增加相机第三方插件,修改碰撞为第一人称控制器碰撞

This commit is contained in:
李浩 2025-03-04 15:49:48 +08:00
parent 774506cb2e
commit ab68a3e87e
915 changed files with 149542 additions and 783 deletions

View File

@ -24,7 +24,8 @@ Material:
m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3}
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords: []
m_ValidKeywords:
- _RECEIVE_SHADOWS_OFF
m_InvalidKeywords: []
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
@ -117,7 +118,7 @@ Material:
- _OcclusionStrength: 1
- _Parallax: 0.02
- _QueueOffset: 0
- _ReceiveShadows: 1
- _ReceiveShadows: 0
- _Smoothness: 0
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1

View File

@ -0,0 +1,137 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!114 &-563386215091568405
MonoBehaviour:
m_ObjectHideFlags: 11
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
m_Name:
m_EditorClassIdentifier:
version: 7
--- !u!21 &2100000
Material:
serializedVersion: 8
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: SM_XiaoZhu_qiege2_M_Zhu2_YaChi
m_Shader: {fileID: 4800000, guid: 650dd9526735d5b46b79224bc6e94025, type: 3}
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords: []
m_InvalidKeywords: []
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 1
m_CustomRenderQueue: 2000
stringTagMap:
RenderType: Opaque
disabledShaderPasses: []
m_LockedProperties:
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
- _BaseMap:
m_Texture: {fileID: 2800000, guid: 2a53cea1ea0fe474e9b3d4edc6c3d34c, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _BumpMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailAlbedoMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailMask:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailNormalMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _EmissionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
m_Texture: {fileID: 2800000, guid: 2a53cea1ea0fe474e9b3d4edc6c3d34c, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MetallicGlossMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _OcclusionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _ParallaxMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _SpecGlossMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- unity_Lightmaps:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- unity_LightmapsInd:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- unity_ShadowMasks:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Ints: []
m_Floats:
- _AlphaClip: 0
- _AlphaToMask: 0
- _Blend: 0
- _BlendModePreserveSpecular: 1
- _BlendOp: 0
- _BumpScale: 1
- _ClearCoatMask: 0
- _ClearCoatSmoothness: 0
- _Cull: 0
- _Cutoff: 0.866
- _DetailAlbedoMapScale: 1
- _DetailNormalMapScale: 1
- _DstBlend: 0
- _DstBlendAlpha: 0
- _EnvironmentReflections: 1
- _GlossMapScale: 1
- _Glossiness: 0
- _GlossyReflections: 1
- _Metallic: 0
- _Mode: 0
- _OcclusionStrength: 1
- _Parallax: 0.02
- _QueueOffset: 0
- _ReceiveShadows: 0
- _SampleGI: 0
- _Smoothness: 0
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
- _SrcBlendAlpha: 1
- _Surface: 0
- _UVSec: 0
- _WorkflowMode: 1
- _ZWrite: 1
m_Colors:
- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
m_BuildTextureStacks: []

View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 0091b00e8a41ca043852cba5d827c8a7
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 2100000
userData:
assetBundleName:
assetBundleVariant:

View File

@ -118,7 +118,7 @@ Material:
- _Parallax: 0.02
- _QueueOffset: 0
- _ReceiveShadows: 1
- _Smoothness: 0.10352649
- _Smoothness: 0
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1

View File

@ -136,10 +136,8 @@ GameObject:
- component: {fileID: 547432241}
- component: {fileID: 547432240}
- component: {fileID: 547432239}
- component: {fileID: 547432238}
- component: {fileID: 547432236}
- component: {fileID: 547432244}
- component: {fileID: 547432245}
- component: {fileID: 547432246}
m_Layer: 0
m_Name: FlyCamera
@ -166,29 +164,6 @@ MonoBehaviour:
enableCollision: 1
isMov: 1
isRot: 1
--- !u!136 &547432238
CapsuleCollider:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 547432235}
m_Material: {fileID: 0}
m_IncludeLayers:
serializedVersion: 2
m_Bits: 0
m_ExcludeLayers:
serializedVersion: 2
m_Bits: 0
m_LayerOverridePriority: 0
m_IsTrigger: 0
m_ProvidesContacts: 0
m_Enabled: 0
serializedVersion: 2
m_Radius: 1.0228593
m_Height: 2.045719
m_Direction: 1
m_Center: {x: 0, y: 0, z: 0}
--- !u!114 &547432239
MonoBehaviour:
m_ObjectHideFlags: 0
@ -328,8 +303,8 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
animSpeed: 1
--- !u!65 &547432245
BoxCollider:
--- !u!143 &547432246
CharacterController:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
@ -347,35 +322,13 @@ BoxCollider:
m_ProvidesContacts: 0
m_Enabled: 1
serializedVersion: 3
m_Size: {x: 0.07, y: 0.15, z: 0.15}
m_Height: 0.13
m_Radius: 0.03
m_SlopeLimit: 10
m_StepOffset: 0.1
m_SkinWidth: 0.0001
m_MinMoveDistance: 0.001
m_Center: {x: 0, y: 0, z: 0}
--- !u!54 &547432246
Rigidbody:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 547432235}
serializedVersion: 4
m_Mass: 0.1
m_Drag: 0
m_AngularDrag: 0
m_CenterOfMass: {x: 0, y: 0, z: 0}
m_InertiaTensor: {x: 0, y: 0, z: 0}
m_InertiaRotation: {x: 0, y: 0, z: 0, w: 1}
m_IncludeLayers:
serializedVersion: 2
m_Bits: 0
m_ExcludeLayers:
serializedVersion: 2
m_Bits: 0
m_ImplicitCom: 0
m_ImplicitTensor: 0
m_UseGravity: 0
m_IsKinematic: 0
m_Interpolate: 2
m_Constraints: 0
m_CollisionDetection: 2
--- !u!1 &793392284
GameObject:
m_ObjectHideFlags: 0

File diff suppressed because it is too large Load Diff

View File

@ -22,11 +22,16 @@ public class FreeCameraController : MonoBehaviour
private float yRotation = 0.0f;
public bool isMov = true;
public bool isRot = true;
CharacterController ctrlor;
private void Awake()
{
instance = this;
DontDestroyOnLoad(this);
// Cm = GameObject.Find("Mcam");
ctrlor = GetComponent<CharacterController>();
Global.appSetting.MouseMoveSpeed.RegisterWithInitValue(v => rotateSpeed = v);
}
@ -53,15 +58,55 @@ public class FreeCameraController : MonoBehaviour
{
if (isMov)
{
// 相机移动
float horizontal = Input.GetAxis("Horizontal") * moveSpeed * Time.deltaTime;
float vertical = Input.GetAxis("Vertical") * moveSpeed * Time.deltaTime;
//// 相机移动
//float horizontal = Input.GetAxis("Horizontal") * moveSpeed * Time.deltaTime;
//float vertical = Input.GetAxis("Vertical") * moveSpeed * Time.deltaTime;
Vector3 move = transform.right * horizontal + transform.forward * vertical;
transform.position += move;
//添加相机QE上下移动功能
transform.position+= GetInputTranslationDirection()*0.01f;
//Vector3 move = transform.right * horizontal + transform.forward * vertical;
//transform.position += move;
//W键前进
if (Input.GetKey(KeyCode.W))
{
Vector3 forward = transform.TransformDirection(Vector3.forward);
ctrlor.Move(forward * moveSpeed * Time.deltaTime);
}
//S键后退
if (Input.GetKey(KeyCode.S))
{
Vector3 back = transform.TransformDirection(Vector3.back);
ctrlor.Move(back * moveSpeed * Time.deltaTime);
}
//A键移动
if (Input.GetKey(KeyCode.A))
{
Vector3 left = transform.TransformDirection(Vector3.left);
ctrlor.Move(left * moveSpeed * Time.deltaTime);
}
//D键后退
if (Input.GetKey(KeyCode.D) && gameObject.transform.position.y > 0)
{
Vector3 right = transform.TransformDirection(Vector3.right);
ctrlor.Move(right * moveSpeed * Time.deltaTime);
}
//E键升高
if (Input.GetKey(KeyCode.Q))
{
Vector3 upward = transform.TransformDirection(Vector3.up);
ctrlor.Move(upward * moveSpeed * Time.deltaTime);
}
//E键升高
if (Input.GetKey(KeyCode.E))
{
Vector3 down = transform.TransformDirection(Vector3.down);
ctrlor.Move(down * moveSpeed * Time.deltaTime);
}
////添加相机QE上下移动功能
//transform.position+= GetInputTranslationDirection()*0.01f;
}
if (isRot)

View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: fc8f0a44b9d789e4c88b71313bc183db
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 7ca2961237ba4084ab32366f6377127a
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: aadf824e76564404c8d43d99803c60a1
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,7 @@
<html>
<body>
<script type="text/javascript">
window.location.href = "./html/namespace_kinematic_character_controller.html";
</script>
</body>
</html>

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 797e2b0c02708724f9b02ed6a1720647
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 39fb24b55ac4d10409e15fab385afd17
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,95 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "https://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
<meta name="generator" content="Doxygen 1.8.16"/>
<meta name="viewport" content="width=device-width, initial-scale=1"/>
<title>Kinematic Character Controller: Class List</title>
<link href="tabs.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="jquery.js"></script>
<script type="text/javascript" src="dynsections.js"></script>
<link href="search/search.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="search/searchdata.js"></script>
<script type="text/javascript" src="search/search.js"></script>
<link href="doxygen.css" rel="stylesheet" type="text/css" />
</head>
<body>
<div id="top"><!-- do not remove this div, it is closed by doxygen! -->
<div id="titlearea">
<table cellspacing="0" cellpadding="0">
<tbody>
<tr style="height: 56px;">
<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&amp;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&amp;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="header">
<div class="headertitle">
<div class="title">Class List</div> </div>
</div><!--header-->
<div class="contents">
<div class="textblock">Here are the classes, structs, unions and interfaces with brief descriptions:</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:0px;display:inline-block;">&#160;</span><span id="arr_0_" class="arrow" onclick="toggleFolder('0_')">&#9660;</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;">&#160;</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;">&#160;</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;">&#160;</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;">&#160;</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;">&#160;</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;">&#160;</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;">&#160;</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;">&#160;</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;">&#160;</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;">&#160;</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;">&#160;</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;">&#160;</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;">&#160;</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>
<tr id="row_0_13_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</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>
</table>
</div><!-- directory -->
</div><!-- contents -->
<!-- start footer part -->
<hr class="footer"/><address class="footer"><small>
Generated by &#160;<a href="http://www.doxygen.org/index.html">
<img class="footer" src="doxygen.png" alt="doxygen"/>
</a> 1.8.16
</small></address>
</body>
</html>

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 4c77efa32d5d0a247adfa18185b1cd02
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

Binary file not shown.

After

Width:  |  Height:  |  Size: 676 B

View File

@ -0,0 +1,140 @@
fileFormatVersion: 2
guid: 274b1bfa773b61441a5d46429d815d97
TextureImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 12
mipmaps:
mipMapMode: 0
enableMipMap: 1
sRGBTexture: 1
linearTexture: 0
fadeOut: 0
borderMipMap: 0
mipMapsPreserveCoverage: 0
alphaTestReferenceValue: 0.5
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
flipGreenChannel: 0
isReadable: 0
streamingMipmaps: 0
streamingMipmapsPriority: 0
vTOnly: 0
ignoreMipmapLimit: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: 1
aniso: 1
mipBias: 0
wrapU: 0
wrapV: 0
wrapW: 0
nPOTScale: 1
lightmap: 0
compressionQuality: 50
spriteMode: 0
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1
textureType: 0
textureShape: 1
singleChannelComponent: 0
flipbookRows: 1
flipbookColumns: 1
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
ignorePngGamma: 0
applyGammaDecoding: 0
swizzle: 50462976
cookieLightType: 0
platformSettings:
- serializedVersion: 3
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: WebGL
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Standalone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Server
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
physicsShape: []
bones: []
spriteID:
internalID: 0
vertices: []
indices:
edges: []
weights: []
secondaryTextures: []
nameFileIdTable: {}
mipmapLimitGroupName:
pSDRemoveMatte: 0
userData:
assetBundleName:
assetBundleVariant:

Binary file not shown.

