Name |
Type |
Description |
AllowHorizontalMovement |
bool |
If set to true, movement along the direction related to the horizontal input axis is possible. |
AllowJumping |
bool |
If set to true, the character can jump. |
AllowLedgeClimbing |
bool |
If set to true, the character is allowed to climb ledges he previously grabbed. |
AllowLedgeGrabbing |
bool |
If set to true, the character is allowed to hold on ledges. |
AllowSideFlip |
bool |
If set to true, the character is allowed to perform side flips during a quick turnaround. |
AllowVerticalMovement |
bool |
If set to true, movement along the direction related to the vertical input axis is possible. |
AttackCooldown |
float |
The time in seconds the character has to wait between attacks. |
AttackDamage |
int |
The damage inflicted to the target of the performed attack. |
AttackForce |
float |
The force applied to the target of an attack in the direction of AttackForceVector. Assuming the AttackType is set to Throw, this value specifies the strength behind the throw. |
AttackForceDirection |
Vector3 |
A vector in the character’s local coordinate system which defines the direction of the attack effect. Assuming the AttackType is set to Throw, this vector can be used as the throwing direction. The vector will be used normalized during runtime. |
AttackRange |
float |
The range of the character’s attack in world units. |
BackflipDirectionLocal |
Vector3 |
A vector in the character’s local coordinate system which defines the direction of the backflip jump. The vector will be used normalized during runtime. |
BackflipForceMultiplier |
float |
The multipler applied to a normal jump’s JumpForce when the character performs a backflip jump. A backflip jump is performed out of crouching. |
BodyContactForce |
float |
The force with which the touching rigidbody is pushed. |
ColliderDividingAngle |
float |
The angle that divides the character collider into head and body parts. It is displayed in the scene as a red ray in character’s forward direction if Gizmos are turned on. |
ContactDamage |
int |
The damage dealt to the collider touching/contacting the character. |
CrouchSpeedMultiplier |
float |
The multiplier for calculating the crouching speed. ResultingSpeed = RunSpeed * CrouchSpeedMultiplier. |
DamageOnBodyContact |
bool |
If set to true, other colliders take damage when touching this character’s collider. |
DieOnHeadCollision |
bool |
If set to true, the character dies when hit on the head. The division of the collider into body and head is defined by the ColliderDividingAngle. |
DirectInput |
bool |
If set to true, the controller input is always and directly used to determine the new movement direction of the character. Could lead to side effects depending on the camera setup. Use only if you know what you are doing (see demo 3 for an example). |
DoubleJumpForceMultiplier |
float |
The multipler applied to a normal jump’s JumpForce when the character performs a double jump. A double jump can also be performed while standing. |
GroundedCheckRayLength |
float |
The length of the ray which checks if the character is grounded or not. |
JumpForce |
float |
The force behind a normal character jump. |
LedgeClimbingSpeed |
float |
The time the character needs to pull himself up and climbing the ledge. |
LedgeGrabHeight |
float |
The character height where a ledge should be grabbed. Depends on the character transform’s position. |
LedgeGrabRange |
float |
The range in forward/diagonal direction in which ledge grabs can happen. |
LedgeMaxAngle |
float |
The maximum angle of a ledge to be considered for ledge grabbing. |
LongJumpDirectionLocal |
Vector3 |
A vector in the character’s local coordinate system which defines the direction of the long jump. The vector will be used normalized during runtime. |
LongJumpMultiplier |
float |
The multipler applied to a normal jump’s JumpForce when the character performs a long jump. A long jump can only be performed during crouching while still in fast forward motion. Otherwise, a backflip will be performed. |
MaxTurningDegreesGrounded |
float |
The maximum degrees the character can rotate per FixedUpdate call while grounded. Represents more or less the rotation speed when grounded. |
MaxTurningDegreesOrbit |
float |
The maximum degrees the character rotates per FixedUpdate call while floating. Represents more or less the rotation speed when in orbit. |
MaxTurningDegreesPlanetChange |
float |
The maximum degrees the character rotates per FixedUpdate call while changing/flying to another planet. Represents more or less the rotation speed when midair between two separate planets or gravitational fields. |
MidAirCorrectionSpeed |
float |
The speed of the movement while floating. |
MovementDirChangeSmoothTime |
float |
The time in seconds the character needs to turn into a new movement direction. |
MovementStartSmoothTime |
float |
The time in seconds until the character starts to move after standing still. |
PlanetNormalSmoothTime |
float |
The smoothing of ground normals when walking over a planet or platform. The greater the value, the smoother the character’s adjustment to terrain changes. Small values can lead to a jittering character pose when moving over unsteady grounds. |
QuickTurnaroundDuration |
float |
The duration of a quick turnaround, e.g. for limitting the time for a side flip. |
RunSpeed |
float |
The normal movement speed of the character. |
SideFlipForceMultiplier |
float |
The multipler applied to a normal jump’s JumpForce when the character performs a side flip. A side flip can only be performed while performing a quick turnaround. |
StickToSurface |
bool |
If set to true, the character aligns with the planet surface, otherwise with the gravitational field lines. Only applies when the character is grounded. |
TimeForConsecutiveJump |
float |
The time between landing and the next jump to be counted as a consecutive jump. A jump within this time frame triggers a double or triple jump. |
TripleJumpForceMultiplier |
float |
The multipler applied to a normal jump’s JumpForce when the character performs a triple jump. A triple jump can only be performed immediately after a double jump and when in forward motion. |
UseJumpForceAsHeight |
bool |
If set to true, the value stored in JumpForce will be the reached height of a normal jump. |