OptionalactorThe actor that has this component. It is undefined until the component is
added to an actor.
Whether the controller should be ignored by CharacterController
Actor providing the current walkable ground, or null when not grounded
Normal of the current walkable ground surface, updated by CharacterController
Distance used to probe opposite upDirection and keep ground contact over small gaps
Maximum overlap depenetration iterations used when recovery is requested
Maximum sweep/slide collision iterations used during one fixed update
Maximum walkable ground angle in radians, measured from upDirection
Controls contact classification and whether ground snapping is enabled.
Whether movement hit a ceiling during the last fixed update
Whether the controller is standing on walkable ground after the last fixed update
Whether movement hit a side wall or non-walkable surface during the last fixed update
Small distance kept between the character shape and blocking colliders
Desired character velocity in world units per second
Returns the component of the same class on the parent actor.
The component, or undefined if the actor has no parent actor or
the parent has no such component.
Adds a one-step world-space displacement request.
The displacement is consumed by CharacterController on the next fixed update and is already expected to be scaled by delta time.
Requests overlap depenetration on the next CharacterController update.
Makes an actor a character for CharacterController.
Set
velocityto move the character. After each fixed step, readonGround,onWallandonCeiling.See
Character controller