eb">More...</a><br /></td></tr>
|
||||
<tr class="separator:a402411619704a2c6dd885b945cf547eb"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:acc51d5dc5c0fc940f3f094bf0d1ebedb"><td class="memItemLeft" align="right" valign="top">Vector3 </td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#acc51d5dc5c0fc940f3f094bf0d1ebedb">PositionDeltaFromInterpolation</a></td></tr>
|
||||
<tr class="memdesc:acc51d5dc5c0fc940f3f094bf0d1ebedb"><td class="mdescLeft"> </td><td class="mdescRight">The latest movement made by interpolation <a href="class_kinematic_character_controller_1_1_physics_mover.html#acc51d5dc5c0fc940f3f094bf0d1ebedb">More...</a><br /></td></tr>
|
||||
<tr class="separator:acc51d5dc5c0fc940f3f094bf0d1ebedb"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:a2fadf0be46e91921539aba1ea3500d6e"><td class="memItemLeft" align="right" valign="top">Quaternion </td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a2fadf0be46e91921539aba1ea3500d6e">RotationDeltaFromInterpolation</a></td></tr>
|
||||
<tr class="memdesc:a2fadf0be46e91921539aba1ea3500d6e"><td class="mdescLeft"> </td><td class="mdescRight">The latest rotation made by interpolation <a href="class_kinematic_character_controller_1_1_physics_mover.html#a2fadf0be46e91921539aba1ea3500d6e">More...</a><br /></td></tr>
|
||||
<tr class="separator:a2fadf0be46e91921539aba1ea3500d6e"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
</table><table class="memberdecls">
|
||||
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="properties"></a>
|
||||
Properties</h2></td></tr>
|
||||
<tr class="memitem:a410ff1618933bf64b37660df2c5462b7"><td class="memItemLeft" align="right" valign="top">int </td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a410ff1618933bf64b37660df2c5462b7">IndexInCharacterSystem</a><code> [get, set]</code></td></tr>
|
||||
<tr class="memdesc:a410ff1618933bf64b37660df2c5462b7"><td class="mdescLeft"> </td><td class="mdescRight">Index of this motor in <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html" title="The system that manages the simulation of KinematicCharacterMotor and PhysicsMover">KinematicCharacterSystem</a> arrays <a href="class_kinematic_character_controller_1_1_physics_mover.html#a410ff1618933bf64b37660df2c5462b7">More...</a><br /></td></tr>
|
||||
<tr class="separator:a410ff1618933bf64b37660df2c5462b7"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:a80d4045e29e6d66512fdfdbedee4a08d"><td class="memItemLeft" align="right" valign="top">Vector3 </td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a80d4045e29e6d66512fdfdbedee4a08d">InitialTickPosition</a><code> [get, set]</code></td></tr>
|
||||
<tr class="memdesc:a80d4045e29e6d66512fdfdbedee4a08d"><td class="mdescLeft"> </td><td class="mdescRight">Remembers initial position before all simulation are done <a href="class_kinematic_character_controller_1_1_physics_mover.html#a80d4045e29e6d66512fdfdbedee4a08d">More...</a><br /></td></tr>
|
||||
<tr class="separator:a80d4045e29e6d66512fdfdbedee4a08d"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:a8374fce0bfaec62fe26a078157ba8005"><td class="memItemLeft" align="right" valign="top">Quaternion </td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a8374fce0bfaec62fe26a078157ba8005">InitialTickRotation</a><code> [get, set]</code></td></tr>
|
||||
<tr class="memdesc:a8374fce0bfaec62fe26a078157ba8005"><td class="mdescLeft"> </td><td class="mdescRight">Remembers initial rotation before all simulation are done <a href="class_kinematic_character_controller_1_1_physics_mover.html#a8374fce0bfaec62fe26a078157ba8005">More...</a><br /></td></tr>
|
||||
<tr class="separator:a8374fce0bfaec62fe26a078157ba8005"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:a1059d618d61fb89ef32297a9cc40418f"><td class="memItemLeft" align="right" valign="top">Transform </td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a1059d618d61fb89ef32297a9cc40418f">Transform</a><code> [get]</code></td></tr>
|
||||
<tr class="memdesc:a1059d618d61fb89ef32297a9cc40418f"><td class="mdescLeft"> </td><td class="mdescRight">The mover's Transform <a href="class_kinematic_character_controller_1_1_physics_mover.html#a1059d618d61fb89ef32297a9cc40418f">More...</a><br /></td></tr>
|
||||
<tr class="separator:a1059d618d61fb89ef32297a9cc40418f"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:a5e2dc2a114c93ffd5b45787ad9764f50"><td class="memItemLeft" align="right" valign="top">Vector3 </td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a5e2dc2a114c93ffd5b45787ad9764f50">InitialSimulationPosition</a><code> [get]</code></td></tr>
|
||||
<tr class="memdesc:a5e2dc2a114c93ffd5b45787ad9764f50"><td class="mdescLeft"> </td><td class="mdescRight">The character's position before the movement calculations began <a href="class_kinematic_character_controller_1_1_physics_mover.html#a5e2dc2a114c93ffd5b45787ad9764f50">More...</a><br /></td></tr>
|
||||
<tr class="separator:a5e2dc2a114c93ffd5b45787ad9764f50"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:a7bd65afeebe02220c3d12302b958dab5"><td class="memItemLeft" align="right" valign="top">Quaternion </td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a7bd65afeebe02220c3d12302b958dab5">InitialSimulationRotation</a><code> [get]</code></td></tr>
|
||||
<tr class="memdesc:a7bd65afeebe02220c3d12302b958dab5"><td class="mdescLeft"> </td><td class="mdescRight">The character's rotation before the movement calculations began <a href="class_kinematic_character_controller_1_1_physics_mover.html#a7bd65afeebe02220c3d12302b958dab5">More...</a><br /></td></tr>
|
||||
<tr class="separator:a7bd65afeebe02220c3d12302b958dab5"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:a7df8dc04bcc06e49ebabe4b877435a13"><td class="memItemLeft" align="right" valign="top">Vector3 </td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a7df8dc04bcc06e49ebabe4b877435a13">TransientPosition</a><code> [get]</code></td></tr>
|
||||
<tr class="memdesc:a7df8dc04bcc06e49ebabe4b877435a13"><td class="mdescLeft"> </td><td class="mdescRight">The mover's rotation (always up-to-date during the character update phase) <a href="class_kinematic_character_controller_1_1_physics_mover.html#a7df8dc04bcc06e49ebabe4b877435a13">More...</a><br /></td></tr>
|
||||
<tr class="separator:a7df8dc04bcc06e49ebabe4b877435a13"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:a95f6198496dbfa103be5e56b01e4094b"><td class="memItemLeft" align="right" valign="top">Quaternion </td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a95f6198496dbfa103be5e56b01e4094b">TransientRotation</a><code> [get]</code></td></tr>
|
||||
<tr class="memdesc:a95f6198496dbfa103be5e56b01e4094b"><td class="mdescLeft"> </td><td class="mdescRight">The mover's rotation (always up-to-date during the character update phase) <a href="class_kinematic_character_controller_1_1_physics_mover.html#a95f6198496dbfa103be5e56b01e4094b">More...</a><br /></td></tr>
|
||||
<tr class="separator:a95f6198496dbfa103be5e56b01e4094b"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
</table>
|
||||
<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
|
||||
<div class="textblock"><p>Component that manages the movement of moving kinematic rigidbodies for proper interaction with characters </p>
|
||||
</div><h2 class="groupheader">Member Function Documentation</h2>
|
||||
<a id="aea93de283e964009dedd78e5c54e6af4"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#aea93de283e964009dedd78e5c54e6af4">◆ </a></span>ApplyState()</h2>
|
||||
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">void KinematicCharacterController.PhysicsMover.ApplyState </td>
|
||||
<td>(</td>
|
||||
<td class="paramtype"><a class="el" href="struct_kinematic_character_controller_1_1_physics_mover_state.html">PhysicsMoverState</a> </td>
|
||||
<td class="paramname"><em>state</em></td><td>)</td>
|
||||
<td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
|
||||
<p>Applies a mover state instantly </p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a id="aed70b7ca1beb317a4c57e85dd26bac05"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#aed70b7ca1beb317a4c57e85dd26bac05">◆ </a></span>GetState()</h2>
|
||||
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname"><a class="el" href="struct_kinematic_character_controller_1_1_physics_mover_state.html">PhysicsMoverState</a> KinematicCharacterController.PhysicsMover.GetState </td>
|
||||
<td>(</td>
|
||||
<td class="paramname"></td><td>)</td>
|
||||
<td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
|
||||
<p>Returns all the state information of the mover that is pertinent for simulation </p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a id="a414997c3e43eeb97b774e16ccdbb5c7c"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#a414997c3e43eeb97b774e16ccdbb5c7c">◆ </a></span>SetPosition()</h2>
|
||||
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">void KinematicCharacterController.PhysicsMover.SetPosition </td>
|
||||
<td>(</td>
|
||||
<td class="paramtype">Vector3 </td>
|
||||
<td class="paramname"><em>position</em></td><td>)</td>
|
||||
<td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
|
||||
<p>Sets the mover's position directly </p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a id="a10bb337d653a8687d1dd7b4d0ef3ba3e"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#a10bb337d653a8687d1dd7b4d0ef3ba3e">◆ </a></span>SetPositionAndRotation()</h2>
|
||||
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">void KinematicCharacterController.PhysicsMover.SetPositionAndRotation </td>
|
||||
<td>(</td>
|
||||
<td class="paramtype">Vector3 </td>
|
||||
<td class="paramname"><em>position</em>, </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="paramkey"></td>
|
||||
<td></td>
|
||||
<td class="paramtype">Quaternion </td>
|
||||
<td class="paramname"><em>rotation</em> </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td></td>
|
||||
<td>)</td>
|
||||
<td></td><td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
|
||||
<p>Sets the mover's position and rotation directly </p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a id="ab6991f3e9d3aec5f579cab56051e7c59"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#ab6991f3e9d3aec5f579cab56051e7c59">◆ </a></span>SetRotation()</h2>
|
||||
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">void KinematicCharacterController.PhysicsMover.SetRotation </td>
|
||||
<td>(</td>
|
||||
<td class="paramtype">Quaternion </td>
|
||||
<td class="paramname"><em>rotation</em></td><td>)</td>
|
||||
<td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
|
||||
<p>Sets the mover's rotation directly </p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a id="aee0037367f77dae234cb2f5e3bf797fd"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#aee0037367f77dae234cb2f5e3bf797fd">◆ </a></span>ValidateData()</h2>
|
||||
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">void KinematicCharacterController.PhysicsMover.ValidateData </td>
|
||||
<td>(</td>
|
||||
<td class="paramname"></td><td>)</td>
|
||||
<td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
|
||||
<p>Handle validating all required values </p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a id="a90b23b22ed1bc94d83f6b6192308842b"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#a90b23b22ed1bc94d83f6b6192308842b">◆ </a></span>VelocityUpdate()</h2>
|
||||
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">void KinematicCharacterController.PhysicsMover.VelocityUpdate </td>
|
||||
<td>(</td>
|
||||
<td class="paramtype">float </td>
|
||||
<td class="paramname"><em>deltaTime</em></td><td>)</td>
|
||||
<td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
|
||||
<p>Caches velocity values based on deltatime and target position/rotations </p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<h2 class="groupheader">Member Data Documentation</h2>
|
||||
<a id="abd25624e46c8ecf8e791ec38d93a35f9"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#abd25624e46c8ecf8e791ec38d93a35f9">◆ </a></span>LatestInterpolationPosition</h2>
|
||||
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">Vector3 KinematicCharacterController.PhysicsMover.LatestInterpolationPosition</td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
|
||||
<p>Remembers latest position in interpolation </p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a id="a402411619704a2c6dd885b945cf547eb"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#a402411619704a2c6dd885b945cf547eb">◆ </a></span>LatestInterpolationRotation</h2>
|
||||
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">Quaternion KinematicCharacterController.PhysicsMover.LatestInterpolationRotation</td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
|
||||
<p>Remembers latest rotation in interpolation </p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a id="ad9fe8885f4bb32ca8c616b2d0d5d0645"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#ad9fe8885f4bb32ca8c616b2d0d5d0645">◆ </a></span>MoverController</h2>
|
||||
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname"><a class="el" href="interface_kinematic_character_controller_1_1_i_mover_controller.html">IMoverController</a> KinematicCharacterController.PhysicsMover.MoverController</td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
|
||||
<p>Index of this motor in <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html" title="The system that manages the simulation of KinematicCharacterMotor and PhysicsMover">KinematicCharacterSystem</a> arrays </p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a id="a30a69fe74557afa2872ec42a65686df4"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#a30a69fe74557afa2872ec42a65686df4">◆ </a></span>MoveWithPhysics</h2>
|
||||
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">bool KinematicCharacterController.PhysicsMover.MoveWithPhysics = true</td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
|
||||
<p>Determines if the platform moves with rigidbody.MovePosition (when true), or with rigidbody.position (when false) </p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a id="acc51d5dc5c0fc940f3f094bf0d1ebedb"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#acc51d5dc5c0fc940f3f094bf0d1ebedb">◆ </a></span>PositionDeltaFromInterpolation</h2>
|
||||
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">Vector3 KinematicCharacterController.PhysicsMover.PositionDeltaFromInterpolation</td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
|
||||