After

Width:  |  Height:  |  Size: 147 B

View File

@ -0,0 +1,140 @@
fileFormatVersion: 2
guid: 8425b6013cbc1ec43b5dfc0079b25b6d
TextureImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 12
mipmaps:
mipMapMode: 0
enableMipMap: 1
sRGBTexture: 1
linearTexture: 0
fadeOut: 0
borderMipMap: 0
mipMapsPreserveCoverage: 0
alphaTestReferenceValue: 0.5
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
flipGreenChannel: 0
isReadable: 0
streamingMipmaps: 0
streamingMipmapsPriority: 0
vTOnly: 0
ignoreMipmapLimit: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: 1
aniso: 1
mipBias: 0
wrapU: 0
wrapV: 0
wrapW: 0
nPOTScale: 1
lightmap: 0
compressionQuality: 50
spriteMode: 0
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1
textureType: 0
textureShape: 1
singleChannelComponent: 0
flipbookRows: 1
flipbookColumns: 1
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
ignorePngGamma: 0
applyGammaDecoding: 0
swizzle: 50462976
cookieLightType: 0
platformSettings:
- serializedVersion: 3
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: WebGL
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Standalone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Server
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
physicsShape: []
bones: []
spriteID:
internalID: 0
vertices: []
indices:
edges: []
weights: []
secondaryTextures: []
nameFileIdTable: {}
mipmapLimitGroupName:
pSDRemoveMatte: 0
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,87 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "https://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
<meta name="generator" content="Doxygen 1.8.16"/>
<meta name="viewport" content="width=device-width, initial-scale=1"/>
<title>Kinematic Character Controller: Member List</title>
<link href="tabs.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="jquery.js"></script>
<script type="text/javascript" src="dynsections.js"></script>
<link href="search/search.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="search/searchdata.js"></script>
<script type="text/javascript" src="search/search.js"></script>
<link href="doxygen.css" rel="stylesheet" type="text/css" />
</head>
<body>
<div id="top"><!-- do not remove this div, it is closed by doxygen! -->
<div id="titlearea">
<table cellspacing="0" cellpadding="0">
<tbody>
<tr style="height: 56px;">
<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&amp;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&amp;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>
<!-- 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 id="nav-path" class="navpath">
<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_k_c_c_settings.html">KCCSettings</a></li> </ul>
</div>
</div><!-- top -->
<div class="header">
<div class="headertitle">
<div class="title">KinematicCharacterController.KCCSettings 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_k_c_c_settings.html">KinematicCharacterController.KCCSettings</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_k_c_c_settings.html#a00f3d2293a2d8d4ecb3240924bf5d8b9">AutoSimulation</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_k_c_c_settings.html">KinematicCharacterController.KCCSettings</a></td><td class="entry"></td></tr>
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_k_c_c_settings.html#a22306d5df135c11e18a0c04afaef886b">Interpolate</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_k_c_c_settings.html">KinematicCharacterController.KCCSettings</a></td><td class="entry"></td></tr>
<tr class="even"><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_k_c_c_settings.html#a5873ea39c0c16fb233a9b78ae9695946">MotorsListInitialCapacity</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_k_c_c_settings.html">KinematicCharacterController.KCCSettings</a></td><td class="entry"></td></tr>
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_k_c_c_settings.html#ad1b927293976a17b0be39bc169695a8d">MoversListInitialCapacity</a></td><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_k_c_c_settings.html">KinematicCharacterController.KCCSettings</a></td><td class="entry"></td></tr>
</table></div><!-- contents -->
<!-- start footer part -->
<hr class="footer"/><address class="footer"><small>
Generated by &#160;<a href="http://www.doxygen.org/index.html">
<img class="footer" src="doxygen.png" alt="doxygen"/>
</a> 1.8.16
</small></address>
</body>
</html>

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: c8d06cae33f6e11468181525167a5a5f
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,169 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "https://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
<meta name="generator" content="Doxygen 1.8.16"/>
<meta name="viewport" content="width=device-width, initial-scale=1"/>
<title>Kinematic Character Controller: KinematicCharacterController.KCCSettings Class Reference</title>
<link href="tabs.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="jquery.js"></script>
<script type="text/javascript" src="dynsections.js"></script>
<link href="search/search.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="search/searchdata.js"></script>
<script type="text/javascript" src="search/search.js"></script>
<link href="doxygen.css" rel="stylesheet" type="text/css" />
</head>
<body>
<div id="top"><!-- do not remove this div, it is closed by doxygen! -->
<div id="titlearea">
<table cellspacing="0" cellpadding="0">
<tbody>
<tr style="height: 56px;">
<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&amp;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&amp;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>
<!-- 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 id="nav-path" class="navpath">
<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_k_c_c_settings.html">KCCSettings</a></li> </ul>
</div>
</div><!-- top -->
<div class="header">
<div class="summary">
<a href="#pub-attribs">Public Attributes</a> &#124;
<a href="class_kinematic_character_controller_1_1_k_c_c_settings-members.html">List of all members</a> </div>
<div class="headertitle">
<div class="title">KinematicCharacterController.KCCSettings Class Reference</div> </div>
</div><!--header-->
<div class="contents">
<p>Inherits ScriptableObject.</p>
<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:a00f3d2293a2d8d4ecb3240924bf5d8b9"><td class="memItemLeft" align="right" valign="top">bool&#160;</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>
<tr class="memdesc:a00f3d2293a2d8d4ecb3240924bf5d8b9"><td class="mdescLeft">&#160;</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>
<tr class="separator:a00f3d2293a2d8d4ecb3240924bf5d8b9"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a22306d5df135c11e18a0c04afaef886b"><td class="memItemLeft" align="right" valign="top">bool&#160;</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>
<tr class="memdesc:a22306d5df135c11e18a0c04afaef886b"><td class="mdescLeft">&#160;</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">&#160;</td></tr>
<tr class="memitem:a5873ea39c0c16fb233a9b78ae9695946"><td class="memItemLeft" align="right" valign="top">int&#160;</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>
<tr class="separator:a5873ea39c0c16fb233a9b78ae9695946"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ad1b927293976a17b0be39bc169695a8d"><td class="memItemLeft" align="right" valign="top">int&#160;</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">&#160;</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>
<tr class="separator:ad1b927293976a17b0be39bc169695a8d"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table>
<h2 class="groupheader">Member Data Documentation</h2>
<a id="a00f3d2293a2d8d4ecb3240924bf5d8b9"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a00f3d2293a2d8d4ecb3240924bf5d8b9">&#9670;&nbsp;</a></span>AutoSimulation</h2>
<div class="memitem">
<div class="memproto">
<table class="memname">
<tr>
<td class="memname">bool KinematicCharacterController.KCCSettings.AutoSimulation = true</td>
</tr>
</table>
</div><div class="memdoc">
<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">&#9670;&nbsp;</a></span>Interpolate</h2>
<div class="memitem">
<div class="memproto">
<table class="memname">
<tr>
<td class="memname">bool KinematicCharacterController.KCCSettings.Interpolate = true</td>
</tr>
</table>
</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">&#9670;&nbsp;</a></span>MotorsListInitialCapacity</h2>
<div class="memitem">
<div class="memproto">
<table class="memname">
<tr>
<td class="memname">int KinematicCharacterController.KCCSettings.MotorsListInitialCapacity = 100</td>
</tr>
</table>
</div><div class="memdoc">
<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>
</div>
</div>
<a id="ad1b927293976a17b0be39bc169695a8d"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ad1b927293976a17b0be39bc169695a8d">&#9670;&nbsp;</a></span>MoversListInitialCapacity</h2>
<div class="memitem">
<div class="memproto">
<table class="memname">
<tr>
<td class="memname">int KinematicCharacterController.KCCSettings.MoversListInitialCapacity = 100</td>
</tr>
</table>
</div><div class="memdoc">
<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>
</ul>
</div><!-- contents -->
<!-- start footer part -->
<hr class="footer"/><address class="footer"><small>
Generated by &#160;<a href="http://www.doxygen.org/index.html">
<img class="footer" src="doxygen.png" alt="doxygen"/>
</a> 1.8.16
</small></address>
</body>
</html>

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 7226289200e37ce45bea9f65c040d0af
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,184 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "https://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
<meta name="generator" content="Doxygen 1.8.16"/>
<meta name="viewport" content="width=device-width, initial-scale=1"/>
<title>Kinematic Character Controller: Member List</title>
<link href="tabs.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="jquery.js"></script>
<script type="text/javascript" src="dynsections.js"></script>
<link href="search/search.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="search/searchdata.js"></script>
<script type="text/javascript" src="search/search.js"></script>
<link href="doxygen.css" rel="stylesheet" type="text/css" />
</head>
<body>
<div id="top"><!-- do not remove this div, it is closed by doxygen! -->
<div id="titlearea">
<table cellspacing="0" cellpadding="0">
<tbody>
<tr style="height: 56px;">
<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&amp;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&amp;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>
<!-- 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 id="nav-path" class="navpath">
<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_kinematic_character_motor.html">KinematicCharacterMotor</a></li> </ul>
</div>
</div><!-- top -->
<div class="header">
<div class="headertitle">
<div class="title">KinematicCharacterController.KinematicCharacterMotor 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_kinematic_character_motor.html">KinematicCharacterController.KinematicCharacterMotor</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_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>
<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>
<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>
<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>
<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>
<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>
<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>
<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>
<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>
<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>
<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>
<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>
<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>
<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>
<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>
<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>
<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>
<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>
</table></div><!-- contents -->
<!-- start footer part -->
<hr class="footer"/><address class="footer"><small>
Generated by &#160;<a href="http://www.doxygen.org/index.html">
<img class="footer" src="doxygen.png" alt="doxygen"/>
</a> 1.8.16
</small></address>
</body>
</html>

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: bbe349c69abd1774d9b1f3cf7529c2d3
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 1661de80e6999d94aa3916fb6c7f0cea
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,97 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "https://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
<meta name="generator" content="Doxygen 1.8.16"/>
<meta name="viewport" content="width=device-width, initial-scale=1"/>
<title>Kinematic Character Controller: Member List</title>
<link href="tabs.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="jquery.js"></script>
<script type="text/javascript" src="dynsections.js"></script>
<link href="search/search.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="search/searchdata.js"></script>
<script type="text/javascript" src="search/search.js"></script>
<link href="doxygen.css" rel="stylesheet" type="text/css" />
</head>
<body>
<div id="top"><!-- do not remove this div, it is closed by doxygen! -->
<div id="titlearea">
<table cellspacing="0" cellpadding="0">
<tbody>
<tr style="height: 56px;">
<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&amp;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&amp;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>
<!-- 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 id="nav-path" class="navpath">
<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_kinematic_character_system.html">KinematicCharacterSystem</a></li> </ul>
</div>
</div><!-- top -->
<div class="header">
<div class="headertitle">
<div class="title">KinematicCharacterController.KinematicCharacterSystem 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_kinematic_character_system.html">KinematicCharacterController.KinematicCharacterSystem</a>, including all inherited members.</p>
<table class="directory">
<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>
<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>
<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>
<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>
<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>
<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>
<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>
<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>
<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>
<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>
<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>
<tr><td class="entry"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html#a93a592269d24f87f4f03cfa27b668e56">Simulate</a>(float deltaTime, List&lt; KinematicCharacterMotor &gt; motors, List&lt; PhysicsMover &gt; 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>
<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>
<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>
</table></div><!-- contents -->
<!-- start footer part -->
<hr class="footer"/><address class="footer"><small>
Generated by &#160;<a href="http://www.doxygen.org/index.html">
<img class="footer" src="doxygen.png" alt="doxygen"/>
</a> 1.8.16
</small></address>
</body>
</html>

