ClosestPointOnBounds ( position)
The closest point to the bounding box of the attached collider. This can be used to calculate hit points when applying explosion damage.
ClosestPoint ( position)
The point on the collider that is closest to the specified location.
bool SimpleMove ( speed)
Moves the character with speed. Velocity along the y-axis is ignored. Speed is in units/s. Gravity is automatically applied.
Returns if the character is grounded.
It is recommended that you make only one call to Move or SimpleMove per frame.
int Move ( motion)
Supplies the movement of a with an attached SCharacterController component.
The SCharacterController.Move motion moves the 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.
Center get set
Returns Center Vector value of the Character Controller.
bool DetectCollisions get set
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.
bool EnableOverlapRecovery get set
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.
float Height get set
The height of the character's capsule.
float MinMoveDistance get set
Gets or sets the minimum move distance of the character controller.
float Radius get set
The radius of the character's capsule.
float SkinWidth get set
The character's collision skin width.
float SlopeLimit get set
The character controllers slope limit in degrees.
float StepOffset get set
The character controllers step offset in meters.
Velocity get
The current relative velocity of the Character.
GameObject get
Returns a reference to the GameObject of this component.
SVector ClosestPointOnBounds (SVector position)
SVector ClosestPoint (SVector position)
bool SimpleMove (SVector speed)
int Move (SVector motion)
SVector Center get set
bool DetectCollisions get set
bool EnableOverlapRecovery get set
float Height get set
float MinMoveDistance get set
float Radius get set
float SkinWidth get set
float SlopeLimit get set
float StepOffset get set
SVector get
closestPoint = Space.Host.ExecutingObject.CharacterController.ClosestPointOnBounds(Vector.New(0,0,0))closestPoint = Space.Host.ExecutingObject.CharacterController.ClosestPoint = Vector.New(0,0,0)isGrounded = Space.Host.ExecutingObject.CharacterController.SimpleMove = Vector.New(100,0,0)collisionDirection = Space.Host.ExecutingObject.CharacterController.Move = Vector.New(100,0,0)Space.Host.ExecutingObject.CharacterController.Center = Vector.New(0,0,0) Space.Host.CharacterController.DetectCollisions= false--clicking this object will toggle a Character Controller's Detect Collisions property
thisObject = Space.Host.ExecutingObject
ccontroller = Space.Host.GetReference("thecharactercontroller").CharacterController --add Reference to Scripting Runtime
function OnClickFunction()
ccontroller.DetectCollisions = not ccontroller.DetectCollisions
end
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClickFunction)Space.Host.CharacterController.EnableOverlapRecovery= false--clicking this object will toggle a Character Controller's Enable Overlap Recovery property
thisObject = Space.Host.ExecutingObject
ccontroller = Space.Host.GetReference("thecharactercontroller").CharacterController --add Reference to Scripting Runtime
function OnClickFunction()
ccontroller.EnableOverlapRecovery = not ccontroller.EnableOverlapRecovery
end
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClickFunction)Space.Host.ExecutingObject.CharacterController.Height = 4--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 10.0
end
slider.OnValueChanged(OVC)Space.Host.ExecutingObject.CharacterController.MinMoveDistance = 3--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 10.0
end
slider.OnValueChanged(OVC)Space.Host.ExecutingObject.CharacterController.Radius = 5--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 10.0
end
slider.OnValueChanged(OVC)Space.Host.ExecutingObject.CharacterController.SkinWidth = 4--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 10.0
end
slider.OnValueChanged(OVC)Space.Host.ExecutingObject.CharacterController.SlopeLimit= 2--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 180.0
end
slider.OnValueChanged(OVC)Space.Host.ExecutingObject.CharacterController.StepOffset= 2--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 10.0
end
slider.OnValueChanged(OVC)currentRelativeVelocity = Space.Host.ExecutingObject.CharacterController.VelocitytheGameObject = Space.Host.ExecutingObject.CharacterController.GameObject