<p>The latest movement made by interpolation </p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a id="a8d2a5c933cb7918af92076eb8027dd7e"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#a8d2a5c933cb7918af92076eb8027dd7e">◆ </a></span>Rigidbody</h2>
|
||||
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">Rigidbody KinematicCharacterController.PhysicsMover.Rigidbody</td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
|
||||
<p>The mover's Rigidbody </p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a id="a2fadf0be46e91921539aba1ea3500d6e"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#a2fadf0be46e91921539aba1ea3500d6e">◆ </a></span>RotationDeltaFromInterpolation</h2>
|
||||
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">Quaternion KinematicCharacterController.PhysicsMover.RotationDeltaFromInterpolation</td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
|
||||
<p>The latest rotation made by interpolation </p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<h2 class="groupheader">Property Documentation</h2>
|
||||
<a id="a410ff1618933bf64b37660df2c5462b7"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#a410ff1618933bf64b37660df2c5462b7">◆ </a></span>IndexInCharacterSystem</h2>
|
||||
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="mlabels">
|
||||
<tr>
|
||||
<td class="mlabels-left">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">int KinematicCharacterController.PhysicsMover.IndexInCharacterSystem</td>
|
||||
</tr>
|
||||
</table>
|
||||
</td>
|
||||
<td class="mlabels-right">
|
||||
<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span> </td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
|
||||
<p>Index of this motor in <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html" title="The system that manages the simulation of KinematicCharacterMotor and PhysicsMover">KinematicCharacterSystem</a> arrays </p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a id="a5e2dc2a114c93ffd5b45787ad9764f50"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#a5e2dc2a114c93ffd5b45787ad9764f50">◆ </a></span>InitialSimulationPosition</h2>
|
||||
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="mlabels">
|
||||
<tr>
|
||||
<td class="mlabels-left">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">Vector3 KinematicCharacterController.PhysicsMover.InitialSimulationPosition</td>
|
||||
</tr>
|
||||
</table>
|
||||
</td>
|
||||
<td class="mlabels-right">
|
||||
<span class="mlabels"><span class="mlabel">get</span></span> </td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
|
||||
<p>The character's position before the movement calculations began </p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a id="a7bd65afeebe02220c3d12302b958dab5"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#a7bd65afeebe02220c3d12302b958dab5">◆ </a></span>InitialSimulationRotation</h2>
|
||||
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="mlabels">
|
||||
<tr>
|
||||
<td class="mlabels-left">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">Quaternion KinematicCharacterController.PhysicsMover.InitialSimulationRotation</td>
|
||||
</tr>
|
||||
</table>
|
||||
</td>
|
||||
<td class="mlabels-right">
|
||||
<span class="mlabels"><span class="mlabel">get</span></span> </td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
|
||||
<p>The character's rotation before the movement calculations began </p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a id="a80d4045e29e6d66512fdfdbedee4a08d"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#a80d4045e29e6d66512fdfdbedee4a08d">◆ </a></span>InitialTickPosition</h2>
|
||||
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="mlabels">
|
||||
<tr>
|
||||
<td class="mlabels-left">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">Vector3 KinematicCharacterController.PhysicsMover.InitialTickPosition</td>
|
||||
</tr>
|
||||
</table>
|
||||
</td>
|
||||
<td class="mlabels-right">
|
||||
<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span> </td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
|
||||
<p>Remembers initial position before all simulation are done </p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a id="a8374fce0bfaec62fe26a078157ba8005"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#a8374fce0bfaec62fe26a078157ba8005">◆ </a></span>InitialTickRotation</h2>
|
||||
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="mlabels">
|
||||
<tr>
|
||||
<td class="mlabels-left">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">Quaternion KinematicCharacterController.PhysicsMover.InitialTickRotation</td>
|
||||
</tr>
|
||||
</table>
|
||||
</td>
|
||||
<td class="mlabels-right">
|
||||
<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span> </td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
|
||||
<p>Remembers initial rotation before all simulation are done </p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a id="a1059d618d61fb89ef32297a9cc40418f"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#a1059d618d61fb89ef32297a9cc40418f">◆ </a></span>Transform</h2>
|
||||
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="mlabels">
|
||||
<tr>
|
||||
<td class="mlabels-left">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">Transform KinematicCharacterController.PhysicsMover.Transform</td>
|
||||
</tr>
|
||||
</table>
|
||||
</td>
|
||||
<td class="mlabels-right">
|
||||
<span class="mlabels"><span class="mlabel">get</span></span> </td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
|
||||
<p>The mover's Transform </p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a id="a7df8dc04bcc06e49ebabe4b877435a13"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#a7df8dc04bcc06e49ebabe4b877435a13">◆ </a></span>TransientPosition</h2>
|
||||
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="mlabels">
|
||||
<tr>
|
||||
<td class="mlabels-left">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">Vector3 KinematicCharacterController.PhysicsMover.TransientPosition</td>
|
||||
</tr>
|
||||
</table>
|
||||
</td>
|
||||
<td class="mlabels-right">
|
||||
<span class="mlabels"><span class="mlabel">get</span></span> </td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
|
||||
<p>The mover's rotation (always up-to-date during the character update phase) </p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a id="a95f6198496dbfa103be5e56b01e4094b"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#a95f6198496dbfa103be5e56b01e4094b">◆ </a></span>TransientRotation</h2>
|
||||
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="mlabels">
|
||||
<tr>
|
||||
<td class="mlabels-left">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">Quaternion KinematicCharacterController.PhysicsMover.TransientRotation</td>
|
||||
</tr>
|
||||
</table>
|
||||
</td>
|
||||
<td class="mlabels-right">
|
||||
<span class="mlabels"><span class="mlabel">get</span></span> </td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
|
||||
<p>The mover's rotation (always up-to-date during the character update phase) </p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<hr/>The documentation for this class was generated from the following file:<ul>
|
||||
<li>C:/Projects_Main/kcc/Assets/KinematicCharacterController/Core/PhysicsMover.cs</li>
|
||||
</ul>
|
||||
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<div id="projectname">Kinematic Character Controller
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<li class="navelem"><a class="el" href="namespace_kinematic_character_controller.html">KinematicCharacterController</a></li><li class="navelem"><a class="el" href="class_kinematic_character_controller_1_1_read_only_attribute.html">ReadOnlyAttribute</a></li> </ul>
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<p>Inherits PropertyAttribute.</p>
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|
||||
</td>
|
||||
<td valign="top"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterMotor</a> (<a class="el" href="namespace_kinematic_character_controller.html">KinematicCharacterController</a>)   </td>
|
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<td rowspan="2" valign="bottom"><a name="letter_p"></a><table border="0" cellspacing="0" cellpadding="0"><tr><td><div class="ah">  p  </div></td></tr></table>
|
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</td>
|
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<td valign="top"><a class="el" href="struct_kinematic_character_controller_1_1_rigidbody_projection_hit.html">RigidbodyProjectionHit</a> (<a class="el" href="namespace_kinematic_character_controller.html">KinematicCharacterController</a>)   </td>
|
||||
</tr>
|
||||
<tr><td valign="top"><a class="el" href="struct_kinematic_character_controller_1_1_kinematic_character_motor_state.html">KinematicCharacterMotorState</a> (<a class="el" href="namespace_kinematic_character_controller.html">KinematicCharacterController</a>)   </td>
|
||||
<td></td></tr>
|
||||
<tr><td valign="top"><a class="el" href="struct_kinematic_character_controller_1_1_character_grounding_report.html">CharacterGroundingReport</a> (<a class="el" href="namespace_kinematic_character_controller.html">KinematicCharacterController</a>)   </td>
|
||||
<td valign="top"><a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html">ICharacterController</a> (<a class="el" href="namespace_kinematic_character_controller.html">KinematicCharacterController</a>)   </td>
|
||||
<td valign="top"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html">KinematicCharacterSystem</a> (<a class="el" href="namespace_kinematic_character_controller.html">KinematicCharacterController</a>)   </td>
|
||||
<td valign="top"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html">PhysicsMover</a> (<a class="el" href="namespace_kinematic_character_controller.html">KinematicCharacterController</a>)   </td>
|
||||
<td></td></tr>
|
||||
<tr><td valign="top"><a class="el" href="struct_kinematic_character_controller_1_1_character_transient_grounding_report.html">CharacterTransientGroundingReport</a> (<a class="el" href="namespace_kinematic_character_controller.html">KinematicCharacterController</a>)   </td>
|
||||
<td valign="top"><a class="el" href="interface_kinematic_character_controller_1_1_i_mover_controller.html">IMoverController</a> (<a class="el" href="namespace_kinematic_character_controller.html">KinematicCharacterController</a>)   </td>
|
||||
<td rowspan="2" valign="bottom"><a name="letter_o"></a><table border="0" cellspacing="0" cellpadding="0"><tr><td><div class="ah">  o  </div></td></tr></table>
|
||||
</td>
|
||||
<td valign="top"><a class="el" href="struct_kinematic_character_controller_1_1_physics_mover_state.html">PhysicsMoverState</a> (<a class="el" href="namespace_kinematic_character_controller.html">KinematicCharacterController</a>)   </td>
|
||||
<td></td></tr>
|
||||
<tr><td rowspan="2" valign="bottom"><a name="letter_h"></a><table border="0" cellspacing="0" cellpadding="0"><tr><td><div class="ah">  h  </div></td></tr></table>
|
||||
</td>
|
||||
<td rowspan="2" valign="bottom"><a name="letter_k"></a><table border="0" cellspacing="0" cellpadding="0"><tr><td><div class="ah">  k  </div></td></tr></table>
|
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</td>
|
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<td rowspan="2" valign="bottom"><a name="letter_r"></a><table border="0" cellspacing="0" cellpadding="0"><tr><td><div class="ah">  r  </div></td></tr></table>
|
||||
</td>
|
||||
<td></td></tr>
|
||||
<tr><td valign="top"><a class="el" href="struct_kinematic_character_controller_1_1_overlap_result.html">OverlapResult</a> (<a class="el" href="namespace_kinematic_character_controller.html">KinematicCharacterController</a>)   </td>
|
||||
<td></td></tr>
|
||||
<tr><td valign="top"><a class="el" href="struct_kinematic_character_controller_1_1_hit_stability_report.html">HitStabilityReport</a> (<a class="el" href="namespace_kinematic_character_controller.html">KinematicCharacterController</a>)   </td>
|
||||
<td valign="top"><a class="el" href="class_kinematic_character_controller_1_1_k_c_c_settings.html">KCCSettings</a> (<a class="el" href="namespace_kinematic_character_controller.html">KinematicCharacterController</a>)   </td>
|
||||
<td></td><td valign="top"><a class="el" href="class_kinematic_character_controller_1_1_read_only_attribute.html">ReadOnlyAttribute</a> (<a class="el" href="namespace_kinematic_character_controller.html">KinematicCharacterController</a>)   </td>
|
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|
||||
<td id="projectalign" style="padding-left: 0.5em;">
|
||||
<div id="projectname">Kinematic Character Controller
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
</div>
|
||||
<!-- end header part -->
|
||||
<!-- Generated by Doxygen 1.8.16 -->
|
||||
<script type="text/javascript">
|
||||
/* @license magnet:?xt=urn:btih:cf05388f2679ee054f2beb29a391d25f4e673ac3&dn=gpl-2.0.txt GPL-v2 */
|
||||
var searchBox = new SearchBox("searchBox", "search",false,'Search');
|
||||
/* @license-end */
|
||||
</script>
|
||||
<script type="text/javascript" src="menudata.js"></script>
|
||||
<script type="text/javascript" src="menu.js"></script>
|
||||
<script type="text/javascript">
|
||||
/* @license magnet:?xt=urn:btih:cf05388f2679ee054f2beb29a391d25f4e673ac3&dn=gpl-2.0.txt GPL-v2 */
|
||||
$(function() {
|
||||
initMenu('',true,false,'search.php','Search');
|
||||
$(document).ready(function() { init_search(); });
|
||||
});
|
||||
/* @license-end */</script>
|
||||
<div id="main-nav"></div>
|
||||
</div><!-- top -->
|
||||
<!-- window showing the filter options -->
|
||||
<div id="MSearchSelectWindow"
|
||||
onmouseover="return searchBox.OnSearchSelectShow()"
|
||||
onmouseout="return searchBox.OnSearchSelectHide()"
|
||||
onkeydown="return searchBox.OnSearchSelectKey(event)">
|
||||
</div>
|
||||
|
||||
<!-- iframe showing the search results (closed by default) -->
|
||||
<div id="MSearchResultsWindow">
|
||||
<iframe src="javascript:void(0)" frameborder="0"
|
||||
name="MSearchResults" id="MSearchResults">
|
||||
</iframe>
|
||||
</div>
|
||||
|
||||
<div class="contents">
|
||||
<div class="textblock">Here is a list of all documented class members with links to the class documentation for each member:</div>
|
||||
|
||||
<h3><a id="index_a"></a>- a -</h3><ul>
|
||||
<li>AfterCharacterUpdate()
|
||||
: <a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html#af8f74d66b6f1144a3dc3f48eda10922d">KinematicCharacterController.ICharacterController</a>
|
||||
</li>
|
||||