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: f5aeb25a78236cd4dad04adfe85ae128
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,479 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "https://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
<meta name="generator" content="Doxygen 1.8.16"/>
<meta name="viewport" content="width=device-width, initial-scale=1"/>
<title>Kinematic Character Controller: KinematicCharacterController.KinematicCharacterSystem Class Reference</title>
<link href="tabs.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="jquery.js"></script>
<script type="text/javascript" src="dynsections.js"></script>
<link href="search/search.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="search/searchdata.js"></script>
<script type="text/javascript" src="search/search.js"></script>
<link href="doxygen.css" rel="stylesheet" type="text/css" />
</head>
<body>
<div id="top"><!-- do not remove this div, it is closed by doxygen! -->
<div id="titlearea">
<table cellspacing="0" cellpadding="0">
<tbody>
<tr style="height: 56px;">
<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&amp;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&amp;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>
<!-- 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 id="nav-path" class="navpath">
<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_kinematic_character_system.html">KinematicCharacterSystem</a></li> </ul>
</div>
</div><!-- top -->
<div class="header">
<div class="summary">
<a href="#pub-static-methods">Static Public Member Functions</a> &#124;
<a href="#pub-static-attribs">Static Public Attributes</a> &#124;
<a href="class_kinematic_character_controller_1_1_kinematic_character_system-members.html">List of all members</a> </div>
<div class="headertitle">
<div class="title">KinematicCharacterController.KinematicCharacterSystem Class Reference</div> </div>
</div><!--header-->
<div class="contents">
<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>
Static Public Member Functions</h2></td></tr>
<tr class="memitem:a95a2d81b29fc81b81c395c5fae8550dc"><td class="memItemLeft" align="right" valign="top">static void&#160;</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">&#160;</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>
<tr class="separator:a95a2d81b29fc81b81c395c5fae8550dc"><td class="memSeparator" colspan="2">&#160;</td></tr>
<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>&#160;</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">&#160;</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>
<tr class="separator:a1140620815808151e09643331b57fc35"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a4ac9a0eb66a47f0bee1e5664cd7dc757"><td class="memItemLeft" align="right" valign="top">static void&#160;</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">&#160;</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>
<tr class="separator:a4ac9a0eb66a47f0bee1e5664cd7dc757"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a5c779af550ab2283b8b806b7a255e6f8"><td class="memItemLeft" align="right" valign="top">static void&#160;</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">&#160;</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>
<tr class="separator:a5c779af550ab2283b8b806b7a255e6f8"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a3f65b3ca41aaf42e58e2dae10c7c6c04"><td class="memItemLeft" align="right" valign="top">static void&#160;</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">&#160;</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>
<tr class="separator:a3f65b3ca41aaf42e58e2dae10c7c6c04"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a4bd687d512d61ab551fae20147cbed84"><td class="memItemLeft" align="right" valign="top">static void&#160;</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">&#160;</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>
<tr class="separator:a4bd687d512d61ab551fae20147cbed84"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ad4d227a4ab27cdd4d6e6ca9ea832679d"><td class="memItemLeft" align="right" valign="top">static void&#160;</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">&#160;</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">&#160;</td></tr>
<tr class="memitem:ad8385fcc2510ba14f5f48b8884dc7481"><td class="memItemLeft" align="right" valign="top">static void&#160;</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">&#160;</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>
<tr class="separator:ad8385fcc2510ba14f5f48b8884dc7481"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa48088ae78b27fe34e7593bb6d51cbc5"><td class="memItemLeft" align="right" valign="top">static void&#160;</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>
<tr class="memdesc:aa48088ae78b27fe34e7593bb6d51cbc5"><td class="mdescLeft">&#160;</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>
<tr class="separator:aa48088ae78b27fe34e7593bb6d51cbc5"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a93a592269d24f87f4f03cfa27b668e56"><td class="memItemLeft" align="right" valign="top">static void&#160;</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&lt; <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterMotor</a> &gt; motors, List&lt; <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html">PhysicsMover</a> &gt; movers)</td></tr>
<tr class="memdesc:a93a592269d24f87f4f03cfa27b668e56"><td class="mdescLeft">&#160;</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">&#160;</td></tr>
<tr class="memitem:a264345d1478708741af047270a9489a1"><td class="memItemLeft" align="right" valign="top">static void&#160;</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">&#160;</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">&#160;</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&lt; <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterMotor</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><b>CharacterMotors</b> = new List&lt;<a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterMotor</a>&gt;()</td></tr>
<tr class="separator:a7f42b4291f91b0350fdbfd8cfb76bab6"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a8f93607858782dc9b0bb385184cdc550"><td class="memItemLeft" align="right" valign="top"><a id="a8f93607858782dc9b0bb385184cdc550"></a>
static List&lt; <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html">PhysicsMover</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><b>PhysicsMovers</b> = new List&lt;<a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html">PhysicsMover</a>&gt;()</td></tr>
<tr class="separator:a8f93607858782dc9b0bb385184cdc550"><td class="memSeparator" colspan="2">&#160;</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>&#160;</td><td class="memItemRight" valign="bottom"><b>Settings</b></td></tr>
<tr class="separator:a21fbc9fa53834a75427f5657baba6d69"><td class="memSeparator" colspan="2">&#160;</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">&#9670;&nbsp;</a></span>EnsureCreation()</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.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>
</table>
</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">&#9670;&nbsp;</a></span>GetInstance()</h2>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
<tr>
<td class="mlabels-left">
<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">&#9670;&nbsp;</a></span>PostSimulationInterpolationUpdate()</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.PostSimulationInterpolationUpdate </td>
<td>(</td>
<td class="paramtype">float&#160;</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">&#9670;&nbsp;</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&#160;</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">&#9670;&nbsp;</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>&#160;</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">&#9670;&nbsp;</a></span>RegisterPhysicsMover()</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.RegisterPhysicsMover </td>
<td>(</td>
<td class="paramtype"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html">PhysicsMover</a>&#160;</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">&#9670;&nbsp;</a></span>SetCharacterMotorsCapacity()</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.SetCharacterMotorsCapacity </td>
<td>(</td>
<td class="paramtype">int&#160;</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">&#9670;&nbsp;</a></span>SetPhysicsMoversCapacity()</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.SetPhysicsMoversCapacity </td>
<td>(</td>
<td class="paramtype">int&#160;</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">&#9670;&nbsp;</a></span>Simulate()</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.Simulate </td>
<td>(</td>
<td class="paramtype">float&#160;</td>
<td class="paramname"><em>deltaTime</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">List&lt; <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterMotor</a> &gt;&#160;</td>
<td class="paramname"><em>motors</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">List&lt; <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html">PhysicsMover</a> &gt;&#160;</td>
<td class="paramname"><em>movers</em>&#160;</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">&#9670;&nbsp;</a></span>UnregisterCharacterMotor()</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.UnregisterCharacterMotor </td>
<td>(</td>
<td class="paramtype"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterMotor</a>&#160;</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">&#9670;&nbsp;</a></span>UnregisterPhysicsMover()</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.UnregisterPhysicsMover </td>
<td>(</td>
<td class="paramtype"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html">PhysicsMover</a>&#160;</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>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>
</div><!-- contents -->
<!-- start footer part -->
<hr class="footer"/><address class="footer"><small>
Generated by &#160;<a href="http://www.doxygen.org/index.html">
<img class="footer" src="doxygen.png" alt="doxygen"/>
</a> 1.8.16
</small></address>
</body>
</html>

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 108755ad05b278a498902c7f6ab9bc5a
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,105 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "https://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
<meta name="generator" content="Doxygen 1.8.16"/>
<meta name="viewport" content="width=device-width, initial-scale=1"/>
<title>Kinematic Character Controller: Member List</title>
<link href="tabs.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="jquery.js"></script>
<script type="text/javascript" src="dynsections.js"></script>
<link href="search/search.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="search/searchdata.js"></script>
<script type="text/javascript" src="search/search.js"></script>
<link href="doxygen.css" rel="stylesheet" type="text/css" />
</head>
<body>
<div id="top"><!-- do not remove this div, it is closed by doxygen! -->
<div id="titlearea">
<table cellspacing="0" cellpadding="0">
<tbody>
<tr style="height: 56px;">
<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&amp;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&amp;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>
<!-- 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 id="nav-path" class="navpath">
<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>
</div>
</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>
<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>
<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>
<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>
<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>
<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>
<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>
<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>
<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>
<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>
<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>
</table></div><!-- contents -->
<!-- start footer part -->
<hr class="footer"/><address class="footer"><small>
Generated by &#160;<a href="http://www.doxygen.org/index.html">
<img class="footer" src="doxygen.png" alt="doxygen"/>
</a> 1.8.16
</small></address>
</body>
</html>

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: a0ca0a4261f0a254d8c8cd3eeabdd857
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,626 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "https://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
<meta name="generator" content="Doxygen 1.8.16"/>
<meta name="viewport" content="width=device-width, initial-scale=1"/>
<title>Kinematic Character Controller: KinematicCharacterController.PhysicsMover Class Reference</title>
<link href="tabs.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="jquery.js"></script>
<script type="text/javascript" src="dynsections.js"></script>
<link href="search/search.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="search/searchdata.js"></script>
<script type="text/javascript" src="search/search.js"></script>
<link href="doxygen.css" rel="stylesheet" type="text/css" />
</head>
<body>
<div id="top"><!-- do not remove this div, it is closed by doxygen! -->
<div id="titlearea">
<table cellspacing="0" cellpadding="0">
<tbody>
<tr style="height: 56px;">
<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&amp;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&amp;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>
<!-- 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 id="nav-path" class="navpath">
<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>
</div>
</div><!-- top -->
<div class="header">
<div class="summary">
<a href="#pub-methods">Public Member Functions</a> &#124;
<a href="#pub-attribs">Public Attributes</a> &#124;
<a href="#properties">Properties</a> &#124;
<a href="class_kinematic_character_controller_1_1_physics_mover-members.html">List of all members</a> </div>
<div class="headertitle">
<div class="title">KinematicCharacterController.PhysicsMover Class Reference</div> </div>
</div><!--header-->
<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">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
Public Member Functions</h2></td></tr>
<tr class="memitem:aee0037367f77dae234cb2f5e3bf797fd"><td class="memItemLeft" align="right" valign="top">void&#160;</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">&#160;</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">&#160;</td></tr>
<tr class="memitem:a414997c3e43eeb97b774e16ccdbb5c7c"><td class="memItemLeft" align="right" valign="top">void&#160;</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">&#160;</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">&#160;</td></tr>
<tr class="memitem:ab6991f3e9d3aec5f579cab56051e7c59"><td class="memItemLeft" align="right" valign="top">void&#160;</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">&#160;</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">&#160;</td></tr>
<tr class="memitem:a10bb337d653a8687d1dd7b4d0ef3ba3e"><td class="memItemLeft" align="right" valign="top">void&#160;</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">&#160;</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">&#160;</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>&#160;</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">&#160;</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">&#160;</td></tr>
<tr class="memitem:aea93de283e964009dedd78e5c54e6af4"><td class="memItemLeft" align="right" valign="top">void&#160;</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">&#160;</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">&#160;</td></tr>
<tr class="memitem:a90b23b22ed1bc94d83f6b6192308842b"><td class="memItemLeft" align="right" valign="top">void&#160;</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">&#160;</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">&#160;</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&#160;</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">&#160;</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">&#160;</td></tr>
<tr class="memitem:a30a69fe74557afa2872ec42a65686df4"><td class="memItemLeft" align="right" valign="top">bool&#160;</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">&#160;</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">&#160;</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>&#160;</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">&#160;</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">&#160;</td></tr>
<tr class="memitem:abd25624e46c8ecf8e791ec38d93a35f9"><td class="memItemLeft" align="right" valign="top">Vector3&#160;</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">&#160;</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">&#160;</td></tr>
<tr class="memitem:a402411619704a2c6dd885b945cf547eb"><td class="memItemLeft" align="right" valign="top">Quaternion&#160;</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">&#160;</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">&#160;</td></tr>
<tr class="memitem:acc51d5dc5c0fc940f3f094bf0d1ebedb"><td class="memItemLeft" align="right" valign="top">Vector3&#160;</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">&#160;</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">&#160;</td></tr>
<tr class="memitem:a2fadf0be46e91921539aba1ea3500d6e"><td class="memItemLeft" align="right" valign="top">Quaternion&#160;</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">&#160;</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">&#160;</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&#160;</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">&#160;</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">&#160;</td></tr>
<tr class="memitem:a80d4045e29e6d66512fdfdbedee4a08d"><td class="memItemLeft" align="right" valign="top">Vector3&#160;</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">&#160;</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">&#160;</td></tr>
<tr class="memitem:a8374fce0bfaec62fe26a078157ba8005"><td class="memItemLeft" align="right" valign="top">Quaternion&#160;</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">&#160;</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">&#160;</td></tr>
<tr class="memitem:a1059d618d61fb89ef32297a9cc40418f"><td class="memItemLeft" align="right" valign="top">Transform&#160;</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">&#160;</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">&#160;</td></tr>
<tr class="memitem:a5e2dc2a114c93ffd5b45787ad9764f50"><td class="memItemLeft" align="right" valign="top">Vector3&#160;</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">&#160;</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">&#160;</td></tr>
<tr class="memitem:a7bd65afeebe02220c3d12302b958dab5"><td class="memItemLeft" align="right" valign="top">Quaternion&#160;</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">&#160;</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">&#160;</td></tr>
<tr class="memitem:a7df8dc04bcc06e49ebabe4b877435a13"><td class="memItemLeft" align="right" valign="top">Vector3&#160;</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">&#160;</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">&#160;</td></tr>
<tr class="memitem:a95f6198496dbfa103be5e56b01e4094b"><td class="memItemLeft" align="right" valign="top">Quaternion&#160;</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">&#160;</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">&#160;</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">&#9670;&nbsp;</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>&#160;</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">&#9670;&nbsp;</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">&#9670;&nbsp;</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&#160;</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">&#9670;&nbsp;</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&#160;</td>
<td class="paramname"><em>position</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">Quaternion&#160;</td>
<td class="paramname"><em>rotation</em>&#160;</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">&#9670;&nbsp;</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&#160;</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">&#9670;&nbsp;</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">&#9670;&nbsp;</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&#160;</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">&#9670;&nbsp;</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">&#9670;&nbsp;</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">&#9670;&nbsp;</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">&#9670;&nbsp;</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">&#9670;&nbsp;</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">&#9670;&nbsp;</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">&#9670;&nbsp;</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">&#9670;&nbsp;</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">&#9670;&nbsp;</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">&#9670;&nbsp;</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">&#9670;&nbsp;</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">&#9670;&nbsp;</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">&#9670;&nbsp;</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">&#9670;&nbsp;</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">&#9670;&nbsp;</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>
</div><!-- contents -->
<!-- start footer part -->
<hr class="footer"/><address class="footer"><small>
Generated by &#160;<a href="http://www.doxygen.org/index.html">
<img class="footer" src="doxygen.png" alt="doxygen"/>
</a> 1.8.16
</small></address>
</body>
</html>

