CharacterController

Struct CharacterController 

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pub struct CharacterController {
Show 15 fields pub m_Center: Vector3f, pub m_GameObject: PPtr, pub m_Height: f32, pub m_MinMoveDistance: f32, pub m_Radius: f32, pub m_SkinWidth: f32, pub m_SlopeLimit: f32, pub m_StepOffset: f32, pub m_Enabled: Option<bool>, pub m_ExcludeLayers: Option<BitField>, pub m_IncludeLayers: Option<BitField>, pub m_IsTrigger: Option<bool>, pub m_LayerOverridePriority: Option<i32>, pub m_Material: Option<PPtr>, pub m_ProvidesContacts: Option<bool>,
}
Expand description

CharacterController is a class of the Unity engine since version 3.4.0. Exert from Unity’s scripting documentation: A CharacterController allows you to easily do movement constrained by collisions without having to deal with a rigidbody. A CharacterController is not affected by forces and will only move when you call the Move function.

It will then carry out the movement but be constrained by collisions.See Also: Character Controller component and Character animation examples

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§m_Center: Vector3f

The center of the character’s capsule relative to the transform’s position.

§m_GameObject: PPtr

The game object this component is attached to. A component is always attached to a game object. PPtr<GameObject>: (3.4.0 - 2022.3.2f1)

§m_Height: f32

The height of the character’s capsule.

§m_MinMoveDistance: f32

Gets or sets the minimum move distance of the character controller.

§m_Radius: f32

The radius of the character’s capsule.

§m_SkinWidth: f32

The character’s collision skin width.

§m_SlopeLimit: f32

The character controllers slope limit in degrees.

§m_StepOffset: f32

The character controllers step offset in meters.

§m_Enabled: Option<bool>

Enabled Colliders will collide with other Colliders, disabled Colliders won’t. bool: (5.0.0f4 - 2022.3.2f1)

§m_ExcludeLayers: Option<BitField>

The additional layers that this Collider should exclude when deciding if the Collider can contact another Collider. BitField: (2022.2.0b1 - 2022.3.2f1)

§m_IncludeLayers: Option<BitField>

The additional layers that this Collider should include when deciding if the Collider can contact another Collider. BitField: (2022.2.0b1 - 2022.3.2f1)

§m_IsTrigger: Option<bool>

Specify if this collider is configured as a trigger. bool: (5.0.0f4 - 2022.3.2f1)

§m_LayerOverridePriority: Option<i32>

A decision priority assigned to this Collider used when there is a conflicting decision on whether a Collider can contact another Collider. i32: (2022.2.0b1 - 2022.3.2f1)

§m_Material: Option<PPtr>

The material used by the collider. PPtr<PhysicMaterial>: (5.0.0f4 - 2022.3.2f1)

§m_ProvidesContacts: Option<bool>

Whether or not this Collider generates contacts for Physics.ContactEvent. bool: (2022.2.0b1 - 2022.3.2f1)

Trait Implementations§

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impl Debug for CharacterController

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl<'de> Deserialize<'de> for CharacterController

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl Serialize for CharacterController

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more

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fn borrow(&self) -> &T

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fn borrow_mut(&mut self) -> &mut T

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type Error = Infallible

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type Error = <U as TryFrom<T>>::Error

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