<li>AllowSteppingWithoutStableGrounding
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#ab032f3c8ab3f2dcd5f73c4d115caa218">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>ApplyState()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#afac7a49d19a24a7d5afe540fa95345a8">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
, <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#aea93de283e964009dedd78e5c54e6af4">KinematicCharacterController.PhysicsMover</a>
|
||||
</li>
|
||||
<li>AttachedRigidbody
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a5800c9604e13897c2d1fd0f50202ba11">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>AttachedRigidbodyOverride
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a1551f2e6d70f055ae154f8b806d06321">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>AttachedRigidbodyVelocity
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a67255c90445be29b16e3e8e61509b690">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>AutoSimulation
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_k_c_c_settings.html#a00f3d2293a2d8d4ecb3240924bf5d8b9">KinematicCharacterController.KCCSettings</a>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3><a id="index_b"></a>- b -</h3><ul>
|
||||
<li>BaseVelocity
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a6b6f550fdb62db506eb1534385540f80">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>BeforeCharacterUpdate()
|
||||
: <a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html#af7b91a80b00675829fdc8fc6d80bb865">KinematicCharacterController.ICharacterController</a>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3><a id="index_c"></a>- c -</h3><ul>
|
||||
<li>Capsule
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#aef3ea9a62927ec52a76e0fa89b8f07fd">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>CharacterCollisionsOverlap()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a668825dc90f9af99a8e0fa6381cb4724">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>CharacterCollisionsRaycast()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a1b0be1f31c7a20d6959987b582faf5fb">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>CharacterCollisionsSweep()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a4ae62c90dc366ad6551f252996c795f5">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>CharacterController
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#ad9c6481381fa19693dbc1700d41ff0e0">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>CharacterForward
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a31c86d4e878ba2a781d32575272c074b">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>CharacterOverlap()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#ae140c9670e11ed02c5f2b3ade0cd28b9">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>CharacterRight
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#af72d712678134e87ea97275bbaf9ac3f">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>CharacterSweep()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a8aff521040f67f581c409041bf4e6472">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>CharacterTransformToCapsuleBottom
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#ad2127ea0cd2be79320795a1ca04e1615">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>CharacterTransformToCapsuleBottomHemi
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a4c809ea64597ced011b12d30ad4f659f">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>CharacterTransformToCapsuleCenter
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a98000f1fb92d4fed02c23148c111a52d">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>CharacterTransformToCapsuleTop
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a07a83d8145517a06c0807af93ba8a921">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>CharacterTransformToCapsuleTopHemi
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#ab218edae44b84d4e922cb5469530d0c8">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>CharacterUp
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a39d0cfa80ea09dd3044ca50c8f51d9ff">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>CheckMovementInitialOverlaps
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a66adf33c229fa58c4c930fae3a64947d">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>CollidableLayers
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a037f3852a628c4cb3db50a1a68dad9af">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3><a id="index_d"></a>- d -</h3><ul>
|
||||
<li>DiscreteCollisionEvents
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#aefe17de8606724df4bc11de6390964b4">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3><a id="index_e"></a>- e -</h3><ul>
|
||||
<li>EnsureCreation()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html#a95a2d81b29fc81b81c395c5fae8550dc">KinematicCharacterController.KinematicCharacterSystem</a>
|
||||
</li>
|
||||
<li>EvaluateHitStability()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a3fdb27699213253d769a112492d2380e">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3><a id="index_f"></a>- f -</h3><ul>
|
||||
<li>ForceUnground()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a6490a7bbc95d3d49a4e9e357c46c9cdb">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3><a id="index_g"></a>- g -</h3><ul>
|
||||
<li>GetDirectionTangentToSurface()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a7a948caebd5a4130d976e85ccbfa6f6d">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>GetInstance()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html#a1140620815808151e09643331b57fc35">KinematicCharacterController.KinematicCharacterSystem</a>
|
||||
</li>
|
||||
<li>GetState()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#ab741940dfd5a969ddc81601080f48661">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
, <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#aed70b7ca1beb317a4c57e85dd26bac05">KinematicCharacterController.PhysicsMover</a>
|
||||
</li>
|
||||
<li>GetVelocityForMovePosition()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a60d6d506faf36f90b309d49a3a03d594">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>GetVelocityFromRigidbodyMovement()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a26f5710d0f507de43284c4b0c7b07a11">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>GroundDetectionExtraDistance
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a4954ee3aa3977669e2f406da7d214ff1">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>GroundingStatus
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a2c9543ba2189763a9aaaff456ab77c61">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3><a id="index_h"></a>- h -</h3><ul>
|
||||
<li>HandleSimulatedRigidbodyInteraction()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a56d734b9d075248545d5f98d5fb647b9">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>HandleVelocityProjection()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#ac817ddc4bea8e9d49a01cc2a5e6e89f2">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>HasPlanarConstraint
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a3e42fb8afe470c8e878d20107abffac0">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3><a id="index_i"></a>- i -</h3><ul>
|
||||
<li>IndexInCharacterSystem
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#ab27587ca0115ad743a2e596f97a8b9c5">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
, <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a410ff1618933bf64b37660df2c5462b7">KinematicCharacterController.PhysicsMover</a>
|
||||
</li>
|
||||
<li>InitialSimulationPosition
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a0f6633aaf14c608cb6be8615fcceac19">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
, <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a5e2dc2a114c93ffd5b45787ad9764f50">KinematicCharacterController.PhysicsMover</a>
|
||||
</li>
|
||||
<li>InitialSimulationRotation
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a25925448a9b6c8bbb510c7e40680ac50">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
, <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a7bd65afeebe02220c3d12302b958dab5">KinematicCharacterController.PhysicsMover</a>
|
||||
</li>
|
||||
<li>InitialTickPosition
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a0dbb445bc3022ee04877035d8e26471b">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
, <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a80d4045e29e6d66512fdfdbedee4a08d">KinematicCharacterController.PhysicsMover</a>
|
||||
</li>
|
||||
<li>InitialTickRotation
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#ad4e34b9a077d4f282e6b61bbf7a842a8">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
, <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a8374fce0bfaec62fe26a078157ba8005">KinematicCharacterController.PhysicsMover</a>
|
||||
</li>
|
||||
<li>InteractiveRigidbodyHandling
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a5cbdc42c5fce3d943149e18fba9ba261">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>Interpolate
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_k_c_c_settings.html#a22306d5df135c11e18a0c04afaef886b">KinematicCharacterController.KCCSettings</a>
|
||||
</li>
|
||||
<li>IsColliderValidForCollisions()
|
||||
: <a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html#a415e7f882dffc9928ed8487a0dc87d1f">KinematicCharacterController.ICharacterController</a>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3><a id="index_k"></a>- k -</h3><ul>
|
||||
<li>KillRemainingMovementWhenExceedMaxMovementIterations
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#aed30049d851182dd7e434a4d607206e5">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>KillVelocityWhenExceedMaxMovementIterations
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a957018ec16f45dd4d013e02f723eea1c">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3><a id="index_l"></a>- l -</h3><ul>
|
||||
<li>LastGroundingStatus
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#ae2cf08a1967dafb97b27c2595b609c1b">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>LastMovementIterationFoundAnyGround
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#ae74e6f23774504215fd3d66169c44d2b">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>LatestInterpolationPosition
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#abd25624e46c8ecf8e791ec38d93a35f9">KinematicCharacterController.PhysicsMover</a>
|
||||
</li>
|
||||
<li>LatestInterpolationRotation
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a402411619704a2c6dd885b945cf547eb">KinematicCharacterController.PhysicsMover</a>
|
||||
</li>
|
||||
<li>LedgeAndDenivelationHandling
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a2c7be29d78a0cb35bb8ed17481296bd8">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3><a id="index_m"></a>- m -</h3><ul>
|
||||
<li>MaxDecollisionIterations
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a9d649f47dca26f18fe469b6e9a71a666">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>MaxMovementIterations
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#aa8f356fae06ec0366c314b171485e945">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>MaxStableDenivelationAngle
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a67645369a27b8a18212b8f57d72a97e9">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>MaxStableDistanceFromLedge
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a22fafbf8cd9380e0362e309a02c9e7d5">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>MaxStableSlopeAngle
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a10066d391e7e3f6e5ed0d850618a42c1">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>MaxStepHeight
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a6536777ce31dc2f6d952c3740d886aff">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>MaxVelocityForLedgeSnap
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a6bfd61a9341843eb0c804e97d7e7d623">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>MinRequiredStepDepth
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#afbcce5d7eb7f96db8ca2370aed90a327">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>MotorsListInitialCapacity
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_k_c_c_settings.html#a5873ea39c0c16fb233a9b78ae9695946">KinematicCharacterController.KCCSettings</a>
|
||||
</li>
|
||||
<li>MoveCharacter()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a5d7a05e6497a68120672e9902836a263">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>MoverController
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#ad9fe8885f4bb32ca8c616b2d0d5d0645">KinematicCharacterController.PhysicsMover</a>
|
||||
</li>
|
||||
<li>MoversListInitialCapacity
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_k_c_c_settings.html#ad1b927293976a17b0be39bc169695a8d">KinematicCharacterController.KCCSettings</a>
|
||||
</li>
|
||||
<li>MoveWithPhysics
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a30a69fe74557afa2872ec42a65686df4">KinematicCharacterController.PhysicsMover</a>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3><a id="index_o"></a>- o -</h3><ul>
|
||||
<li>OnDiscreteCollisionDetected()
|
||||
: <a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html#a54ca07481f0fd37fcfe3c78a1f7eff99">KinematicCharacterController.ICharacterController</a>
|
||||
</li>
|
||||
<li>OnGroundHit()
|
||||
: <a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html#addcb0bdd63c8a21a72cf474dabf1b6d5">KinematicCharacterController.ICharacterController</a>
|
||||
</li>
|
||||
<li>OnMovementHit()
|
||||
: <a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html#ac43841f71362faa2675a4bd9b217ad96">KinematicCharacterController.ICharacterController</a>
|
||||
</li>
|
||||
<li>Overlaps
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a9078baeb260f0cdcb7b793d3c055c346">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>OverlapsCount
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a97519497ef0fb4e954f8b4e6d58d8c7e">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3><a id="index_p"></a>- p -</h3><ul>
|
||||
<li>PlanarConstraintAxis
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a593a9880c4e7fe9042e2963ad88198cc">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>PositionDeltaFromInterpolation
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#acc51d5dc5c0fc940f3f094bf0d1ebedb">KinematicCharacterController.PhysicsMover</a>