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 5ac61abc5ee72ac459491a7d7fc0cd05
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,85 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "https://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
<meta name="generator" content="Doxygen 1.8.16"/>
<meta name="viewport" content="width=device-width, initial-scale=1"/>
<title>Kinematic Character Controller: KinematicCharacterController.ReadOnlyAttribute Class Reference</title>
<link href="tabs.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="jquery.js"></script>
<script type="text/javascript" src="dynsections.js"></script>
<link href="search/search.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="search/searchdata.js"></script>
<script type="text/javascript" src="search/search.js"></script>
<link href="doxygen.css" rel="stylesheet" type="text/css" />
</head>
<body>
<div id="top"><!-- do not remove this div, it is closed by doxygen! -->
<div id="titlearea">
<table cellspacing="0" cellpadding="0">
<tbody>
<tr style="height: 56px;">
<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&amp;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&amp;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>
<!-- 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 id="nav-path" class="navpath">
<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_read_only_attribute.html">ReadOnlyAttribute</a></li> </ul>
</div>
</div><!-- top -->
<div class="header">
<div class="headertitle">
<div class="title">KinematicCharacterController.ReadOnlyAttribute Class Reference</div> </div>
</div><!--header-->
<div class="contents">
<p>Inherits PropertyAttribute.</p>
<hr/>The documentation for this class was generated from the following file:<ul>
<li>C:/Projects_Main/kcc/Assets/KinematicCharacterController/Core/ReadOnlyAttribute.cs</li>
</ul>
</div><!-- contents -->
<!-- start footer part -->
<hr class="footer"/><address class="footer"><small>
Generated by &#160;<a href="http://www.doxygen.org/index.html">
<img class="footer" src="doxygen.png" alt="doxygen"/>
</a> 1.8.16
</small></address>
</body>
</html>

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 1c24695ab26f1e94586251eed5d48017
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,116 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "https://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
<meta name="generator" content="Doxygen 1.8.16"/>
<meta name="viewport" content="width=device-width, initial-scale=1"/>
<title>Kinematic Character Controller: Class Index</title>
<link href="tabs.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="jquery.js"></script>
<script type="text/javascript" src="dynsections.js"></script>
<link href="search/search.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="search/searchdata.js"></script>
<script type="text/javascript" src="search/search.js"></script>
<link href="doxygen.css" rel="stylesheet" type="text/css" />
</head>
<body>
<div id="top"><!-- do not remove this div, it is closed by doxygen! -->
<div id="titlearea">
<table cellspacing="0" cellpadding="0">
<tbody>
<tr style="height: 56px;">
<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&amp;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&amp;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="header">
<div class="headertitle">
<div class="title">Class Index</div> </div>
</div><!--header-->
<div class="contents">
<div class="qindex"><a class="qindex" href="#letter_c">c</a>&#160;|&#160;<a class="qindex" href="#letter_h">h</a>&#160;|&#160;<a class="qindex" href="#letter_i">i</a>&#160;|&#160;<a class="qindex" href="#letter_k">k</a>&#160;|&#160;<a class="qindex" href="#letter_o">o</a>&#160;|&#160;<a class="qindex" href="#letter_p">p</a>&#160;|&#160;<a class="qindex" href="#letter_r">r</a></div>
<table class="classindex">
<tr><td rowspan="2" valign="bottom"><a name="letter_c"></a><table border="0" cellspacing="0" cellpadding="0"><tr><td><div class="ah">&#160;&#160;c&#160;&#160;</div></td></tr></table>
</td>
<td rowspan="2" valign="bottom"><a name="letter_i"></a><table border="0" cellspacing="0" cellpadding="0"><tr><td><div class="ah">&#160;&#160;i&#160;&#160;</div></td></tr></table>
</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>)&#160;&#160;&#160;</td>
<td rowspan="2" valign="bottom"><a name="letter_p"></a><table border="0" cellspacing="0" cellpadding="0"><tr><td><div class="ah">&#160;&#160;p&#160;&#160;</div></td></tr></table>
</td>
<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>)&#160;&#160;&#160;</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>)&#160;&#160;&#160;</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>)&#160;&#160;&#160;</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>)&#160;&#160;&#160;</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>)&#160;&#160;&#160;</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>)&#160;&#160;&#160;</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>)&#160;&#160;&#160;</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>)&#160;&#160;&#160;</td>
<td rowspan="2" valign="bottom"><a name="letter_o"></a><table border="0" cellspacing="0" cellpadding="0"><tr><td><div class="ah">&#160;&#160;o&#160;&#160;</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>)&#160;&#160;&#160;</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">&#160;&#160;h&#160;&#160;</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">&#160;&#160;k&#160;&#160;</div></td></tr></table>
</td>
<td rowspan="2" valign="bottom"><a name="letter_r"></a><table border="0" cellspacing="0" cellpadding="0"><tr><td><div class="ah">&#160;&#160;r&#160;&#160;</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>)&#160;&#160;&#160;</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>)&#160;&#160;&#160;</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>)&#160;&#160;&#160;</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>)&#160;&#160;&#160;</td>
<td></td></tr>
<tr><td></td><td></td><td></td><td></td><td></td></tr>
</table>
<div class="qindex"><a class="qindex" href="#letter_c">c</a>&#160;|&#160;<a class="qindex" href="#letter_h">h</a>&#160;|&#160;<a class="qindex" href="#letter_i">i</a>&#160;|&#160;<a class="qindex" href="#letter_k">k</a>&#160;|&#160;<a class="qindex" href="#letter_o">o</a>&#160;|&#160;<a class="qindex" href="#letter_p">p</a>&#160;|&#160;<a class="qindex" href="#letter_r">r</a></div>
</div><!-- contents -->
<!-- start footer part -->
<hr class="footer"/><address class="footer"><small>
Generated by &#160;<a href="http://www.doxygen.org/index.html">
<img class="footer" src="doxygen.png" alt="doxygen"/>
</a> 1.8.16
</small></address>
</body>
</html>

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 0f2a6739f088f8443949227f9ae9a254
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

Binary file not shown.

After

Width:  |  Height:  |  Size: 132 B

View File

@ -0,0 +1,140 @@
fileFormatVersion: 2
guid: 83019abeabffef3479b9472a7ccda2ff
TextureImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 12
mipmaps:
mipMapMode: 0
enableMipMap: 1
sRGBTexture: 1
linearTexture: 0
fadeOut: 0
borderMipMap: 0
mipMapsPreserveCoverage: 0
alphaTestReferenceValue: 0.5
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
flipGreenChannel: 0
isReadable: 0
streamingMipmaps: 0
streamingMipmapsPriority: 0
vTOnly: 0
ignoreMipmapLimit: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: 1
aniso: 1
mipBias: 0
wrapU: 0
wrapV: 0
wrapW: 0
nPOTScale: 1
lightmap: 0
compressionQuality: 50
spriteMode: 0
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1
textureType: 0
textureShape: 1
singleChannelComponent: 0
flipbookRows: 1
flipbookColumns: 1
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
ignorePngGamma: 0
applyGammaDecoding: 0
swizzle: 50462976
cookieLightType: 0
platformSettings:
- serializedVersion: 3
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: WebGL
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Standalone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Server
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
physicsShape: []
bones: []
spriteID:
internalID: 0
vertices: []
indices:
edges: []
weights: []
secondaryTextures: []
nameFileIdTable: {}
mipmapLimitGroupName:
pSDRemoveMatte: 0
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,80 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "https://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
<meta name="generator" content="Doxygen 1.8.16"/>
<meta name="viewport" content="width=device-width, initial-scale=1"/>
<title>Kinematic Character Controller: C:/Projects_Main/kcc/Assets/KinematicCharacterController/Core Directory Reference</title>
<link href="tabs.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="jquery.js"></script>
<script type="text/javascript" src="dynsections.js"></script>
<link href="search/search.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="search/searchdata.js"></script>
<script type="text/javascript" src="search/search.js"></script>
<link href="doxygen.css" rel="stylesheet" type="text/css" />
</head>
<body>
<div id="top"><!-- do not remove this div, it is closed by doxygen! -->
<div id="titlearea">
<table cellspacing="0" cellpadding="0">
<tbody>
<tr style="height: 56px;">
<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&amp;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&amp;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>
<!-- 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 id="nav-path" class="navpath">
<ul>
<li class="navelem"><a class="el" href="dir_84bbf7b3c7f28a5a18725745e1505219.html">Assets</a></li><li class="navelem"><a class="el" href="dir_1dbfafb2e2ce2523bcbf29d1a187400e.html">KinematicCharacterController</a></li><li class="navelem"><a class="el" href="dir_1bc0c119413f06ce9d7f02f9c6a61a78.html">Core</a></li> </ul>
</div>
</div><!-- top -->
<div class="header">
<div class="headertitle">
<div class="title">Core Directory Reference</div> </div>
</div><!--header-->
<div class="contents">
</div><!-- contents -->
<!-- start footer part -->
<hr class="footer"/><address class="footer"><small>
Generated by &#160;<a href="http://www.doxygen.org/index.html">
<img class="footer" src="doxygen.png" alt="doxygen"/>
</a> 1.8.16
</small></address>
</body>
</html>

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 0f2f34eb51c441846b87d59a6965d5d7
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,84 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "https://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
<meta name="generator" content="Doxygen 1.8.16"/>
<meta name="viewport" content="width=device-width, initial-scale=1"/>
<title>Kinematic Character Controller: C:/Projects_Main/kcc/Assets/KinematicCharacterController Directory Reference</title>
<link href="tabs.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="jquery.js"></script>
<script type="text/javascript" src="dynsections.js"></script>
<link href="search/search.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="search/searchdata.js"></script>
<script type="text/javascript" src="search/search.js"></script>
<link href="doxygen.css" rel="stylesheet" type="text/css" />
</head>
<body>
<div id="top"><!-- do not remove this div, it is closed by doxygen! -->
<div id="titlearea">
<table cellspacing="0" cellpadding="0">
<tbody>
<tr style="height: 56px;">
<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&amp;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&amp;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>
<!-- 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 id="nav-path" class="navpath">
<ul>
<li class="navelem"><a class="el" href="dir_84bbf7b3c7f28a5a18725745e1505219.html">Assets</a></li><li class="navelem"><a class="el" href="dir_1dbfafb2e2ce2523bcbf29d1a187400e.html">KinematicCharacterController</a></li> </ul>
</div>
</div><!-- top -->
<div class="header">
<div class="headertitle">
<div class="title">KinematicCharacterController Directory Reference</div> </div>
</div><!--header-->
<div class="contents">
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="subdirs"></a>
Directories</h2></td></tr>
</table>
</div><!-- contents -->
<!-- start footer part -->
<hr class="footer"/><address class="footer"><small>
Generated by &#160;<a href="http://www.doxygen.org/index.html">
<img class="footer" src="doxygen.png" alt="doxygen"/>
</a> 1.8.16
</small></address>
</body>
</html>

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 0db963778a4ca434f9c03da189fc1a33
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,80 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "https://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
<meta name="generator" content="Doxygen 1.8.16"/>
<meta name="viewport" content="width=device-width, initial-scale=1"/>
<title>Kinematic Character Controller: C:/Projects_Main/kcc/Assets Directory Reference</title>
<link href="tabs.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="jquery.js"></script>
<script type="text/javascript" src="dynsections.js"></script>
<link href="search/search.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="search/searchdata.js"></script>
<script type="text/javascript" src="search/search.js"></script>
<link href="doxygen.css" rel="stylesheet" type="text/css" />
</head>
<body>
<div id="top"><!-- do not remove this div, it is closed by doxygen! -->
<div id="titlearea">
<table cellspacing="0" cellpadding="0">
<tbody>
<tr style="height: 56px;">
<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&amp;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&amp;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>
<!-- 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 id="nav-path" class="navpath">
<ul>
<li class="navelem"><a class="el" href="dir_84bbf7b3c7f28a5a18725745e1505219.html">Assets</a></li> </ul>
</div>
</div><!-- top -->
<div class="header">
<div class="headertitle">
<div class="title">Assets Directory Reference</div> </div>
</div><!--header-->
<div class="contents">
</div><!-- contents -->
<!-- start footer part -->
<hr class="footer"/><address class="footer"><small>
Generated by &#160;<a href="http://www.doxygen.org/index.html">
<img class="footer" src="doxygen.png" alt="doxygen"/>
</a> 1.8.16
</small></address>
</body>
</html>

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 839ab1fe1f8eacb45a26cbc50cebafce
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

Binary file not shown.

