Internal_Pending one-step displacement consumed by CharacterController
Internal_Whether CharacterController should run overlap recovery
OptionalactorWhether 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
StaticcomponentAdds 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.
Kinematic character controller state and movement settings.
The controller system consumes
velocityduring fixed updates, performs sweep/slide collision handling, and writes the resulting target through the actor's kinematic rigid body.