|
||||
</li>
|
||||
<li>PostGroundingUpdate()
|
||||
: <a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html#adb024265f1c228442968ced8a6b3037d">KinematicCharacterController.ICharacterController</a>
|
||||
</li>
|
||||
<li>PostSimulationInterpolationUpdate()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html#a264345d1478708741af047270a9489a1">KinematicCharacterController.KinematicCharacterSystem</a>
|
||||
</li>
|
||||
<li>PreserveAttachedRigidbodyMomentum
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#aeab82680465064e296b6f6365ee6eeaa">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>PreSimulationInterpolationUpdate()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html#aa48088ae78b27fe34e7593bb6d51cbc5">KinematicCharacterController.KinematicCharacterSystem</a>
|
||||
</li>
|
||||
<li>ProbeGround()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a3510ea73ebb1c53ec719fad889c3d7a7">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>ProcessHitStabilityReport()
|
||||
: <a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html#a00a693d6059cc7ef4aae04a617aacbfd">KinematicCharacterController.ICharacterController</a>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3><a id="index_r"></a>- r -</h3><ul>
|
||||
<li>RegisterCharacterMotor()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html#a5c779af550ab2283b8b806b7a255e6f8">KinematicCharacterController.KinematicCharacterSystem</a>
|
||||
</li>
|
||||
<li>RegisterPhysicsMover()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html#ad4d227a4ab27cdd4d6e6ca9ea832679d">KinematicCharacterController.KinematicCharacterSystem</a>
|
||||
</li>
|
||||
<li>Rigidbody
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a8d2a5c933cb7918af92076eb8027dd7e">KinematicCharacterController.PhysicsMover</a>
|
||||
</li>
|
||||
<li>RigidbodyInteractionType
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#ab086daff35ca006d22fbd39c8b6f26ef">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>RotateCharacter()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a9db5e5a826bbb51f4700683ae301aa57">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>RotationDeltaFromInterpolation
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a2fadf0be46e91921539aba1ea3500d6e">KinematicCharacterController.PhysicsMover</a>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3><a id="index_s"></a>- s -</h3><ul>
|
||||
<li>SetCapsuleCollisionsActivation()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a3c390f5edb1e25a4b0c930f01ae1daa0">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>SetCapsuleDimensions()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a9f050b7db64079f27af21542a448e8e4">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>SetCharacterMotorsCapacity()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html#a4ac9a0eb66a47f0bee1e5664cd7dc757">KinematicCharacterController.KinematicCharacterSystem</a>
|
||||
</li>
|
||||
<li>SetGroundSolvingActivation()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a64ba9d5dd3accd0001600cbf480519c6">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>SetMovementCollisionsSolvingActivation()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a046e22a01f8f667a88869a881dbfe877">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>SetPhysicsMoversCapacity()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html#a4bd687d512d61ab551fae20147cbed84">KinematicCharacterController.KinematicCharacterSystem</a>
|
||||
</li>
|
||||
<li>SetPosition()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#aea00c6fbf296688dcbda4d2d12f414c1">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
, <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a414997c3e43eeb97b774e16ccdbb5c7c">KinematicCharacterController.PhysicsMover</a>
|
||||
</li>
|
||||
<li>SetPositionAndRotation()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#ae2fa409d46e2205ff0935388d34c7017">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
, <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a10bb337d653a8687d1dd7b4d0ef3ba3e">KinematicCharacterController.PhysicsMover</a>
|
||||
</li>
|
||||
<li>SetRotation()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#ac4a627bd2a92a366ad2ee63e65c80f1f">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
, <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#ab6991f3e9d3aec5f579cab56051e7c59">KinematicCharacterController.PhysicsMover</a>
|
||||
</li>
|
||||
<li>Simulate()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html#a93a592269d24f87f4f03cfa27b668e56">KinematicCharacterController.KinematicCharacterSystem</a>
|
||||
</li>
|
||||
<li>StableGroundLayers
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#aea6c51b0d2034327c00980cc1a07fbcc">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>StepHandling
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a89f53ea30a64a9d6e123479eb06ee308">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3><a id="index_t"></a>- t -</h3><ul>
|
||||
<li>Transform
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a6a65857e4b4d708daaf708a4de253973">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
, <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a1059d618d61fb89ef32297a9cc40418f">KinematicCharacterController.PhysicsMover</a>
|
||||
</li>
|
||||
<li>TransientPosition
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a9dbefe0742fc1dcbb4a88f98be478472">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
, <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a7df8dc04bcc06e49ebabe4b877435a13">KinematicCharacterController.PhysicsMover</a>
|
||||
</li>
|
||||
<li>TransientRotation
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#aa59e39e5cdd226c64c6068d3df6f1d60">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
, <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a95f6198496dbfa103be5e56b01e4094b">KinematicCharacterController.PhysicsMover</a>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3><a id="index_u"></a>- u -</h3><ul>
|
||||
<li>UnregisterCharacterMotor()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html#a3f65b3ca41aaf42e58e2dae10c7c6c04">KinematicCharacterController.KinematicCharacterSystem</a>
|
||||
</li>
|
||||
<li>UnregisterPhysicsMover()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html#ad8385fcc2510ba14f5f48b8884dc7481">KinematicCharacterController.KinematicCharacterSystem</a>
|
||||
</li>
|
||||
<li>UpdateMovement()
|
||||
: <a class="el" href="interface_kinematic_character_controller_1_1_i_mover_controller.html#a4677409f6d53a343e2472e61ba268e29">KinematicCharacterController.IMoverController</a>
|
||||
</li>
|
||||
<li>UpdatePhase1()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a828c0a26671213a02723596ed5d6391a">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>UpdatePhase2()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#ac4d1858f510eebf2cdf06d1f37877fd0">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>UpdateRotation()
|
||||
: <a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html#a7bc6873d8853db4e56eaf63eab71c6ca">KinematicCharacterController.ICharacterController</a>
|
||||
</li>
|
||||
<li>UpdateVelocity()
|
||||
: <a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html#aba33959220bbd93ed46e08f95da7ec68">KinematicCharacterController.ICharacterController</a>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3><a id="index_v"></a>- v -</h3><ul>
|
||||
<li>ValidateData()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a0b0e22a0461c42b469d5235089f65782">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
, <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#aee0037367f77dae234cb2f5e3bf797fd">KinematicCharacterController.PhysicsMover</a>
|
||||
</li>
|
||||
<li>Velocity
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a9d1fcec1dc8d752cae3aef2dcf6c4db8">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>VelocityUpdate()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a90b23b22ed1bc94d83f6b6192308842b">KinematicCharacterController.PhysicsMover</a>
|
||||
</li>
|
||||
</ul>
|
||||
</div><!-- contents -->
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<!-- start footer part -->
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Generated by  <a href="http://www.doxygen.org/index.html">
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</a> 1.8.16
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<div id="projectname">Kinematic Character Controller
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<div class="contents">
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<h3><a id="index_a"></a>- a -</h3><ul>
|
||||
<li>AfterCharacterUpdate()
|
||||
: <a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html#af8f74d66b6f1144a3dc3f48eda10922d">KinematicCharacterController.ICharacterController</a>
|
||||
</li>
|
||||
<li>ApplyState()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#afac7a49d19a24a7d5afe540fa95345a8">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
, <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#aea93de283e964009dedd78e5c54e6af4">KinematicCharacterController.PhysicsMover</a>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3><a id="index_b"></a>- b -</h3><ul>
|
||||
<li>BeforeCharacterUpdate()
|
||||
: <a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html#af7b91a80b00675829fdc8fc6d80bb865">KinematicCharacterController.ICharacterController</a>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3><a id="index_c"></a>- c -</h3><ul>
|
||||
<li>CharacterCollisionsOverlap()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a668825dc90f9af99a8e0fa6381cb4724">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>CharacterCollisionsRaycast()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a1b0be1f31c7a20d6959987b582faf5fb">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>CharacterCollisionsSweep()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a4ae62c90dc366ad6551f252996c795f5">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>CharacterOverlap()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#ae140c9670e11ed02c5f2b3ade0cd28b9">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>CharacterSweep()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a8aff521040f67f581c409041bf4e6472">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3><a id="index_e"></a>- e -</h3><ul>
|
||||
<li>EnsureCreation()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html#a95a2d81b29fc81b81c395c5fae8550dc">KinematicCharacterController.KinematicCharacterSystem</a>
|
||||
</li>
|
||||
<li>EvaluateHitStability()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a3fdb27699213253d769a112492d2380e">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3><a id="index_f"></a>- f -</h3><ul>
|
||||
<li>ForceUnground()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a6490a7bbc95d3d49a4e9e357c46c9cdb">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3><a id="index_g"></a>- g -</h3><ul>
|
||||
<li>GetDirectionTangentToSurface()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a7a948caebd5a4130d976e85ccbfa6f6d">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>GetInstance()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html#a1140620815808151e09643331b57fc35">KinematicCharacterController.KinematicCharacterSystem</a>
|
||||
</li>
|
||||
<li>GetState()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#ab741940dfd5a969ddc81601080f48661">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
, <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#aed70b7ca1beb317a4c57e85dd26bac05">KinematicCharacterController.PhysicsMover</a>
|
||||
</li>
|
||||
<li>GetVelocityForMovePosition()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a60d6d506faf36f90b309d49a3a03d594">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>GetVelocityFromRigidbodyMovement()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a26f5710d0f507de43284c4b0c7b07a11">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3><a id="index_h"></a>- h -</h3><ul>
|
||||
<li>HandleSimulatedRigidbodyInteraction()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a56d734b9d075248545d5f98d5fb647b9">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>HandleVelocityProjection()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#ac817ddc4bea8e9d49a01cc2a5e6e89f2">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3><a id="index_i"></a>- i -</h3><ul>
|
||||
<li>IsColliderValidForCollisions()
|
||||
: <a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html#a415e7f882dffc9928ed8487a0dc87d1f">KinematicCharacterController.ICharacterController</a>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3><a id="index_m"></a>- m -</h3><ul>
|
||||
<li>MoveCharacter()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a5d7a05e6497a68120672e9902836a263">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3><a id="index_o"></a>- o -</h3><ul>
|
||||
<li>OnDiscreteCollisionDetected()
|
||||
: <a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html#a54ca07481f0fd37fcfe3c78a1f7eff99">KinematicCharacterController.ICharacterController</a>
|
||||
</li>
|
||||
<li>OnGroundHit()
|
||||
: <a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html#addcb0bdd63c8a21a72cf474dabf1b6d5">KinematicCharacterController.ICharacterController</a>
|
||||
</li>
|
||||
<li>OnMovementHit()
|
||||
: <a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html#ac43841f71362faa2675a4bd9b217ad96">KinematicCharacterController.ICharacterController</a>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3><a id="index_p"></a>- p -</h3><ul>
|
||||
<li>PostGroundingUpdate()
|
||||
: <a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html#adb024265f1c228442968ced8a6b3037d">KinematicCharacterController.ICharacterController</a>
|
||||
</li>
|
||||
<li>PostSimulationInterpolationUpdate()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html#a264345d1478708741af047270a9489a1">KinematicCharacterController.KinematicCharacterSystem</a>
|
||||
</li>
|
||||
<li>PreSimulationInterpolationUpdate()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html#aa48088ae78b27fe34e7593bb6d51cbc5">KinematicCharacterController.KinematicCharacterSystem</a>
|
||||
</li>
|
||||
<li>ProbeGround()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a3510ea73ebb1c53ec719fad889c3d7a7">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>ProcessHitStabilityReport()
|
||||