After

Width:  |  Height:  |  Size: 746 B

View File

@ -0,0 +1,140 @@
fileFormatVersion: 2
guid: 8d3d5a5de9993034ea34cafcbc0077ae
TextureImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 12
mipmaps:
mipMapMode: 0
enableMipMap: 1
sRGBTexture: 1
linearTexture: 0
fadeOut: 0
borderMipMap: 0
mipMapsPreserveCoverage: 0
alphaTestReferenceValue: 0.5
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
flipGreenChannel: 0
isReadable: 0
streamingMipmaps: 0
streamingMipmapsPriority: 0
vTOnly: 0
ignoreMipmapLimit: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: 1
aniso: 1
mipBias: 0
wrapU: 0
wrapV: 0
wrapW: 0
nPOTScale: 1
lightmap: 0
compressionQuality: 50
spriteMode: 0
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1
textureType: 0
textureShape: 1
singleChannelComponent: 0
flipbookRows: 1
flipbookColumns: 1
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
ignorePngGamma: 0
applyGammaDecoding: 0
swizzle: 50462976
cookieLightType: 0
platformSettings:
- serializedVersion: 3
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: WebGL
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Standalone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Server
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
physicsShape: []
bones: []
spriteID:
internalID: 0
vertices: []
indices:
edges: []
weights: []
secondaryTextures: []
nameFileIdTable: {}
mipmapLimitGroupName:
pSDRemoveMatte: 0
userData:
assetBundleName:
assetBundleVariant:

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 077a2fcf7bb6f254196d40f6cf83e611
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.7 KiB

View File

@ -0,0 +1,140 @@
fileFormatVersion: 2
guid: bc01330e76f33934ca67e5efc55f8b41
TextureImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 12
mipmaps:
mipMapMode: 0
enableMipMap: 1
sRGBTexture: 1
linearTexture: 0
fadeOut: 0
borderMipMap: 0
mipMapsPreserveCoverage: 0
alphaTestReferenceValue: 0.5
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
flipGreenChannel: 0
isReadable: 0
streamingMipmaps: 0
streamingMipmapsPriority: 0
vTOnly: 0
ignoreMipmapLimit: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: 1
aniso: 1
mipBias: 0
wrapU: 0
wrapV: 0
wrapW: 0
nPOTScale: 1
lightmap: 0
compressionQuality: 50
spriteMode: 0
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1
textureType: 0
textureShape: 1
singleChannelComponent: 0
flipbookRows: 1
flipbookColumns: 1
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
ignorePngGamma: 0
applyGammaDecoding: 0
swizzle: 50462976
cookieLightType: 0
platformSettings:
- serializedVersion: 3
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: WebGL
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Standalone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Server
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
physicsShape: []
bones: []
spriteID:
internalID: 0
vertices: []
indices:
edges: []
weights: []
secondaryTextures: []
nameFileIdTable: {}
mipmapLimitGroupName:
pSDRemoveMatte: 0
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,120 @@
/*
@licstart The following is the entire license notice for the
JavaScript code in this file.
Copyright (C) 1997-2017 by Dimitri van Heesch
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
@licend The above is the entire license notice
for the JavaScript code in this file
*/
function toggleVisibility(linkObj)
{
var base = $(linkObj).attr('id');
var summary = $('#'+base+'-summary');
var content = $('#'+base+'-content');
var trigger = $('#'+base+'-trigger');
var src=$(trigger).attr('src');
if (content.is(':visible')===true) {
content.hide();
summary.show();
$(linkObj).addClass('closed').removeClass('opened');
$(trigger).attr('src',src.substring(0,src.length-8)+'closed.png');
} else {
content.show();
summary.hide();
$(linkObj).removeClass('closed').addClass('opened');
$(trigger).attr('src',src.substring(0,src.length-10)+'open.png');
}
return false;
}
function updateStripes()
{
$('table.directory tr').
removeClass('even').filter(':visible:even').addClass('even');
}
function toggleLevel(level)
{
$('table.directory tr').each(function() {
var l = this.id.split('_').length-1;
var i = $('#img'+this.id.substring(3));
var a = $('#arr'+this.id.substring(3));
if (l<level+1) {
i.removeClass('iconfopen iconfclosed').addClass('iconfopen');
a.html('&#9660;');
$(this).show();
} else if (l==level+1) {
i.removeClass('iconfclosed iconfopen').addClass('iconfclosed');
a.html('&#9658;');
$(this).show();
} else {
$(this).hide();
}
});
updateStripes();
}
function toggleFolder(id)
{
// the clicked row
var currentRow = $('#row_'+id);
// all rows after the clicked row
var rows = currentRow.nextAll("tr");
var re = new RegExp('^row_'+id+'\\d+_$', "i"); //only one sub
// only match elements AFTER this one (can't hide elements before)
var childRows = rows.filter(function() { return this.id.match(re); });
// first row is visible we are HIDING
if (childRows.filter(':first').is(':visible')===true) {
// replace down arrow by right arrow for current row
var currentRowSpans = currentRow.find("span");
currentRowSpans.filter(".iconfopen").removeClass("iconfopen").addClass("iconfclosed");
currentRowSpans.filter(".arrow").html('&#9658;');
rows.filter("[id^=row_"+id+"]").hide(); // hide all children
} else { // we are SHOWING
// replace right arrow by down arrow for current row
var currentRowSpans = currentRow.find("span");
currentRowSpans.filter(".iconfclosed").removeClass("iconfclosed").addClass("iconfopen");
currentRowSpans.filter(".arrow").html('&#9660;');
// replace down arrows by right arrows for child rows
var childRowsSpans = childRows.find("span");
childRowsSpans.filter(".iconfopen").removeClass("iconfopen").addClass("iconfclosed");
childRowsSpans.filter(".arrow").html('&#9658;');
childRows.show(); //show all children
}
updateStripes();
}
function toggleInherit(id)
{
var rows = $('tr.inherit.'+id);
var img = $('tr.inherit_header.'+id+' img');
var src = $(img).attr('src');
if (rows.filter(':first').is(':visible')===true) {
rows.css('display','none');
$(img).attr('src',src.substring(0,src.length-8)+'closed.png');
} else {
rows.css('display','table-row'); // using show() causes jump in firefox
$(img).attr('src',src.substring(0,src.length-10)+'open.png');
}
}
/* @license-end */

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 7599c3db88d956142b8079f07b386481
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

Binary file not shown.

After

Width:  |  Height:  |  Size: 616 B

View File

@ -0,0 +1,140 @@
fileFormatVersion: 2
guid: a19a6a4f2fface3418bcd9a4eb50452e
TextureImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 12
mipmaps:
mipMapMode: 0
enableMipMap: 1
sRGBTexture: 1
linearTexture: 0
fadeOut: 0
borderMipMap: 0
mipMapsPreserveCoverage: 0
alphaTestReferenceValue: 0.5
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
flipGreenChannel: 0
isReadable: 0
streamingMipmaps: 0
streamingMipmapsPriority: 0
vTOnly: 0
ignoreMipmapLimit: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: 1
aniso: 1
mipBias: 0
wrapU: 0
wrapV: 0
wrapW: 0
nPOTScale: 1
lightmap: 0
compressionQuality: 50
spriteMode: 0
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1
textureType: 0
textureShape: 1
singleChannelComponent: 0
flipbookRows: 1
flipbookColumns: 1
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
ignorePngGamma: 0
applyGammaDecoding: 0
swizzle: 50462976
cookieLightType: 0
platformSettings:
- serializedVersion: 3
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: WebGL
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Standalone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Server
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
physicsShape: []
bones: []
spriteID:
internalID: 0
vertices: []
indices:
edges: []
weights: []
secondaryTextures: []
nameFileIdTable: {}
mipmapLimitGroupName:
pSDRemoveMatte: 0
userData:
assetBundleName:
assetBundleVariant:

Binary file not shown.

After

Width:  |  Height:  |  Size: 597 B

View File

@ -0,0 +1,140 @@
fileFormatVersion: 2
guid: 224041f2a542f1b41830e4b572d6ff7a
TextureImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 12
mipmaps:
mipMapMode: 0
enableMipMap: 1
sRGBTexture: 1
linearTexture: 0
fadeOut: 0
borderMipMap: 0
mipMapsPreserveCoverage: 0
alphaTestReferenceValue: 0.5
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
flipGreenChannel: 0
isReadable: 0
streamingMipmaps: 0
streamingMipmapsPriority: 0
vTOnly: 0
ignoreMipmapLimit: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: 1
aniso: 1
mipBias: 0
wrapU: 0
wrapV: 0
wrapW: 0
nPOTScale: 1
lightmap: 0
compressionQuality: 50
spriteMode: 0
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1
textureType: 0
textureShape: 1
singleChannelComponent: 0
flipbookRows: 1
flipbookColumns: 1
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
ignorePngGamma: 0
applyGammaDecoding: 0
swizzle: 50462976
cookieLightType: 0
platformSettings:
- serializedVersion: 3
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: WebGL
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Standalone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Server
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
physicsShape: []
bones: []
spriteID:
internalID: 0
vertices: []
indices:
edges: []
weights: []
secondaryTextures: []
nameFileIdTable: {}
mipmapLimitGroupName:
pSDRemoveMatte: 0
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,498 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "https://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
<meta name="generator" content="Doxygen 1.8.16"/>
<meta name="viewport" content="width=device-width, initial-scale=1"/>
<title>Kinematic Character Controller: Class Members</title>
<link href="tabs.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="jquery.js"></script>
<script type="text/javascript" src="dynsections.js"></script>
<link href="search/search.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="search/searchdata.js"></script>
<script type="text/javascript" src="search/search.js"></script>
<link href="doxygen.css" rel="stylesheet" type="text/css" />
</head>
<body>
<div id="top"><!-- do not remove this div, it is closed by doxygen! -->
<div id="titlearea">
<table cellspacing="0" cellpadding="0">
<tbody>
<tr style="height: 56px;">
<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&amp;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&amp;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 -->
<!-- start footer part -->
<hr class="footer"/><address class="footer"><small>
Generated by &#160;<a href="http://www.doxygen.org/index.html">
<img class="footer" src="doxygen.png" alt="doxygen"/>
</a> 1.8.16
</small></address>
</body>
</html>

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: edc74d9fd8983c64682899ec39d6f042
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,288 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "https://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
<meta name="generator" content="Doxygen 1.8.16"/>
<meta name="viewport" content="width=device-width, initial-scale=1"/>
<title>Kinematic Character Controller: Class Members - Functions</title>
<link href="tabs.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="jquery.js"></script>
<script type="text/javascript" src="dynsections.js"></script>
<link href="search/search.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="search/searchdata.js"></script>
<script type="text/javascript" src="search/search.js"></script>
<link href="doxygen.css" rel="stylesheet" type="text/css" />
</head>
<body>
<div id="top"><!-- do not remove this div, it is closed by doxygen! -->
<div id="titlearea">
<table cellspacing="0" cellpadding="0">
<tbody>
<tr style="height: 56px;">
<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&amp;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&amp;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">
&#160;
<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 -->
<!-- start footer part -->
<hr class="footer"/><address class="footer"><small>
Generated by &#160;<a href="http://www.doxygen.org/index.html">
<img class="footer" src="doxygen.png" alt="doxygen"/>
</a> 1.8.16
</small></address>
</body>
</html>

