OptionaldisabledWhether the controller should be ignored by CharacterController
OptionalgroundDistance used to probe opposite upDirection and keep ground contact over small gaps
OptionalmaxMaximum overlap depenetration iterations used when recovery is requested
OptionalmaxMaximum sweep/slide collision iterations used during one fixed update
OptionalmaxMaximum walkable ground angle in radians, measured from upDirection
OptionalmotionControls contact classification and whether ground snapping is enabled.
OptionalskinSmall distance kept between the character shape and blocking colliders
OptionalupDirection treated as up for ground, ceiling, slopes, ground probes, and jumps
Options for CharacterBody.