: <a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html#a00a693d6059cc7ef4aae04a617aacbfd">KinematicCharacterController.ICharacterController</a>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3><a id="index_r"></a>- r -</h3><ul>
|
||||
<li>RegisterCharacterMotor()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html#a5c779af550ab2283b8b806b7a255e6f8">KinematicCharacterController.KinematicCharacterSystem</a>
|
||||
</li>
|
||||
<li>RegisterPhysicsMover()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html#ad4d227a4ab27cdd4d6e6ca9ea832679d">KinematicCharacterController.KinematicCharacterSystem</a>
|
||||
</li>
|
||||
<li>RotateCharacter()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a9db5e5a826bbb51f4700683ae301aa57">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3><a id="index_s"></a>- s -</h3><ul>
|
||||
<li>SetCapsuleCollisionsActivation()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a3c390f5edb1e25a4b0c930f01ae1daa0">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>SetCapsuleDimensions()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a9f050b7db64079f27af21542a448e8e4">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>SetCharacterMotorsCapacity()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html#a4ac9a0eb66a47f0bee1e5664cd7dc757">KinematicCharacterController.KinematicCharacterSystem</a>
|
||||
</li>
|
||||
<li>SetGroundSolvingActivation()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a64ba9d5dd3accd0001600cbf480519c6">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>SetMovementCollisionsSolvingActivation()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a046e22a01f8f667a88869a881dbfe877">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>SetPhysicsMoversCapacity()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html#a4bd687d512d61ab551fae20147cbed84">KinematicCharacterController.KinematicCharacterSystem</a>
|
||||
</li>
|
||||
<li>SetPosition()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#aea00c6fbf296688dcbda4d2d12f414c1">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
, <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a414997c3e43eeb97b774e16ccdbb5c7c">KinematicCharacterController.PhysicsMover</a>
|
||||
</li>
|
||||
<li>SetPositionAndRotation()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#ae2fa409d46e2205ff0935388d34c7017">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
, <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a10bb337d653a8687d1dd7b4d0ef3ba3e">KinematicCharacterController.PhysicsMover</a>
|
||||
</li>
|
||||
<li>SetRotation()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#ac4a627bd2a92a366ad2ee63e65c80f1f">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
, <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#ab6991f3e9d3aec5f579cab56051e7c59">KinematicCharacterController.PhysicsMover</a>
|
||||
</li>
|
||||
<li>Simulate()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html#a93a592269d24f87f4f03cfa27b668e56">KinematicCharacterController.KinematicCharacterSystem</a>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3><a id="index_u"></a>- u -</h3><ul>
|
||||
<li>UnregisterCharacterMotor()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html#a3f65b3ca41aaf42e58e2dae10c7c6c04">KinematicCharacterController.KinematicCharacterSystem</a>
|
||||
</li>
|
||||
<li>UnregisterPhysicsMover()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html#ad8385fcc2510ba14f5f48b8884dc7481">KinematicCharacterController.KinematicCharacterSystem</a>
|
||||
</li>
|
||||
<li>UpdateMovement()
|
||||
: <a class="el" href="interface_kinematic_character_controller_1_1_i_mover_controller.html#a4677409f6d53a343e2472e61ba268e29">KinematicCharacterController.IMoverController</a>
|
||||
</li>
|
||||
<li>UpdatePhase1()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a828c0a26671213a02723596ed5d6391a">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>UpdatePhase2()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#ac4d1858f510eebf2cdf06d1f37877fd0">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>UpdateRotation()
|
||||
: <a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html#a7bc6873d8853db4e56eaf63eab71c6ca">KinematicCharacterController.ICharacterController</a>
|
||||
</li>
|
||||
<li>UpdateVelocity()
|
||||
: <a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html#aba33959220bbd93ed46e08f95da7ec68">KinematicCharacterController.ICharacterController</a>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3><a id="index_v"></a>- v -</h3><ul>
|
||||
<li>ValidateData()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a0b0e22a0461c42b469d5235089f65782">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
, <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#aee0037367f77dae234cb2f5e3bf797fd">KinematicCharacterController.PhysicsMover</a>
|
||||
</li>
|
||||
<li>VelocityUpdate()
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a90b23b22ed1bc94d83f6b6192308842b">KinematicCharacterController.PhysicsMover</a>
|
||||
</li>
|
||||
</ul>
|
||||
</div><!-- contents -->
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||||
<!-- start footer part -->
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Generated by  <a href="http://www.doxygen.org/index.html">
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</a> 1.8.16
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<div class="contents">
|
||||
 <ul>
|
||||
<li>AttachedRigidbody
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a5800c9604e13897c2d1fd0f50202ba11">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>AttachedRigidbodyVelocity
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a67255c90445be29b16e3e8e61509b690">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>CharacterForward
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a31c86d4e878ba2a781d32575272c074b">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>CharacterRight
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#af72d712678134e87ea97275bbaf9ac3f">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>CharacterTransformToCapsuleBottom
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#ad2127ea0cd2be79320795a1ca04e1615">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>CharacterTransformToCapsuleBottomHemi
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a4c809ea64597ced011b12d30ad4f659f">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>CharacterTransformToCapsuleCenter
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a98000f1fb92d4fed02c23148c111a52d">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>CharacterTransformToCapsuleTop
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a07a83d8145517a06c0807af93ba8a921">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>CharacterTransformToCapsuleTopHemi
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#ab218edae44b84d4e922cb5469530d0c8">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>CharacterUp
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a39d0cfa80ea09dd3044ca50c8f51d9ff">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>IndexInCharacterSystem
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a410ff1618933bf64b37660df2c5462b7">KinematicCharacterController.PhysicsMover</a>
|
||||
</li>
|
||||
<li>InitialSimulationPosition
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a0f6633aaf14c608cb6be8615fcceac19">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
, <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a5e2dc2a114c93ffd5b45787ad9764f50">KinematicCharacterController.PhysicsMover</a>
|
||||
</li>
|
||||
<li>InitialSimulationRotation
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a25925448a9b6c8bbb510c7e40680ac50">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
, <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a7bd65afeebe02220c3d12302b958dab5">KinematicCharacterController.PhysicsMover</a>
|
||||
</li>
|
||||
<li>InitialTickPosition
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a80d4045e29e6d66512fdfdbedee4a08d">KinematicCharacterController.PhysicsMover</a>
|
||||
</li>
|
||||
<li>InitialTickRotation
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a8374fce0bfaec62fe26a078157ba8005">KinematicCharacterController.PhysicsMover</a>
|
||||
</li>
|
||||
<li>Overlaps
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a9078baeb260f0cdcb7b793d3c055c346">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>OverlapsCount
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a97519497ef0fb4e954f8b4e6d58d8c7e">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>Transform
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a6a65857e4b4d708daaf708a4de253973">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
, <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a1059d618d61fb89ef32297a9cc40418f">KinematicCharacterController.PhysicsMover</a>
|
||||
</li>
|
||||
<li>TransientPosition
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a9dbefe0742fc1dcbb4a88f98be478472">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
, <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a7df8dc04bcc06e49ebabe4b877435a13">KinematicCharacterController.PhysicsMover</a>
|
||||
</li>
|
||||
<li>TransientRotation
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#aa59e39e5cdd226c64c6068d3df6f1d60">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
, <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a95f6198496dbfa103be5e56b01e4094b">KinematicCharacterController.PhysicsMover</a>
|
||||
</li>
|
||||
<li>Velocity
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a9d1fcec1dc8d752cae3aef2dcf6c4db8">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
</ul>
|
||||
</div><!-- contents -->
|
||||
<!-- start footer part -->
|
||||
<hr class="footer"/><address class="footer"><small>
|
||||
Generated by  <a href="http://www.doxygen.org/index.html">
|
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<img class="footer" src="doxygen.png" alt="doxygen"/>
|
||||
</a> 1.8.16
|
||||
</small></address>
|
||||
</body>
|
||||
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|
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<meta name="generator" content="Doxygen 1.8.16"/>
|
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<meta name="viewport" content="width=device-width, initial-scale=1"/>
|
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<title>Kinematic Character Controller: Class Members - Variables</title>
|
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<table cellspacing="0" cellpadding="0">
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<tbody>
|
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<tr style="height: 56px;">
|
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<td id="projectalign" style="padding-left: 0.5em;">
|
||||
<div id="projectname">Kinematic Character Controller
|
||||
</div>
|
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</td>
|
||||
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|
||||
</tbody>
|
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|
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|
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|
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|
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|
||||
</div>
|
||||
|
||||
<div class="contents">
|
||||
 
|
||||
|
||||
<h3><a id="index_a"></a>- a -</h3><ul>
|
||||
<li>AllowSteppingWithoutStableGrounding
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#ab032f3c8ab3f2dcd5f73c4d115caa218">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>AttachedRigidbodyOverride
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a1551f2e6d70f055ae154f8b806d06321">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>AutoSimulation
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_k_c_c_settings.html#a00f3d2293a2d8d4ecb3240924bf5d8b9">KinematicCharacterController.KCCSettings</a>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3><a id="index_b"></a>- b -</h3><ul>
|
||||
<li>BaseVelocity
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a6b6f550fdb62db506eb1534385540f80">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3><a id="index_c"></a>- c -</h3><ul>
|
||||
<li>Capsule
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#aef3ea9a62927ec52a76e0fa89b8f07fd">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>CharacterController
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#ad9c6481381fa19693dbc1700d41ff0e0">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>CheckMovementInitialOverlaps
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a66adf33c229fa58c4c930fae3a64947d">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>CollidableLayers
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a037f3852a628c4cb3db50a1a68dad9af">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3><a id="index_d"></a>- d -</h3><ul>
|
||||
<li>DiscreteCollisionEvents
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#aefe17de8606724df4bc11de6390964b4">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3><a id="index_g"></a>- g -</h3><ul>
|
||||
<li>GroundDetectionExtraDistance
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a4954ee3aa3977669e2f406da7d214ff1">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>GroundingStatus
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a2c9543ba2189763a9aaaff456ab77c61">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3><a id="index_h"></a>- h -</h3><ul>
|
||||
<li>HasPlanarConstraint
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a3e42fb8afe470c8e878d20107abffac0">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3><a id="index_i"></a>- i -</h3><ul>
|
||||
<li>IndexInCharacterSystem
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#ab27587ca0115ad743a2e596f97a8b9c5">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>InitialTickPosition
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a0dbb445bc3022ee04877035d8e26471b">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>InitialTickRotation
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#ad4e34b9a077d4f282e6b61bbf7a842a8">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>InteractiveRigidbodyHandling
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a5cbdc42c5fce3d943149e18fba9ba261">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>Interpolate
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_k_c_c_settings.html#a22306d5df135c11e18a0c04afaef886b">KinematicCharacterController.KCCSettings</a>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3><a id="index_k"></a>- k -</h3><ul>