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: d703ae8da851e494fb00997cec182a30
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,142 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "https://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
<meta name="generator" content="Doxygen 1.8.16"/>
<meta name="viewport" content="width=device-width, initial-scale=1"/>
<title>Kinematic Character Controller: Class Members - Properties</title>
<link href="tabs.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="jquery.js"></script>
<script type="text/javascript" src="dynsections.js"></script>
<link href="search/search.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="search/searchdata.js"></script>
<script type="text/javascript" src="search/search.js"></script>
<link href="doxygen.css" rel="stylesheet" type="text/css" />
</head>
<body>
<div id="top"><!-- do not remove this div, it is closed by doxygen! -->
<div id="titlearea">
<table cellspacing="0" cellpadding="0">
<tbody>
<tr style="height: 56px;">
<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&amp;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&amp;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">
&#160;<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 &#160;<a href="http://www.doxygen.org/index.html">
<img class="footer" src="doxygen.png" alt="doxygen"/>
</a> 1.8.16
</small></address>
</body>
</html>

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: e64cc273e8b960b4483541543740bbfd
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,256 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "https://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
<meta name="generator" content="Doxygen 1.8.16"/>
<meta name="viewport" content="width=device-width, initial-scale=1"/>
<title>Kinematic Character Controller: Class Members - Variables</title>
<link href="tabs.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="jquery.js"></script>
<script type="text/javascript" src="dynsections.js"></script>
<link href="search/search.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="search/searchdata.js"></script>
<script type="text/javascript" src="search/search.js"></script>
<link href="doxygen.css" rel="stylesheet" type="text/css" />
</head>
<body>
<div id="top"><!-- do not remove this div, it is closed by doxygen! -->
<div id="titlearea">
<table cellspacing="0" cellpadding="0">
<tbody>
<tr style="height: 56px;">
<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&amp;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&amp;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">
&#160;
<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>
</li>
</ul>
</div><!-- contents -->
<!-- start footer part -->
<hr class="footer"/><address class="footer"><small>
Generated by &#160;<a href="http://www.doxygen.org/index.html">
<img class="footer" src="doxygen.png" alt="doxygen"/>
</a> 1.8.16
</small></address>
</body>
</html>

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: b93781e8b9e0b244f86e629b054b23ed
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,97 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "https://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
<meta name="generator" content="Doxygen 1.8.16"/>
<meta name="viewport" content="width=device-width, initial-scale=1"/>
<title>Kinematic Character Controller: Class Hierarchy</title>
<link href="tabs.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="jquery.js"></script>
<script type="text/javascript" src="dynsections.js"></script>
<link href="search/search.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="search/searchdata.js"></script>
<script type="text/javascript" src="search/search.js"></script>
<link href="doxygen.css" rel="stylesheet" type="text/css" />
</head>
<body>
<div id="top"><!-- do not remove this div, it is closed by doxygen! -->
<div id="titlearea">
<table cellspacing="0" cellpadding="0">
<tbody>
<tr style="height: 56px;">
<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&amp;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&amp;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="header">
<div class="headertitle">
<div class="title">Class Hierarchy</div> </div>
</div><!--header-->
<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;">&#160;</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;">&#160;</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;">&#160;</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;">&#160;</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;">&#160;</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;">&#160;</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;">&#160;</span><span id="arr_6_" class="arrow" onclick="toggleFolder('6_')">&#9660;</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;">&#160;</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;">&#160;</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;">&#160;</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;">&#160;</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;">&#160;</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;">&#160;</span><span id="arr_9_" class="arrow" onclick="toggleFolder('9_')">&#9660;</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;">&#160;</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;">&#160;</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>
<tr id="row_11_"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_11_" class="arrow" onclick="toggleFolder('11_')">&#9660;</span><span class="icona"><span class="icon">C</span></span><b>ScriptableObject</b></td><td class="desc"></td></tr>
<tr id="row_11_0_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</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>
</table>
</div><!-- directory -->
</div><!-- contents -->
<!-- start footer part -->
<hr class="footer"/><address class="footer"><small>
Generated by &#160;<a href="http://www.doxygen.org/index.html">
<img class="footer" src="doxygen.png" alt="doxygen"/>
</a> 1.8.16
</small></address>
</body>
</html>

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 5b6d212f54532da4f9db2bfa6def0f30
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,76 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "https://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
<meta name="generator" content="Doxygen 1.8.16"/>
<meta name="viewport" content="width=device-width, initial-scale=1"/>
<title>Kinematic Character Controller: Main Page</title>
<link href="tabs.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="jquery.js"></script>
<script type="text/javascript" src="dynsections.js"></script>
<link href="search/search.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="search/searchdata.js"></script>
<script type="text/javascript" src="search/search.js"></script>
<link href="doxygen.css" rel="stylesheet" type="text/css" />
</head>
<body>
<div id="top"><!-- do not remove this div, it is closed by doxygen! -->
<div id="titlearea">
<table cellspacing="0" cellpadding="0">
<tbody>
<tr style="height: 56px;">
<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&amp;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&amp;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="header">
<div class="headertitle">
<div class="title">Kinematic Character Controller Documentation</div> </div>
</div><!--header-->
<div class="contents">
</div><!-- contents -->
<!-- start footer part -->
<hr class="footer"/><address class="footer"><small>
Generated by &#160;<a href="http://www.doxygen.org/index.html">
<img class="footer" src="doxygen.png" alt="doxygen"/>
</a> 1.8.16
</small></address>
</body>
</html>

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 25473d33c3a44ea47a63b0ed6c4e7da5
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,93 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "https://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
<meta name="generator" content="Doxygen 1.8.16"/>
<meta name="viewport" content="width=device-width, initial-scale=1"/>
<title>Kinematic Character Controller: Member List</title>
<link href="tabs.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="jquery.js"></script>
<script type="text/javascript" src="dynsections.js"></script>
<link href="search/search.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="search/searchdata.js"></script>
<script type="text/javascript" src="search/search.js"></script>
<link href="doxygen.css" rel="stylesheet" type="text/css" />
</head>
<body>
<div id="top"><!-- do not remove this div, it is closed by doxygen! -->
<div id="titlearea">
<table cellspacing="0" cellpadding="0">
<tbody>
<tr style="height: 56px;">
<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&amp;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&amp;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>
<!-- 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 id="nav-path" class="navpath">
<ul>
<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>
</div>
</div><!-- top -->
<div class="header">
<div class="headertitle">
<div class="title">KinematicCharacterController.ICharacterController Member List</div> </div>
</div><!--header-->
<div class="contents">
<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>
<table class="directory">
<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>
<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>
<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>
<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>
<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>
</table></div><!-- contents -->
<!-- start footer part -->
<hr class="footer"/><address class="footer"><small>
Generated by &#160;<a href="http://www.doxygen.org/index.html">
<img class="footer" src="doxygen.png" alt="doxygen"/>
</a> 1.8.16
</small></address>
</body>
</html>

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 3445adfd63fc1344f87f8a6ed9c55435
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,419 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "https://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
<meta name="generator" content="Doxygen 1.8.16"/>
<meta name="viewport" content="width=device-width, initial-scale=1"/>
<title>Kinematic Character Controller: KinematicCharacterController.ICharacterController Interface Reference</title>
<link href="tabs.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="jquery.js"></script>
<script type="text/javascript" src="dynsections.js"></script>
<link href="search/search.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="search/searchdata.js"></script>
<script type="text/javascript" src="search/search.js"></script>
<link href="doxygen.css" rel="stylesheet" type="text/css" />
</head>
<body>
<div id="top"><!-- do not remove this div, it is closed by doxygen! -->
<div id="titlearea">
<table cellspacing="0" cellpadding="0">
<tbody>
<tr style="height: 56px;">
<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&amp;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&amp;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>
<!-- 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 id="nav-path" class="navpath">
<ul>
<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>
</div>
</div><!-- top -->
<div class="header">
<div class="summary">
<a href="#pub-methods">Public Member Functions</a> &#124;
<a href="interface_kinematic_character_controller_1_1_i_character_controller-members.html">List of all members</a> </div>
<div class="headertitle">
<div class="title">KinematicCharacterController.ICharacterController Interface Reference</div> </div>
</div><!--header-->
<div class="contents">
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
Public Member Functions</h2></td></tr>
<tr class="memitem:a7bc6873d8853db4e56eaf63eab71c6ca"><td class="memItemLeft" align="right" valign="top">void&#160;</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">&#160;</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>
<tr class="separator:a7bc6873d8853db4e56eaf63eab71c6ca"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aba33959220bbd93ed46e08f95da7ec68"><td class="memItemLeft" align="right" valign="top">void&#160;</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">&#160;</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">&#160;</td></tr>
<tr class="memitem:af7b91a80b00675829fdc8fc6d80bb865"><td class="memItemLeft" align="right" valign="top">void&#160;</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">&#160;</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">&#160;</td></tr>
<tr class="memitem:adb024265f1c228442968ced8a6b3037d"><td class="memItemLeft" align="right" valign="top">void&#160;</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">&#160;</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">&#160;</td></tr>
<tr class="memitem:af8f74d66b6f1144a3dc3f48eda10922d"><td class="memItemLeft" align="right" valign="top">void&#160;</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">&#160;</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">&#160;</td></tr>
<tr class="memitem:a415e7f882dffc9928ed8487a0dc87d1f"><td class="memItemLeft" align="right" valign="top">bool&#160;</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">&#160;</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">&#160;</td></tr>
<tr class="memitem:addcb0bdd63c8a21a72cf474dabf1b6d5"><td class="memItemLeft" align="right" valign="top">void&#160;</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">&#160;</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">&#160;</td></tr>
<tr class="memitem:ac43841f71362faa2675a4bd9b217ad96"><td class="memItemLeft" align="right" valign="top">void&#160;</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">&#160;</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">&#160;</td></tr>
<tr class="memitem:a00a693d6059cc7ef4aae04a617aacbfd"><td class="memItemLeft" align="right" valign="top">void&#160;</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">&#160;</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">&#160;</td></tr>
<tr class="memitem:a54ca07481f0fd37fcfe3c78a1f7eff99"><td class="memItemLeft" align="right" valign="top">void&#160;</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">&#160;</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">&#160;</td></tr>
</table>
<h2 class="groupheader">Member Function Documentation</h2>
<a id="af8f74d66b6f1144a3dc3f48eda10922d"></a>
<h2 class="memtitle"><span class="permalink"><a href="#af8f74d66b6f1144a3dc3f48eda10922d">&#9670;&nbsp;</a></span>AfterCharacterUpdate()</h2>
<div class="memitem">
<div class="memproto">
<table class="memname">
<tr>
<td class="memname">void KinematicCharacterController.ICharacterController.AfterCharacterUpdate </td>
<td>(</td>
<td class="paramtype">float&#160;</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 everything in its update </p>
</div>
</div>
<a id="af7b91a80b00675829fdc8fc6d80bb865"></a>
<h2 class="memtitle"><span class="permalink"><a href="#af7b91a80b00675829fdc8fc6d80bb865">&#9670;&nbsp;</a></span>BeforeCharacterUpdate()</h2>
<div class="memitem">
<div class="memproto">
<table class="memname">
<tr>
<td class="memname">void KinematicCharacterController.ICharacterController.BeforeCharacterUpdate </td>
<td>(</td>
<td class="paramtype">float&#160;</td>
<td class="paramname"><em>deltaTime</em></td><td>)</td>
<td></td>
</tr>
</table>
</div><div class="memdoc">
<p>This is called before the motor does anything </p>
</div>
</div>
<a id="a415e7f882dffc9928ed8487a0dc87d1f"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a415e7f882dffc9928ed8487a0dc87d1f">&#9670;&nbsp;</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&#160;</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">&#9670;&nbsp;</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&#160;</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">&#9670;&nbsp;</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&#160;</td>
<td class="paramname"><em>hitCollider</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">Vector3&#160;</td>
<td class="paramname"><em>hitNormal</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">Vector3&#160;</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>&#160;</td>
<td class="paramname"><em>hitStabilityReport</em>&#160;</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">&#9670;&nbsp;</a></span>OnMovementHit()</h2>
<div class="memitem">
<div class="memproto">
<table class="memname">
<tr>
<td class="memname">void KinematicCharacterController.ICharacterController.OnMovementHit </td>
<td>(</td>
<td class="paramtype">Collider&#160;</td>
<td class="paramname"><em>hitCollider</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">Vector3&#160;</td>
<td class="paramname"><em>hitNormal</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">Vector3&#160;</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>&#160;</td>
<td class="paramname"><em>hitStabilityReport</em>&#160;</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">&#9670;&nbsp;</a></span>PostGroundingUpdate()</h2>
<div class="memitem">
<div class="memproto">
<table class="memname">
<tr>
<td class="memname">void KinematicCharacterController.ICharacterController.PostGroundingUpdate </td>
<td>(</td>
<td class="paramtype">float&#160;</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">&#9670;&nbsp;</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&#160;</td>
<td class="paramname"><em>hitCollider</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">Vector3&#160;</td>
<td class="paramname"><em>hitNormal</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">Vector3&#160;</td>
<td class="paramname"><em>hitPoint</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">Vector3&#160;</td>
<td class="paramname"><em>atCharacterPosition</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">Quaternion&#160;</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>&#160;</td>
<td class="paramname"><em>hitStabilityReport</em>&#160;</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">&#9670;&nbsp;</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&#160;</td>
<td class="paramname"><em>currentRotation</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">float&#160;</td>
<td class="paramname"><em>deltaTime</em>&#160;</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">&#9670;&nbsp;</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&#160;</td>
<td class="paramname"><em>currentVelocity</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">float&#160;</td>
<td class="paramname"><em>deltaTime</em>&#160;</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>
</div><!-- contents -->
<!-- start footer part -->
<hr class="footer"/><address class="footer"><small>
Generated by &#160;<a href="http://www.doxygen.org/index.html">
<img class="footer" src="doxygen.png" alt="doxygen"/>
</a> 1.8.16
</small></address>
</body>
</html>

