Supplies the movement of a SGameObject with an attached SCharacterController component.
The SCharacterController.Move motion moves the SGameObject in the given direction. The given direction requires absolute movement delta values. A collision constrains the Move from taking place.
Returns an int indicating the direction of a collision: None (0), Sides (1), Above (2), and Below (3). SCharacterController.Move does not use gravity.
Determines whether other rigidbodies or character controllers collide with this character controller (by default this is always enabled).
This method does not affect collisions detected during the character controller's movement but rather decides whether an incoming collider will be blocked by the controller's collider. For example, a box collider in the Scene will block the movement of the controller, but the box may still fall through the controller if detectCollisions is false. This property is useful to disable the character controller temporarily. For example, you might want to mount a character into a car and disable collision detection until it exits the car again.
--clicking this object will toggle a Character Controller's Detect Collisions propertythisObject = Space.Host.ExecutingObjectccontroller = Space.Host.GetReference("thecharactercontroller").CharacterController --add Reference to Scripting RuntimefunctionOnClickFunction()ccontroller.DetectCollisions =not ccontroller.DetectCollisionsendthisObject.AddClickable()thisObject.Clickable.OnClick(OnClickFunction)
EnableOverlapRecovery
bool EnableOverlapRecoverygetset
Enables or disables overlap recovery. Enables or disables overlap recovery. Used to depenetrate character controllers from static objects when an overlap is detected.
Overlap recovery can be used to depenetrate character controllers (CCTs) from static objects when an overlap is detected. This can happen in three main cases:
- when the CCT is directly spawned or teleported in another object
- when the CCT algorithm fails due to limited FPU accuracy
- when the "up vector" is modified, making the rotated CCT shape overlap surrounding objects
When activated, the CCT module will automatically try to resolve the penetration, and move the CCT to a safe place where it does
not overlap other objects anymore. This only concerns static objects, dynamic objects are ignored by overlap recovery.
When overlap recovery is not activated, it is possible for the CCTs to go through static objects. By default, overlap recovery is enabled.
Overlap recovery currently works with all geometries except heightfields.
--clicking this object will toggle a Character Controller's Enable Overlap Recovery propertythisObject = Space.Host.ExecutingObjectccontroller = Space.Host.GetReference("thecharactercontroller").CharacterController --add Reference to Scripting RuntimefunctionOnClickFunction()ccontroller.EnableOverlapRecovery =not ccontroller.EnableOverlapRecoveryendthisObject.AddClickable()thisObject.Clickable.OnClick(OnClickFunction)
--the below script will make a slider change a Character Controller Height property--[Add "theslider" and "thecharactercontroller" to the Object References section in Scripting Runtime component]slider = Space.Host.GetReference("theslider").UISlider ccontroller = Space.Host.GetReference("thecharactercontroller").CharacterController OVC=function()ccontroller.Height = (slider.Value *10.0) -- from 0.0 to 10.0endslider.OnValueChanged(OVC)
MinMoveDistance
float MinMoveDistancegetset
Gets or sets the minimum move distance of the character controller.
--this script will make a slider change a Character Controller Min Move Distance property--[Add "theslider" and "thecharactercontroller" to the Object References section in Scripting Runtime component]slider = Space.Host.GetReference("theslider").UISlider ccontroller = Space.Host.GetReference("thecharactercontroller").CharacterController OVC=function()ccontroller.MinMoveDistance= (slider.Value *10.0) -- from 0.0 to 10.0endslider.OnValueChanged(OVC)
--this script will make a slider change a Character Controller Radius property--[Add "theslider" and "thecharactercontroller" to the Object References section in Scripting Runtime component]slider = Space.Host.GetReference("theslider").UISlider ccontroller = Space.Host.GetReference("thecharactercontroller").CharacterController OVC=function()ccontroller.Radius= (slider.Value *10.0) -- from 0.0 to 10.0endslider.OnValueChanged(OVC)
--this script will make a slider change a Character Controller SkinWidth property--[Add "theslider" and "thecharactercontroller" to the Object References section in Scripting Runtime component]slider = Space.Host.GetReference("theslider").UISlider ccontroller = Space.Host.GetReference("thecharactercontroller").CharacterController OVC=function()ccontroller.SkinWidth= (slider.Value *10.0) -- from 0.0 to 10.0endslider.OnValueChanged(OVC)
--this script will make a slider change a Character Controller Slope Limit property--[Add "theslider" and "thecharactercontroller" to the Object References section in Scripting Runtime component]slider = Space.Host.GetReference("theslider").UISlider ccontroller = Space.Host.GetReference("thecharactercontroller").CharacterController OVC=function()ccontroller.SlopeLimit= (slider.Value *180.0) -- from 0.0 to 180.0endslider.OnValueChanged(OVC)
--this script will make a slider change a Character Controller Step Offset property--[Add "theslider" and "thecharactercontroller" to the Object References section in Scripting Runtime component]slider = Space.Host.GetReference("theslider").UISlider ccontroller = Space.Host.GetReference("thecharactercontroller").CharacterController OVC=function()ccontroller.StepOffset= (slider.Value *10.0) -- from 0.0 to 10.0endslider.OnValueChanged(OVC)