|
||||
<li>KillRemainingMovementWhenExceedMaxMovementIterations
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#aed30049d851182dd7e434a4d607206e5">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>KillVelocityWhenExceedMaxMovementIterations
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a957018ec16f45dd4d013e02f723eea1c">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3><a id="index_l"></a>- l -</h3><ul>
|
||||
<li>LastGroundingStatus
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#ae2cf08a1967dafb97b27c2595b609c1b">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>LastMovementIterationFoundAnyGround
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#ae74e6f23774504215fd3d66169c44d2b">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>LatestInterpolationPosition
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#abd25624e46c8ecf8e791ec38d93a35f9">KinematicCharacterController.PhysicsMover</a>
|
||||
</li>
|
||||
<li>LatestInterpolationRotation
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a402411619704a2c6dd885b945cf547eb">KinematicCharacterController.PhysicsMover</a>
|
||||
</li>
|
||||
<li>LedgeAndDenivelationHandling
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a2c7be29d78a0cb35bb8ed17481296bd8">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3><a id="index_m"></a>- m -</h3><ul>
|
||||
<li>MaxDecollisionIterations
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a9d649f47dca26f18fe469b6e9a71a666">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>MaxMovementIterations
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#aa8f356fae06ec0366c314b171485e945">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>MaxStableDenivelationAngle
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a67645369a27b8a18212b8f57d72a97e9">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>MaxStableDistanceFromLedge
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a22fafbf8cd9380e0362e309a02c9e7d5">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>MaxStableSlopeAngle
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a10066d391e7e3f6e5ed0d850618a42c1">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>MaxStepHeight
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a6536777ce31dc2f6d952c3740d886aff">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>MaxVelocityForLedgeSnap
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a6bfd61a9341843eb0c804e97d7e7d623">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>MinRequiredStepDepth
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#afbcce5d7eb7f96db8ca2370aed90a327">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>MotorsListInitialCapacity
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_k_c_c_settings.html#a5873ea39c0c16fb233a9b78ae9695946">KinematicCharacterController.KCCSettings</a>
|
||||
</li>
|
||||
<li>MoverController
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#ad9fe8885f4bb32ca8c616b2d0d5d0645">KinematicCharacterController.PhysicsMover</a>
|
||||
</li>
|
||||
<li>MoversListInitialCapacity
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_k_c_c_settings.html#ad1b927293976a17b0be39bc169695a8d">KinematicCharacterController.KCCSettings</a>
|
||||
</li>
|
||||
<li>MoveWithPhysics
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a30a69fe74557afa2872ec42a65686df4">KinematicCharacterController.PhysicsMover</a>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3><a id="index_p"></a>- p -</h3><ul>
|
||||
<li>PlanarConstraintAxis
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a593a9880c4e7fe9042e2963ad88198cc">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>PositionDeltaFromInterpolation
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#acc51d5dc5c0fc940f3f094bf0d1ebedb">KinematicCharacterController.PhysicsMover</a>
|
||||
</li>
|
||||
<li>PreserveAttachedRigidbodyMomentum
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#aeab82680465064e296b6f6365ee6eeaa">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3><a id="index_r"></a>- r -</h3><ul>
|
||||
<li>Rigidbody
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a8d2a5c933cb7918af92076eb8027dd7e">KinematicCharacterController.PhysicsMover</a>
|
||||
</li>
|
||||
<li>RigidbodyInteractionType
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#ab086daff35ca006d22fbd39c8b6f26ef">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>RotationDeltaFromInterpolation
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html#a2fadf0be46e91921539aba1ea3500d6e">KinematicCharacterController.PhysicsMover</a>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3><a id="index_s"></a>- s -</h3><ul>
|
||||
<li>StableGroundLayers
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#aea6c51b0d2034327c00980cc1a07fbcc">KinematicCharacterController.KinematicCharacterMotor</a>
|
||||
</li>
|
||||
<li>StepHandling
|
||||
: <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#a89f53ea30a64a9d6e123479eb06ee308">KinematicCharacterController.KinematicCharacterMotor</a>
|
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<div class="title">Class Hierarchy</div> </div>
|
||||
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|
||||
<div class="contents">
|
||||
<div class="textblock">This inheritance list is sorted roughly, but not completely, alphabetically:</div><div class="directory">
|
||||
<div class="levels">[detail level <span onclick="javascript:toggleLevel(1);">1</span><span onclick="javascript:toggleLevel(2);">2</span>]</div><table class="directory">
|
||||
<tr id="row_0_" class="even"><td class="entry"><span style="width:16px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_kinematic_character_controller_1_1_character_grounding_report.html" target="_self">KinematicCharacterController.CharacterGroundingReport</a></td><td class="desc">Contains all the information for the motor's grounding status </td></tr>
|
||||
<tr id="row_1_"><td class="entry"><span style="width:16px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_kinematic_character_controller_1_1_character_transient_grounding_report.html" target="_self">KinematicCharacterController.CharacterTransientGroundingReport</a></td><td class="desc">Contains the simulation-relevant information for the motor's grounding status </td></tr>
|
||||
<tr id="row_2_" class="even"><td class="entry"><span style="width:16px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_kinematic_character_controller_1_1_hit_stability_report.html" target="_self">KinematicCharacterController.HitStabilityReport</a></td><td class="desc">Contains all the information from a hit stability evaluation </td></tr>
|
||||
<tr id="row_3_"><td class="entry"><span style="width:16px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html" target="_self">KinematicCharacterController.ICharacterController</a></td><td class="desc"></td></tr>
|
||||
<tr id="row_4_" class="even"><td class="entry"><span style="width:16px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="interface_kinematic_character_controller_1_1_i_mover_controller.html" target="_self">KinematicCharacterController.IMoverController</a></td><td class="desc"></td></tr>
|
||||
<tr id="row_5_"><td class="entry"><span style="width:16px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_kinematic_character_controller_1_1_kinematic_character_motor_state.html" target="_self">KinematicCharacterController.KinematicCharacterMotorState</a></td><td class="desc">Represents the entire state of a character motor that is pertinent for simulation. Use this to save state or revert to past state </td></tr>
|
||||
<tr id="row_6_" class="even"><td class="entry"><span style="width:0px;display:inline-block;"> </span><span id="arr_6_" class="arrow" onclick="toggleFolder('6_')">▼</span><span class="icona"><span class="icon">C</span></span><b>MonoBehaviour</b></td><td class="desc"></td></tr>
|
||||
<tr id="row_6_0_"><td class="entry"><span style="width:32px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html" target="_self">KinematicCharacterController.KinematicCharacterMotor</a></td><td class="desc">Component that manages character collisions and movement solving </td></tr>
|
||||
<tr id="row_6_1_" class="even"><td class="entry"><span style="width:32px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html" target="_self">KinematicCharacterController.KinematicCharacterSystem</a></td><td class="desc">The system that manages the simulation of <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html" title="Component that manages character collisions and movement solving">KinematicCharacterMotor</a> and <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html" title="Component that manages the movement of moving kinematic rigidbodies for proper interaction with chara...">PhysicsMover</a> </td></tr>
|
||||
<tr id="row_6_2_"><td class="entry"><span style="width:32px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html" target="_self">KinematicCharacterController.PhysicsMover</a></td><td class="desc">Component that manages the movement of moving kinematic rigidbodies for proper interaction with characters </td></tr>
|
||||
<tr id="row_7_" class="even"><td class="entry"><span style="width:16px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_kinematic_character_controller_1_1_overlap_result.html" target="_self">KinematicCharacterController.OverlapResult</a></td><td class="desc">Describes an overlap between the character capsule and another collider </td></tr>
|
||||
<tr id="row_8_"><td class="entry"><span style="width:16px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_kinematic_character_controller_1_1_physics_mover_state.html" target="_self">KinematicCharacterController.PhysicsMoverState</a></td><td class="desc">Represents the entire state of a <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html" title="Component that manages the movement of moving kinematic rigidbodies for proper interaction with chara...">PhysicsMover</a> that is pertinent for simulation. Use this to save state or revert to past state </td></tr>
|
||||
<tr id="row_9_" class="even"><td class="entry"><span style="width:0px;display:inline-block;"> </span><span id="arr_9_" class="arrow" onclick="toggleFolder('9_')">▼</span><span class="icona"><span class="icon">C</span></span><b>PropertyAttribute</b></td><td class="desc"></td></tr>
|
||||
<tr id="row_9_0_"><td class="entry"><span style="width:32px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_kinematic_character_controller_1_1_read_only_attribute.html" target="_self">KinematicCharacterController.ReadOnlyAttribute</a></td><td class="desc"></td></tr>
|
||||
<tr id="row_10_" class="even"><td class="entry"><span style="width:16px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_kinematic_character_controller_1_1_rigidbody_projection_hit.html" target="_self">KinematicCharacterController.RigidbodyProjectionHit</a></td><td class="desc">Contains the information of hit rigidbodies during the movement phase, so they can be processed afterwards </td></tr>
|
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<tr id="row_11_"><td class="entry"><span style="width:0px;display:inline-block;"> </span><span id="arr_11_" class="arrow" onclick="toggleFolder('11_')">▼</span><span class="icona"><span class="icon">C</span></span><b>ScriptableObject</b></td><td class="desc"></td></tr>
|
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<tr id="row_11_0_" class="even"><td class="entry"><span style="width:32px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_kinematic_character_controller_1_1_k_c_c_settings.html" target="_self">KinematicCharacterController.KCCSettings</a></td><td class="desc"></td></tr>
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<li class="navelem"><a class="el" href="namespace_kinematic_character_controller.html">KinematicCharacterController</a></li><li class="navelem"><a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html">ICharacterController</a></li> </ul>
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<p>This is the complete list of members for <a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html">KinematicCharacterController.ICharacterController</a>, including all inherited members.</p>
|
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<table class="directory">
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<tr class="even"><td class="entry"><a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html#af8f74d66b6f1144a3dc3f48eda10922d">AfterCharacterUpdate</a>(float deltaTime)</td><td class="entry"><a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html">KinematicCharacterController.ICharacterController</a></td><td class="entry"></td></tr>
|
||||
<tr><td class="entry"><a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html#af7b91a80b00675829fdc8fc6d80bb865">BeforeCharacterUpdate</a>(float deltaTime)</td><td class="entry"><a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html">KinematicCharacterController.ICharacterController</a></td><td class="entry"></td></tr>
|
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<tr class="even"><td class="entry"><a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html#a415e7f882dffc9928ed8487a0dc87d1f">IsColliderValidForCollisions</a>(Collider coll)</td><td class="entry"><a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html">KinematicCharacterController.ICharacterController</a></td><td class="entry"></td></tr>
|
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<tr><td class="entry"><a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html#a54ca07481f0fd37fcfe3c78a1f7eff99">OnDiscreteCollisionDetected</a>(Collider hitCollider)</td><td class="entry"><a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html">KinematicCharacterController.ICharacterController</a></td><td class="entry"></td></tr>
|
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<tr class="even"><td class="entry"><a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html#addcb0bdd63c8a21a72cf474dabf1b6d5">OnGroundHit</a>(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport)</td><td class="entry"><a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html">KinematicCharacterController.ICharacterController</a></td><td class="entry"></td></tr>
|
||||