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 1c5b543c1d9acf14a9b59126844286b3
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,84 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "https://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
<meta name="generator" content="Doxygen 1.8.16"/>
<meta name="viewport" content="width=device-width, initial-scale=1"/>
<title>Kinematic Character Controller: Member List</title>
<link href="tabs.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="jquery.js"></script>
<script type="text/javascript" src="dynsections.js"></script>
<link href="search/search.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="search/searchdata.js"></script>
<script type="text/javascript" src="search/search.js"></script>
<link href="doxygen.css" rel="stylesheet" type="text/css" />
</head>
<body>
<div id="top"><!-- do not remove this div, it is closed by doxygen! -->
<div id="titlearea">
<table cellspacing="0" cellpadding="0">
<tbody>
<tr style="height: 56px;">
<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&amp;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&amp;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>
<!-- 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 id="nav-path" class="navpath">
<ul>
<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>
</div>
</div><!-- top -->
<div class="header">
<div class="headertitle">
<div class="title">KinematicCharacterController.IMoverController Member List</div> </div>
</div><!--header-->
<div class="contents">
<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>
<table class="directory">
<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>
</table></div><!-- contents -->
<!-- start footer part -->
<hr class="footer"/><address class="footer"><small>
Generated by &#160;<a href="http://www.doxygen.org/index.html">
<img class="footer" src="doxygen.png" alt="doxygen"/>
</a> 1.8.16
</small></address>
</body>
</html>

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: dfb8eb1dbb2f8524d87c390215e54138
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,130 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "https://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
<meta name="generator" content="Doxygen 1.8.16"/>
<meta name="viewport" content="width=device-width, initial-scale=1"/>
<title>Kinematic Character Controller: KinematicCharacterController.IMoverController Interface Reference</title>
<link href="tabs.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="jquery.js"></script>
<script type="text/javascript" src="dynsections.js"></script>
<link href="search/search.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="search/searchdata.js"></script>
<script type="text/javascript" src="search/search.js"></script>
<link href="doxygen.css" rel="stylesheet" type="text/css" />
</head>
<body>
<div id="top"><!-- do not remove this div, it is closed by doxygen! -->
<div id="titlearea">
<table cellspacing="0" cellpadding="0">
<tbody>
<tr style="height: 56px;">
<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&amp;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&amp;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>
<!-- 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 id="nav-path" class="navpath">
<ul>
<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>
</div>
</div><!-- top -->
<div class="header">
<div class="summary">
<a href="#pub-methods">Public Member Functions</a> &#124;
<a href="interface_kinematic_character_controller_1_1_i_mover_controller-members.html">List of all members</a> </div>
<div class="headertitle">
<div class="title">KinematicCharacterController.IMoverController Interface Reference</div> </div>
</div><!--header-->
<div class="contents">
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
Public Member Functions</h2></td></tr>
<tr class="memitem:a4677409f6d53a343e2472e61ba268e29"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><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></tr>
<tr class="memdesc:a4677409f6d53a343e2472e61ba268e29"><td class="mdescLeft">&#160;</td><td class="mdescRight">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 <a href="interface_kinematic_character_controller_1_1_i_mover_controller.html#a4677409f6d53a343e2472e61ba268e29">More...</a><br /></td></tr>
<tr class="separator:a4677409f6d53a343e2472e61ba268e29"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table>
<h2 class="groupheader">Member Function Documentation</h2>
<a id="a4677409f6d53a343e2472e61ba268e29"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a4677409f6d53a343e2472e61ba268e29">&#9670;&nbsp;</a></span>UpdateMovement()</h2>
<div class="memitem">
<div class="memproto">
<table class="memname">
<tr>
<td class="memname">void KinematicCharacterController.IMoverController.UpdateMovement </td>
<td>(</td>
<td class="paramtype">out Vector3&#160;</td>
<td class="paramname"><em>goalPosition</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">out Quaternion&#160;</td>
<td class="paramname"><em>goalRotation</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">float&#160;</td>
<td class="paramname"><em>deltaTime</em>&#160;</td>
</tr>
<tr>
<td></td>
<td>)</td>
<td></td><td></td>
</tr>
</table>
</div><div class="memdoc">
<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>
</div>
</div>
<hr/>The documentation for this interface was generated from the following file:<ul>
<li>C:/Projects_Main/kcc/Assets/KinematicCharacterController/Core/IMoverController.cs</li>
</ul>
</div><!-- contents -->
<!-- start footer part -->
<hr class="footer"/><address class="footer"><small>
Generated by &#160;<a href="http://www.doxygen.org/index.html">
<img class="footer" src="doxygen.png" alt="doxygen"/>
</a> 1.8.16
</small></address>
</body>
</html>

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: d49b1642291dec043b7f6a76d8802c2e
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

File diff suppressed because one or more lines are too long

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: e1ada78c5a2bff848ab7413d20d671f1
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,50 @@
/*
@licstart The following is the entire license notice for the
JavaScript code in this file.
Copyright (C) 1997-2017 by Dimitri van Heesch
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
@licend The above is the entire license notice
for the JavaScript code in this file
*/
function initMenu(relPath,searchEnabled,serverSide,searchPage,search) {
function makeTree(data,relPath) {
var result='';
if ('children' in data) {
result+='<ul>';
for (var i in data.children) {
result+='<li><a href="'+relPath+data.children[i].url+'">'+
data.children[i].text+'</a>'+
makeTree(data.children[i],relPath)+'</li>';
}
result+='</ul>';
}
return result;
}
$('#main-nav').append(makeTree(menudata,relPath));
$('#main-nav').children(':first').addClass('sm sm-dox').attr('id','main-menu');
if (searchEnabled) {
if (serverSide) {
$('#main-menu').append('<li style="float:right"><div id="MSearchBox" class="MSearchBoxInactive"><div class="left"><form id="FSearchBox" action="'+relPath+searchPage+'" method="get"><img id="MSearchSelect" src="'+relPath+'search/mag.png" alt=""/><input type="text" id="MSearchField" name="query" value="'+search+'" size="20" accesskey="S" onfocus="searchBox.OnSearchFieldFocus(true)" onblur="searchBox.OnSearchFieldFocus(false)"></form></div><div class="right"></div></div></li>');
} else {
$('#main-menu').append('<li style="float:right"><div id="MSearchBox" class="MSearchBoxInactive"><span class="left"><img id="MSearchSelect" src="'+relPath+'search/mag_sel.png" onmouseover="return searchBox.OnSearchSelectShow()" onmouseout="return searchBox.OnSearchSelectHide()" alt=""/><input type="text" id="MSearchField" value="'+search+'" accesskey="S" onfocus="searchBox.OnSearchFieldFocus(true)" onblur="searchBox.OnSearchFieldFocus(false)" onkeyup="searchBox.OnSearchFieldChange(event)"/></span><span class="right"><a id="MSearchClose" href="javascript:searchBox.CloseResultsWindow()"><img id="MSearchCloseImg" border="0" src="'+relPath+'search/close.png" alt=""/></a></span></div></li>');
}
}
$('#main-menu').smartmenus();
}
/* @license-end */

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: da99be645bffd284ea7bb043d2408622
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,82 @@
/*
@licstart The following is the entire license notice for the
JavaScript code in this file.
Copyright (C) 1997-2019 by Dimitri van Heesch
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
@licend The above is the entire license notice
for the JavaScript code in this file
*/
var menudata={children:[
{text:"Main Page",url:"index.html"},
{text:"Packages",url:"namespaces.html",children:[
{text:"Packages",url:"namespaces.html"}]},
{text:"Classes",url:"annotated.html",children:[
{text:"Class List",url:"annotated.html"},
{text:"Class Index",url:"classes.html"},
{text:"Class Hierarchy",url:"hierarchy.html"},
{text:"Class Members",url:"functions.html",children:[
{text:"All",url:"functions.html",children:[
{text:"a",url:"functions.html#index_a"},
{text:"b",url:"functions.html#index_b"},
{text:"c",url:"functions.html#index_c"},
{text:"d",url:"functions.html#index_d"},
{text:"e",url:"functions.html#index_e"},
{text:"f",url:"functions.html#index_f"},
{text:"g",url:"functions.html#index_g"},
{text:"h",url:"functions.html#index_h"},
{text:"i",url:"functions.html#index_i"},
{text:"k",url:"functions.html#index_k"},
{text:"l",url:"functions.html#index_l"},
{text:"m",url:"functions.html#index_m"},
{text:"o",url:"functions.html#index_o"},
{text:"p",url:"functions.html#index_p"},
{text:"r",url:"functions.html#index_r"},
{text:"s",url:"functions.html#index_s"},
{text:"t",url:"functions.html#index_t"},
{text:"u",url:"functions.html#index_u"},
{text:"v",url:"functions.html#index_v"}]},
{text:"Functions",url:"functions_func.html",children:[
{text:"a",url:"functions_func.html#index_a"},
{text:"b",url:"functions_func.html#index_b"},
{text:"c",url:"functions_func.html#index_c"},
{text:"e",url:"functions_func.html#index_e"},
{text:"f",url:"functions_func.html#index_f"},
{text:"g",url:"functions_func.html#index_g"},
{text:"h",url:"functions_func.html#index_h"},
{text:"i",url:"functions_func.html#index_i"},
{text:"m",url:"functions_func.html#index_m"},
{text:"o",url:"functions_func.html#index_o"},
{text:"p",url:"functions_func.html#index_p"},
{text:"r",url:"functions_func.html#index_r"},
{text:"s",url:"functions_func.html#index_s"},
{text:"u",url:"functions_func.html#index_u"},
{text:"v",url:"functions_func.html#index_v"}]},
{text:"Variables",url:"functions_vars.html",children:[
{text:"a",url:"functions_vars.html#index_a"},
{text:"b",url:"functions_vars.html#index_b"},
{text:"c",url:"functions_vars.html#index_c"},
{text:"d",url:"functions_vars.html#index_d"},
{text:"g",url:"functions_vars.html#index_g"},
{text:"h",url:"functions_vars.html#index_h"},
{text:"i",url:"functions_vars.html#index_i"},
{text:"k",url:"functions_vars.html#index_k"},
{text:"l",url:"functions_vars.html#index_l"},
{text:"m",url:"functions_vars.html#index_m"},
{text:"p",url:"functions_vars.html#index_p"},
{text:"r",url:"functions_vars.html#index_r"},
{text:"s",url:"functions_vars.html#index_s"}]},
{text:"Properties",url:"functions_prop.html"}]}]}]}