<tr><td class="entry"><a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html#ac43841f71362faa2675a4bd9b217ad96">OnMovementHit</a>(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport)</td><td class="entry"><a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html">KinematicCharacterController.ICharacterController</a></td><td class="entry"></td></tr>
|
||||
<tr class="even"><td class="entry"><a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html#adb024265f1c228442968ced8a6b3037d">PostGroundingUpdate</a>(float deltaTime)</td><td class="entry"><a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html">KinematicCharacterController.ICharacterController</a></td><td class="entry"></td></tr>
|
||||
<tr><td class="entry"><a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html#a00a693d6059cc7ef4aae04a617aacbfd">ProcessHitStabilityReport</a>(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport)</td><td class="entry"><a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html">KinematicCharacterController.ICharacterController</a></td><td class="entry"></td></tr>
|
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<tr class="even"><td class="entry"><a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html#a7bc6873d8853db4e56eaf63eab71c6ca">UpdateRotation</a>(ref Quaternion currentRotation, float deltaTime)</td><td class="entry"><a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html">KinematicCharacterController.ICharacterController</a></td><td class="entry"></td></tr>
|
||||
<tr><td class="entry"><a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html#aba33959220bbd93ed46e08f95da7ec68">UpdateVelocity</a>(ref Vector3 currentVelocity, float deltaTime)</td><td class="entry"><a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html">KinematicCharacterController.ICharacterController</a></td><td class="entry"></td></tr>
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<ul>
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<li class="navelem"><a class="el" href="namespace_kinematic_character_controller.html">KinematicCharacterController</a></li><li class="navelem"><a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html">ICharacterController</a></li> </ul>
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<a href="#pub-methods">Public Member Functions</a> |
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<a href="interface_kinematic_character_controller_1_1_i_character_controller-members.html">List of all members</a> </div>
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<div class="headertitle">
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<div class="title">KinematicCharacterController.ICharacterController Interface Reference</div> </div>
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<table class="memberdecls">
|
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
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Public Member Functions</h2></td></tr>
|
||||
<tr class="memitem:a7bc6873d8853db4e56eaf63eab71c6ca"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html#a7bc6873d8853db4e56eaf63eab71c6ca">UpdateRotation</a> (ref Quaternion currentRotation, float deltaTime)</td></tr>
|
||||
<tr class="memdesc:a7bc6873d8853db4e56eaf63eab71c6ca"><td class="mdescLeft"> </td><td class="mdescRight">This is called when the motor wants to know what its rotation should be right now <a href="interface_kinematic_character_controller_1_1_i_character_controller.html#a7bc6873d8853db4e56eaf63eab71c6ca">More...</a><br /></td></tr>
|
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<tr class="separator:a7bc6873d8853db4e56eaf63eab71c6ca"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:aba33959220bbd93ed46e08f95da7ec68"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html#aba33959220bbd93ed46e08f95da7ec68">UpdateVelocity</a> (ref Vector3 currentVelocity, float deltaTime)</td></tr>
|
||||
<tr class="memdesc:aba33959220bbd93ed46e08f95da7ec68"><td class="mdescLeft"> </td><td class="mdescRight">This is called when the motor wants to know what its velocity should be right now <a href="interface_kinematic_character_controller_1_1_i_character_controller.html#aba33959220bbd93ed46e08f95da7ec68">More...</a><br /></td></tr>
|
||||
<tr class="separator:aba33959220bbd93ed46e08f95da7ec68"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:af7b91a80b00675829fdc8fc6d80bb865"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html#af7b91a80b00675829fdc8fc6d80bb865">BeforeCharacterUpdate</a> (float deltaTime)</td></tr>
|
||||
<tr class="memdesc:af7b91a80b00675829fdc8fc6d80bb865"><td class="mdescLeft"> </td><td class="mdescRight">This is called before the motor does anything <a href="interface_kinematic_character_controller_1_1_i_character_controller.html#af7b91a80b00675829fdc8fc6d80bb865">More...</a><br /></td></tr>
|
||||
<tr class="separator:af7b91a80b00675829fdc8fc6d80bb865"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:adb024265f1c228442968ced8a6b3037d"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html#adb024265f1c228442968ced8a6b3037d">PostGroundingUpdate</a> (float deltaTime)</td></tr>
|
||||
<tr class="memdesc:adb024265f1c228442968ced8a6b3037d"><td class="mdescLeft"> </td><td class="mdescRight">This is called after the motor has finished its ground probing, but before PhysicsMover/Velocity/etc.... handling <a href="interface_kinematic_character_controller_1_1_i_character_controller.html#adb024265f1c228442968ced8a6b3037d">More...</a><br /></td></tr>
|
||||
<tr class="separator:adb024265f1c228442968ced8a6b3037d"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:af8f74d66b6f1144a3dc3f48eda10922d"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html#af8f74d66b6f1144a3dc3f48eda10922d">AfterCharacterUpdate</a> (float deltaTime)</td></tr>
|
||||
<tr class="memdesc:af8f74d66b6f1144a3dc3f48eda10922d"><td class="mdescLeft"> </td><td class="mdescRight">This is called after the motor has finished everything in its update <a href="interface_kinematic_character_controller_1_1_i_character_controller.html#af8f74d66b6f1144a3dc3f48eda10922d">More...</a><br /></td></tr>
|
||||
<tr class="separator:af8f74d66b6f1144a3dc3f48eda10922d"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:a415e7f882dffc9928ed8487a0dc87d1f"><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html#a415e7f882dffc9928ed8487a0dc87d1f">IsColliderValidForCollisions</a> (Collider coll)</td></tr>
|
||||
<tr class="memdesc:a415e7f882dffc9928ed8487a0dc87d1f"><td class="mdescLeft"> </td><td class="mdescRight">This is called after when the motor wants to know if the collider can be collided with (or if we just go through it) <a href="interface_kinematic_character_controller_1_1_i_character_controller.html#a415e7f882dffc9928ed8487a0dc87d1f">More...</a><br /></td></tr>
|
||||
<tr class="separator:a415e7f882dffc9928ed8487a0dc87d1f"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:addcb0bdd63c8a21a72cf474dabf1b6d5"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html#addcb0bdd63c8a21a72cf474dabf1b6d5">OnGroundHit</a> (Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref <a class="el" href="struct_kinematic_character_controller_1_1_hit_stability_report.html">HitStabilityReport</a> hitStabilityReport)</td></tr>
|
||||
<tr class="memdesc:addcb0bdd63c8a21a72cf474dabf1b6d5"><td class="mdescLeft"> </td><td class="mdescRight">This is called when the motor's ground probing detects a ground hit <a href="interface_kinematic_character_controller_1_1_i_character_controller.html#addcb0bdd63c8a21a72cf474dabf1b6d5">More...</a><br /></td></tr>
|
||||
<tr class="separator:addcb0bdd63c8a21a72cf474dabf1b6d5"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:ac43841f71362faa2675a4bd9b217ad96"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html#ac43841f71362faa2675a4bd9b217ad96">OnMovementHit</a> (Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref <a class="el" href="struct_kinematic_character_controller_1_1_hit_stability_report.html">HitStabilityReport</a> hitStabilityReport)</td></tr>
|
||||
<tr class="memdesc:ac43841f71362faa2675a4bd9b217ad96"><td class="mdescLeft"> </td><td class="mdescRight">This is called when the motor's movement logic detects a hit <a href="interface_kinematic_character_controller_1_1_i_character_controller.html#ac43841f71362faa2675a4bd9b217ad96">More...</a><br /></td></tr>
|
||||
<tr class="separator:ac43841f71362faa2675a4bd9b217ad96"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:a00a693d6059cc7ef4aae04a617aacbfd"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html#a00a693d6059cc7ef4aae04a617aacbfd">ProcessHitStabilityReport</a> (Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref <a class="el" href="struct_kinematic_character_controller_1_1_hit_stability_report.html">HitStabilityReport</a> hitStabilityReport)</td></tr>
|
||||
<tr class="memdesc:a00a693d6059cc7ef4aae04a617aacbfd"><td class="mdescLeft"> </td><td class="mdescRight">This is called after every move hit, to give you an opportunity to modify the <a class="el" href="struct_kinematic_character_controller_1_1_hit_stability_report.html" title="Contains all the information from a hit stability evaluation">HitStabilityReport</a> to your liking <a href="interface_kinematic_character_controller_1_1_i_character_controller.html#a00a693d6059cc7ef4aae04a617aacbfd">More...</a><br /></td></tr>
|
||||
<tr class="separator:a00a693d6059cc7ef4aae04a617aacbfd"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:a54ca07481f0fd37fcfe3c78a1f7eff99"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html#a54ca07481f0fd37fcfe3c78a1f7eff99">OnDiscreteCollisionDetected</a> (Collider hitCollider)</td></tr>
|
||||
<tr class="memdesc:a54ca07481f0fd37fcfe3c78a1f7eff99"><td class="mdescLeft"> </td><td class="mdescRight">This is called when the character detects discrete collisions (collisions that don't result from the motor's capsuleCasts when moving) <a href="interface_kinematic_character_controller_1_1_i_character_controller.html#a54ca07481f0fd37fcfe3c78a1f7eff99">More...</a><br /></td></tr>
|
||||
<tr class="separator:a54ca07481f0fd37fcfe3c78a1f7eff99"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
</table>
|
||||
<h2 class="groupheader">Member Function Documentation</h2>
|
||||
<a id="af8f74d66b6f1144a3dc3f48eda10922d"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#af8f74d66b6f1144a3dc3f48eda10922d">◆ </a></span>AfterCharacterUpdate()</h2>
|
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||||
<td class="memname">void KinematicCharacterController.ICharacterController.AfterCharacterUpdate </td>
|
||||
<td>(</td>
|
||||
<td class="paramtype">float </td>
|
||||
<td class="paramname"><em>deltaTime</em></td><td>)</td>
|
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||||
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||||
<p>This is called after the motor has finished everything in its update </p>
|
||||
|
||||
</div>
|
||||
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|
||||
<a id="af7b91a80b00675829fdc8fc6d80bb865"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#af7b91a80b00675829fdc8fc6d80bb865">◆ </a></span>BeforeCharacterUpdate()</h2>
|
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<td class="memname">void KinematicCharacterController.ICharacterController.BeforeCharacterUpdate </td>
|
||||
<td>(</td>
|
||||
<td class="paramtype">float </td>
|
||||
<td class="paramname"><em>deltaTime</em></td><td>)</td>
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<p>This is called before the motor does anything </p>
|
||||
|
||||
</div>
|
||||
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<a id="a415e7f882dffc9928ed8487a0dc87d1f"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#a415e7f882dffc9928ed8487a0dc87d1f">◆ </a></span>IsColliderValidForCollisions()</h2>
|
||||
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">bool KinematicCharacterController.ICharacterController.IsColliderValidForCollisions </td>
|
||||
<td>(</td>
|
||||
<td class="paramtype">Collider </td>
|
||||
<td class="paramname"><em>coll</em></td><td>)</td>
|
||||
<td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
|
||||
<p>This is called after when the motor wants to know if the collider can be collided with (or if we just go through it) </p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a id="a54ca07481f0fd37fcfe3c78a1f7eff99"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#a54ca07481f0fd37fcfe3c78a1f7eff99">◆ </a></span>OnDiscreteCollisionDetected()</h2>
|
||||
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">void KinematicCharacterController.ICharacterController.OnDiscreteCollisionDetected </td>
|
||||
<td>(</td>
|
||||
<td class="paramtype">Collider </td>
|
||||
<td class="paramname"><em>hitCollider</em></td><td>)</td>
|
||||
<td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
|
||||
<p>This is called when the character detects discrete collisions (collisions that don't result from the motor's capsuleCasts when moving) </p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a id="addcb0bdd63c8a21a72cf474dabf1b6d5"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#addcb0bdd63c8a21a72cf474dabf1b6d5">◆ </a></span>OnGroundHit()</h2>
|
||||
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">void KinematicCharacterController.ICharacterController.OnGroundHit </td>
|
||||
<td>(</td>
|
||||
<td class="paramtype">Collider </td>
|
||||
<td class="paramname"><em>hitCollider</em>, </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="paramkey"></td>
|
||||
<td></td>
|
||||
<td class="paramtype">Vector3 </td>
|
||||
<td class="paramname"><em>hitNormal</em>, </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="paramkey"></td>
|
||||
<td></td>
|
||||
<td class="paramtype">Vector3 </td>
|
||||
<td class="paramname"><em>hitPoint</em>, </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="paramkey"></td>
|
||||
<td></td>
|
||||
<td class="paramtype">ref <a class="el" href="struct_kinematic_character_controller_1_1_hit_stability_report.html">HitStabilityReport</a> </td>
|
||||
<td class="paramname"><em>hitStabilityReport</em> </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td></td>
|
||||
<td>)</td>
|
||||
<td></td><td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
|
||||
<p>This is called when the motor's ground probing detects a ground hit </p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a id="ac43841f71362faa2675a4bd9b217ad96"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#ac43841f71362faa2675a4bd9b217ad96">◆ </a></span>OnMovementHit()</h2>
|
||||
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="memname">
|
||||