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: f875d7d346dc51f48a9adecfe0ed2633
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,140 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "https://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
<meta name="generator" content="Doxygen 1.8.16"/>
<meta name="viewport" content="width=device-width, initial-scale=1"/>
<title>Kinematic Character Controller: KinematicCharacterController Namespace Reference</title>
<link href="tabs.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="jquery.js"></script>
<script type="text/javascript" src="dynsections.js"></script>
<link href="search/search.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="search/searchdata.js"></script>
<script type="text/javascript" src="search/search.js"></script>
<link href="doxygen.css" rel="stylesheet" type="text/css" />
</head>
<body>
<div id="top"><!-- do not remove this div, it is closed by doxygen! -->
<div id="titlearea">
<table cellspacing="0" cellpadding="0">
<tbody>
<tr style="height: 56px;">
<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&amp;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&amp;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>
<!-- 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><!-- top -->
<div class="header">
<div class="summary">
<a href="#nested-classes">Classes</a> &#124;
<a href="#enum-members">Enumerations</a> </div>
<div class="headertitle">
<div class="title">KinematicCharacterController Namespace Reference</div> </div>
</div><!--header-->
<div class="contents">
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="nested-classes"></a>
Classes</h2></td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_kinematic_character_controller_1_1_character_grounding_report.html">CharacterGroundingReport</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</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>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</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>
<tr class="memdesc:"><td class="mdescLeft">&#160;</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>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_kinematic_character_controller_1_1_hit_stability_report.html">HitStabilityReport</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</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>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">interface &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html">ICharacterController</a></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">interface &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="interface_kinematic_character_controller_1_1_i_mover_controller.html">IMoverController</a></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</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>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</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">&#160;</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">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</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>
<tr class="memdesc:"><td class="mdescLeft">&#160;</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>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html">KinematicCharacterSystem</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</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>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_kinematic_character_controller_1_1_overlap_result.html">OverlapResult</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</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>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html">PhysicsMover</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</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>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_kinematic_character_controller_1_1_physics_mover_state.html">PhysicsMoverState</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">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 <a href="struct_kinematic_character_controller_1_1_physics_mover_state.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_read_only_attribute.html">ReadOnlyAttribute</a></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_kinematic_character_controller_1_1_rigidbody_projection_hit.html">RigidbodyProjectionHit</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Contains the information of hit rigidbodies during the movement phase, so they can be processed afterwards <a href="struct_kinematic_character_controller_1_1_rigidbody_projection_hit.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="enum-members"></a>
Enumerations</h2></td></tr>
<tr class="memitem:a9a91970c1b717da0f145e8f57865ed88"><td class="memItemLeft" align="right" valign="top"><a id="a9a91970c1b717da0f145e8f57865ed88"></a>enum &#160;</td><td class="memItemRight" valign="bottom"><b>RigidbodyInteractionType</b> { <b>None</b>,
<b>Kinematic</b>,
<b>SimulatedDynamic</b>
}</td></tr>
<tr class="separator:a9a91970c1b717da0f145e8f57865ed88"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a10bb999a7d91757fd6d8aef7c7d097a6"><td class="memItemLeft" align="right" valign="top"><a id="a10bb999a7d91757fd6d8aef7c7d097a6"></a>enum &#160;</td><td class="memItemRight" valign="bottom"><b>StepHandlingMethod</b> { <b>None</b>,
<b>Standard</b>,
<b>Extra</b>
}</td></tr>
<tr class="separator:a10bb999a7d91757fd6d8aef7c7d097a6"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a060e231ed3e1a6f48f31d81a5dc3ec29"><td class="memItemLeft" align="right" valign="top"><a id="a060e231ed3e1a6f48f31d81a5dc3ec29"></a>enum &#160;</td><td class="memItemRight" valign="bottom"><b>MovementSweepState</b> { <b>Initial</b>,
<b>AfterFirstHit</b>,
<b>FoundBlockingCrease</b>,
<b>FoundBlockingCorner</b>
}</td></tr>
<tr class="separator:a060e231ed3e1a6f48f31d81a5dc3ec29"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table>
</div><!-- contents -->
<!-- start footer part -->
<hr class="footer"/><address class="footer"><small>
Generated by &#160;<a href="http://www.doxygen.org/index.html">
<img class="footer" src="doxygen.png" alt="doxygen"/>
</a> 1.8.16
</small></address>
</body>
</html>

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 832d3b9a73738e5409551f8a99672a0a
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,81 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "https://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
<meta name="generator" content="Doxygen 1.8.16"/>
<meta name="viewport" content="width=device-width, initial-scale=1"/>
<title>Kinematic Character Controller: Packages</title>
<link href="tabs.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="jquery.js"></script>
<script type="text/javascript" src="dynsections.js"></script>
<link href="search/search.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="search/searchdata.js"></script>
<script type="text/javascript" src="search/search.js"></script>
<link href="doxygen.css" rel="stylesheet" type="text/css" />
</head>
<body>
<div id="top"><!-- do not remove this div, it is closed by doxygen! -->
<div id="titlearea">
<table cellspacing="0" cellpadding="0">
<tbody>
<tr style="height: 56px;">
<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&amp;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&amp;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="header">
<div class="headertitle">
<div class="title">Packages</div> </div>
</div><!--header-->
<div class="contents">
<div class="textblock">Here are the packages with brief descriptions (if available):</div><div class="directory">
<table class="directory">
<tr id="row_0_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</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>
</table>
</div><!-- directory -->
</div><!-- contents -->
<!-- start footer part -->
<hr class="footer"/><address class="footer"><small>
Generated by &#160;<a href="http://www.doxygen.org/index.html">
<img class="footer" src="doxygen.png" alt="doxygen"/>
</a> 1.8.16
</small></address>
</body>
</html>

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: a293e16b12e704342a1a3e54995d0f79
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

Binary file not shown.

After

Width:  |  Height:  |  Size: 153 B

View File

@ -0,0 +1,140 @@
fileFormatVersion: 2
guid: 5355a3dee38c4e249ae332a227e6d1c7
TextureImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 12
mipmaps:
mipMapMode: 0
enableMipMap: 1
sRGBTexture: 1
linearTexture: 0
fadeOut: 0
borderMipMap: 0
mipMapsPreserveCoverage: 0
alphaTestReferenceValue: 0.5
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
flipGreenChannel: 0
isReadable: 0
streamingMipmaps: 0
streamingMipmapsPriority: 0
vTOnly: 0
ignoreMipmapLimit: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: 1
aniso: 1
mipBias: 0
wrapU: 0
wrapV: 0
wrapW: 0
nPOTScale: 1
lightmap: 0
compressionQuality: 50
spriteMode: 0
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1
textureType: 0
textureShape: 1
singleChannelComponent: 0
flipbookRows: 1
flipbookColumns: 1
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
ignorePngGamma: 0
applyGammaDecoding: 0
swizzle: 50462976
cookieLightType: 0
platformSettings:
- serializedVersion: 3
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: WebGL
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Standalone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Server
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
physicsShape: []
bones: []
spriteID:
internalID: 0
vertices: []
indices:
edges: []
weights: []
secondaryTextures: []
nameFileIdTable: {}
mipmapLimitGroupName:
pSDRemoveMatte: 0
userData:
assetBundleName:
assetBundleVariant:

Binary file not shown.

After

Width:  |  Height:  |  Size: 95 B

View File

@ -0,0 +1,140 @@
fileFormatVersion: 2
guid: 6c0b5d690b6a4ef4eba80e0b08ab1e5c
TextureImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 12
mipmaps:
mipMapMode: 0
enableMipMap: 1
sRGBTexture: 1
linearTexture: 0
fadeOut: 0
borderMipMap: 0
mipMapsPreserveCoverage: 0
alphaTestReferenceValue: 0.5
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
flipGreenChannel: 0
isReadable: 0
streamingMipmaps: 0
streamingMipmapsPriority: 0
vTOnly: 0
ignoreMipmapLimit: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: 1
aniso: 1
mipBias: 0
wrapU: 0
wrapV: 0
wrapW: 0
nPOTScale: 1
lightmap: 0
compressionQuality: 50
spriteMode: 0
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1
textureType: 0
textureShape: 1
singleChannelComponent: 0
flipbookRows: 1
flipbookColumns: 1
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
ignorePngGamma: 0
applyGammaDecoding: 0
swizzle: 50462976
cookieLightType: 0
platformSettings:
- serializedVersion: 3
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: WebGL
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Standalone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Server
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
physicsShape: []
bones: []
spriteID:
internalID: 0
vertices: []
indices:
edges: []
weights: []
secondaryTextures: []
nameFileIdTable: {}
mipmapLimitGroupName:
pSDRemoveMatte: 0
userData:
assetBundleName:
assetBundleVariant:

Binary file not shown.

After

Width:  |  Height:  |  Size: 98 B

View File

@ -0,0 +1,140 @@
fileFormatVersion: 2
guid: b86e4427549df114a9a2ca3d0023de95
TextureImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 12
mipmaps:
mipMapMode: 0
enableMipMap: 1
sRGBTexture: 1
linearTexture: 0
fadeOut: 0
borderMipMap: 0
mipMapsPreserveCoverage: 0
alphaTestReferenceValue: 0.5
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
flipGreenChannel: 0
isReadable: 0
streamingMipmaps: 0
streamingMipmapsPriority: 0
vTOnly: 0
ignoreMipmapLimit: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: 1
aniso: 1
mipBias: 0
wrapU: 0
wrapV: 0
wrapW: 0
nPOTScale: 1
lightmap: 0
compressionQuality: 50
spriteMode: 0
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1
textureType: 0
textureShape: 1
singleChannelComponent: 0
flipbookRows: 1
flipbookColumns: 1
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
ignorePngGamma: 0
applyGammaDecoding: 0
swizzle: 50462976
cookieLightType: 0
platformSettings:
- serializedVersion: 3
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: WebGL
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Standalone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Server
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
physicsShape: []
bones: []
spriteID:
internalID: 0
vertices: []
indices:
edges: []
weights: []
secondaryTextures: []
nameFileIdTable: {}
mipmapLimitGroupName:
pSDRemoveMatte: 0
userData:
assetBundleName:
assetBundleVariant:

Binary file not shown.

After

Width:  |  Height:  |  Size: 123 B

View File

@ -0,0 +1,140 @@
fileFormatVersion: 2
guid: cf5d3c1afdc7a2342b9521688c40355b
TextureImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 12
mipmaps:
mipMapMode: 0
enableMipMap: 1
sRGBTexture: 1
linearTexture: 0
fadeOut: 0
borderMipMap: 0
mipMapsPreserveCoverage: 0
alphaTestReferenceValue: 0.5
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
flipGreenChannel: 0
isReadable: 0
streamingMipmaps: 0
streamingMipmapsPriority: 0
vTOnly: 0
ignoreMipmapLimit: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: 1
aniso: 1
mipBias: 0
wrapU: 0
wrapV: 0
wrapW: 0
nPOTScale: 1
lightmap: 0
compressionQuality: 50
spriteMode: 0
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1
textureType: 0
textureShape: 1
singleChannelComponent: 0
flipbookRows: 1
flipbookColumns: 1
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
ignorePngGamma: 0
applyGammaDecoding: 0
swizzle: 50462976
cookieLightType: 0
platformSettings:
- serializedVersion: 3
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: WebGL
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Standalone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Server
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
physicsShape: []
bones: []
spriteID:
internalID: 0
vertices: []
indices:
edges: []
weights: []
secondaryTextures: []
nameFileIdTable: {}
mipmapLimitGroupName:
pSDRemoveMatte: 0
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: f128dac212485c84d8eacf18d51a295f
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,30 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "https://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html><head><title></title>
<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
<meta name="generator" content="Doxygen 1.8.16"/>
<link rel="stylesheet" type="text/css" href="search.css"/>
<script type="text/javascript" src="all_0.js"></script>
<script type="text/javascript" src="search.js"></script>
</head>
<body class="SRPage">
<div id="SRIndex">
<div class="SRStatus" id="Loading">Loading...</div>
<div id="SRResults"></div>
<script type="text/javascript"><!--
/* @license magnet:?xt=urn:btih:cf05388f2679ee054f2beb29a391d25f4e673ac3&amp;dn=gpl-2.0.txt GPL-v2 */
createResults();
/* @license-end */
--></script>
<div class="SRStatus" id="Searching">Searching...</div>
<div class="SRStatus" id="NoMatches">No Matches</div>
<script type="text/javascript"><!--
/* @license magnet:?xt=urn:btih:cf05388f2679ee054f2beb29a391d25f4e673ac3&amp;dn=gpl-2.0.txt GPL-v2 */
document.getElementById("Loading").style.display="none";
document.getElementById("NoMatches").style.display="none";
var searchResults = new SearchResults("searchResults");
searchResults.Search();
/* @license-end */
--></script>
</div>
</body>
</html>

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 5b5f4209491b9764694abaf662c8db35
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

Some files were not shown because too many files have changed in this diff Show More