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|
||||
<td class="memname">void KinematicCharacterController.ICharacterController.OnMovementHit </td>
|
||||
<td>(</td>
|
||||
<td class="paramtype">Collider </td>
|
||||
<td class="paramname"><em>hitCollider</em>, </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="paramkey"></td>
|
||||
<td></td>
|
||||
<td class="paramtype">Vector3 </td>
|
||||
<td class="paramname"><em>hitNormal</em>, </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="paramkey"></td>
|
||||
<td></td>
|
||||
<td class="paramtype">Vector3 </td>
|
||||
<td class="paramname"><em>hitPoint</em>, </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="paramkey"></td>
|
||||
<td></td>
|
||||
<td class="paramtype">ref <a class="el" href="struct_kinematic_character_controller_1_1_hit_stability_report.html">HitStabilityReport</a> </td>
|
||||
<td class="paramname"><em>hitStabilityReport</em> </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td></td>
|
||||
<td>)</td>
|
||||
<td></td><td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
|
||||
<p>This is called when the motor's movement logic detects a hit </p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a id="adb024265f1c228442968ced8a6b3037d"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#adb024265f1c228442968ced8a6b3037d">◆ </a></span>PostGroundingUpdate()</h2>
|
||||
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="memname">
|
||||
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|
||||
<td class="memname">void KinematicCharacterController.ICharacterController.PostGroundingUpdate </td>
|
||||
<td>(</td>
|
||||
<td class="paramtype">float </td>
|
||||
<td class="paramname"><em>deltaTime</em></td><td>)</td>
|
||||
<td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
|
||||
<p>This is called after the motor has finished its ground probing, but before PhysicsMover/Velocity/etc.... handling </p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a id="a00a693d6059cc7ef4aae04a617aacbfd"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#a00a693d6059cc7ef4aae04a617aacbfd">◆ </a></span>ProcessHitStabilityReport()</h2>
|
||||
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">void KinematicCharacterController.ICharacterController.ProcessHitStabilityReport </td>
|
||||
<td>(</td>
|
||||
<td class="paramtype">Collider </td>
|
||||
<td class="paramname"><em>hitCollider</em>, </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="paramkey"></td>
|
||||
<td></td>
|
||||
<td class="paramtype">Vector3 </td>
|
||||
<td class="paramname"><em>hitNormal</em>, </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="paramkey"></td>
|
||||
<td></td>
|
||||
<td class="paramtype">Vector3 </td>
|
||||
<td class="paramname"><em>hitPoint</em>, </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="paramkey"></td>
|
||||
<td></td>
|
||||
<td class="paramtype">Vector3 </td>
|
||||
<td class="paramname"><em>atCharacterPosition</em>, </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="paramkey"></td>
|
||||
<td></td>
|
||||
<td class="paramtype">Quaternion </td>
|
||||
<td class="paramname"><em>atCharacterRotation</em>, </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="paramkey"></td>
|
||||
<td></td>
|
||||
<td class="paramtype">ref <a class="el" href="struct_kinematic_character_controller_1_1_hit_stability_report.html">HitStabilityReport</a> </td>
|
||||
<td class="paramname"><em>hitStabilityReport</em> </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td></td>
|
||||
<td>)</td>
|
||||
<td></td><td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
|
||||
<p>This is called after every move hit, to give you an opportunity to modify the <a class="el" href="struct_kinematic_character_controller_1_1_hit_stability_report.html" title="Contains all the information from a hit stability evaluation">HitStabilityReport</a> to your liking </p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a id="a7bc6873d8853db4e56eaf63eab71c6ca"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#a7bc6873d8853db4e56eaf63eab71c6ca">◆ </a></span>UpdateRotation()</h2>
|
||||
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">void KinematicCharacterController.ICharacterController.UpdateRotation </td>
|
||||
<td>(</td>
|
||||
<td class="paramtype">ref Quaternion </td>
|
||||
<td class="paramname"><em>currentRotation</em>, </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="paramkey"></td>
|
||||
<td></td>
|
||||
<td class="paramtype">float </td>
|
||||
<td class="paramname"><em>deltaTime</em> </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td></td>
|
||||
<td>)</td>
|
||||
<td></td><td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
|
||||
<p>This is called when the motor wants to know what its rotation should be right now </p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a id="aba33959220bbd93ed46e08f95da7ec68"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#aba33959220bbd93ed46e08f95da7ec68">◆ </a></span>UpdateVelocity()</h2>
|
||||
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">void KinematicCharacterController.ICharacterController.UpdateVelocity </td>
|
||||
<td>(</td>
|
||||
<td class="paramtype">ref Vector3 </td>
|
||||
<td class="paramname"><em>currentVelocity</em>, </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="paramkey"></td>
|
||||
<td></td>
|
||||
<td class="paramtype">float </td>
|
||||
<td class="paramname"><em>deltaTime</em> </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td></td>
|
||||
<td>)</td>
|
||||
<td></td><td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
|
||||
<p>This is called when the motor wants to know what its velocity should be right now </p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<hr/>The documentation for this interface was generated from the following file:<ul>
|
||||
<li>C:/Projects_Main/kcc/Assets/KinematicCharacterController/Core/ICharacterController.cs</li>
|
||||
</ul>
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<li class="navelem"><a class="el" href="namespace_kinematic_character_controller.html">KinematicCharacterController</a></li><li class="navelem"><a class="el" href="interface_kinematic_character_controller_1_1_i_mover_controller.html">IMoverController</a></li> </ul>
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|
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|
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|
||||
|
||||
<p>This is the complete list of members for <a class="el" href="interface_kinematic_character_controller_1_1_i_mover_controller.html">KinematicCharacterController.IMoverController</a>, including all inherited members.</p>
|
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<table class="directory">
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<tr class="even"><td class="entry"><a class="el" href="interface_kinematic_character_controller_1_1_i_mover_controller.html#a4677409f6d53a343e2472e61ba268e29">UpdateMovement</a>(out Vector3 goalPosition, out Quaternion goalRotation, float deltaTime)</td><td class="entry"><a class="el" href="interface_kinematic_character_controller_1_1_i_mover_controller.html">KinematicCharacterController.IMoverController</a></td><td class="entry"></td></tr>
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<li class="navelem"><a class="el" href="namespace_kinematic_character_controller.html">KinematicCharacterController</a></li><li class="navelem"><a class="el" href="interface_kinematic_character_controller_1_1_i_mover_controller.html">IMoverController</a></li> </ul>
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<h2 class="memtitle"><span class="permalink"><a href="#a4677409f6d53a343e2472e61ba268e29">◆ </a></span>UpdateMovement()</h2>
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<td class="memname">void KinematicCharacterController.IMoverController.UpdateMovement </td>
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<td class="paramtype">out Vector3 </td>
|
||||
<td class="paramname"><em>goalPosition</em>, </td>
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<p>This is called to let you tell the <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html" title="Component that manages the movement of moving kinematic rigidbodies for proper interaction with chara...">PhysicsMover</a> where it should be right now </p>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct  </td><td class="memItemRight" valign="bottom"><a class="el" href="struct_kinematic_character_controller_1_1_character_grounding_report.html">CharacterGroundingReport</a></td></tr>
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<tr class="memdesc:"><td class="mdescLeft"> </td><td class="mdescRight">Contains all the information for the motor's grounding status <a href="struct_kinematic_character_controller_1_1_character_grounding_report.html#details">More...</a><br /></td></tr>
|
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<tr class="separator:"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct  </td><td class="memItemRight" valign="bottom"><a class="el" href="struct_kinematic_character_controller_1_1_character_transient_grounding_report.html">CharacterTransientGroundingReport</a></td></tr>
|
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<tr class="memdesc:"><td class="mdescLeft"> </td><td class="mdescRight">Contains the simulation-relevant information for the motor's grounding status <a href="struct_kinematic_character_controller_1_1_character_transient_grounding_report.html#details">More...</a><br /></td></tr>
|
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<tr class="separator:"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct  </td><td class="memItemRight" valign="bottom"><a class="el" href="struct_kinematic_character_controller_1_1_hit_stability_report.html">HitStabilityReport</a></td></tr>
|
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<tr class="memdesc:"><td class="mdescLeft"> </td><td class="mdescRight">Contains all the information from a hit stability evaluation <a href="struct_kinematic_character_controller_1_1_hit_stability_report.html#details">More...</a><br /></td></tr>
|
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<tr class="separator:"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">interface  </td><td class="memItemRight" valign="bottom"><a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html">ICharacterController</a></td></tr>
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<tr class="separator:"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">interface  </td><td class="memItemRight" valign="bottom"><a class="el" href="interface_kinematic_character_controller_1_1_i_mover_controller.html">IMoverController</a></td></tr>
|
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<tr class="separator:"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class  </td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_k_c_c_settings.html">KCCSettings</a></td></tr>
|
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|
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class  </td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterMotor</a></td></tr>
|
||||
<tr class="memdesc:"><td class="mdescLeft"> </td><td class="mdescRight">Component that manages character collisions and movement solving <a href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#details">More...</a><br /></td></tr>
|
||||
<tr class="separator:"><td class="memSeparator" colspan="2"> </td></tr>
|
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct  </td><td class="memItemRight" valign="bottom"><a class="el" href="struct_kinematic_character_controller_1_1_kinematic_character_motor_state.html">KinematicCharacterMotorState</a></td></tr>
|
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<tr class="memdesc:"><td class="mdescLeft"> </td><td class="mdescRight">Represents the entire state of a character motor that is pertinent for simulation. Use this to save state or revert to past state <a href="struct_kinematic_character_controller_1_1_kinematic_character_motor_state.html#details">More...</a><br /></td></tr>
|
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<tr class="separator:"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class  </td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html">KinematicCharacterSystem</a></td></tr>
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<tr class="memdesc:"><td class="mdescLeft"> </td><td class="mdescRight">The system that manages the simulation of <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html" title="Component that manages character collisions and movement solving">KinematicCharacterMotor</a> and <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html" title="Component that manages the movement of moving kinematic rigidbodies for proper interaction with chara...">PhysicsMover</a> <a href="class_kinematic_character_controller_1_1_kinematic_character_system.html#details">More...</a><br /></td></tr>
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<tr class="separator:"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct  </td><td class="memItemRight" valign="bottom"><a class="el" href="struct_kinematic_character_controller_1_1_overlap_result.html">OverlapResult</a></td></tr>
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<tr class="memdesc:"><td class="mdescLeft"> </td><td class="mdescRight">Describes an overlap between the character capsule and another collider <a href="struct_kinematic_character_controller_1_1_overlap_result.html#details">More...</a><br /></td></tr>
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<tr class="separator:"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class  </td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html">PhysicsMover</a></td></tr>
|
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<tr class="memdesc:"><td class="mdescLeft"> </td><td class="mdescRight">Component that manages the movement of moving kinematic rigidbodies for proper interaction with characters <a href="class_kinematic_character_controller_1_1_physics_mover.html#details">More...</a><br /></td></tr>
|
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<tr class="separator:"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct  </td><td class="memItemRight" valign="bottom"><a class="el" href="struct_kinematic_character_controller_1_1_physics_mover_state.html">PhysicsMoverState</a></td></tr>
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