PlayerController
public sealed class PlayerController : Component Constructors
PlayerController() Properties
| Name | Type | Description |
|---|---|---|
UseAnimatorControls | Boolean | |
Renderer | SkinnedModelRenderer | The body will usually be a child object with SkinnedModelRenderer |
ShowCreateBodyRenderer | Boolean | If true we'll show the "create body" button |
RotationAngleLimit | Single | |
RotationSpeed | Single | |
EnableFootstepSounds | Boolean | |
FootstepVolume | Single | |
FootstepMixer | MixerHandle | |
AimStrengthEyes | Single | How strongly to look in the eye direction with our eyes |
AimStrengthHead | Single | How strongly to turn in the eye direction with our head |
AimStrengthBody | Single | How strongly to turn in the eye direction with our body |
UseCameraControls | Boolean | |
EyeDistanceFromTop | Single | |
ThirdPerson | Boolean | |
HideBodyInFirstPerson | Boolean | |
UseFovFromPreferences | Boolean | |
CameraOffset | Vector3 | |
ToggleCameraModeButton | String | |
Body | Rigidbody | |
BodyCollider | CapsuleCollider | |
FeetCollider | BoxCollider | |
ColliderObject | GameObject | |
BodyRadius | Single | |
BodyHeight | Single | |
BodyMass | Single | |
BodyCollisionTags | TagSet | |
BrakePower | Single | We will apply extra friction when we're on the ground and our desired velocity is lower than our current velocity, so we will slow down. |
AirFriction | Single | How much friction to add when we're in the air. This will slow you down unless you have a wish velocity. |
ShowRigidbodyComponent | Boolean | |
ShowColliderComponents | Boolean | |
WishVelocity | Vector3 | |
IsOnGround | Boolean | |
IsAirborne | Boolean | Not touching the ground, and not swimming or climbing |
Velocity | Vector3 | Our actual physical velocity minus our ground velocity |
GroundVelocity | Vector3 | The velocity that the ground underneath us is moving |
IsClimbing | Boolean | Set to true when entering a climbing MoveMode. |
IsSwimming | Boolean | Set to true when entering a swimming MoveMode. |
EyeAngles | Angles | The direction we're looking in input space. |
EyePosition | Vector3 | The player's eye position, in first person mode |
EyeTransform | Transform | The player's eye transform, in first person mode |
IsDucking | Boolean | True if this player is ducking |
Headroom | Single | The distance from the top of the head to the closest ceiling. |
GroundObject | GameObject | The object we're standing on. Null if we're standing on nothing. |
GroundComponent | Component | The collider component we're standing on. Null if we're standing nothing |
GroundSurface | Surface | If we're stnding on a surface this is it |
GroundFriction | Single | The friction property of the ground we're standing on. |
GroundIsDynamic | Boolean | Are we standing on a surface that is physically dynamic |
TimeSinceGrounded | TimeSince | Amount of time since this character was last on the ground |
TimeSinceUngrounded | TimeSince | Amount of time since this character was last not on the ground |
UseInputControls | Boolean | |
WalkSpeed | Single | |
RunSpeed | Single | |
DuckedSpeed | Single | |
JumpSpeed | Single | |
DuckedHeight | Single | |
AccelerationTime | Single | Amount of seconds it takes to get from your current speed to your requuested speed, if higher |
DeaccelerationTime | Single | Amount of seconds it takes to get from your current speed to your requuested speed, if lower |
AltMoveButton | String | The button that the player will press to use to run |
RunByDefault | Boolean | If true then the player will run by default, and holding AltMoveButton will switch to walk |
EnablePressing | Boolean | Allows to player to interact with things by "use"ing them. Usually by pressing the "use" button. |
UseButton | String | The button that the player will press to use things |
ReachLength | Single | How far from the eye can the player reach to use things |
UseLookControls | Boolean | When true we'll move the camera around using the mouse |
RotateWithGround | Boolean | |
PitchClamp | Single | |
LookSensitivity | Single | Allows modifying the eye angle sensitivity. Note that player preference sensitivity is already automatically applied, this is just extra. |
CurrentHeight | Single | Gets the current character height from BodyHeight when standing, otherwise uses DuckedHeight when ducking. |
Mode | MoveMode | |
Hovered | Component | The object we're currently looking at |
Pressed | Component | The object we're currently using by holding down USE |
Tooltips | List<Tooltip> | The tooltip of the currently hovered Pressable object |
StepDebug | Boolean | Enable debug overlays for this character |
Methods
Void CreateBodyRenderer() Void UpdateAnimation(SkinnedModelRenderer renderer) Update the animation for this renderer. This will update the body rotation etc too.
Void Jump(Vector3 velocity) Adds velocity in a special way. First we subtract any opposite velocity (ie, falling) then we add the velocity, but we clamp it to that direction. This means that if you jump when you're running up a platform, you don't get extra jump power.
Void PlayFootstepSound(Vector3 worldPosition, Single volume, Int32 foot) Play a footstep sound at the given world position. Will only play if the player has a GroundSurface.
Void PreventGrounding(Single seconds) Prevent being grounded for a number of seconds
Void OnJumped() Void UpdateDucking(Boolean wantsDuck) Called during FixedUpdate when UseInputControls is enabled. Will duck if requested. If not, and we're ducked, will unduck if there is room
Void UpdateLookAt() Called in Update when Using is enabled
Void StopPressing() Stop pressing. Pressed will become null.
Void StartPressing(Component obj) Start pressing a target component. This is called automatically when Use is pressed.
BBox BodyBox(Single scale = 1, Single heightScale = 1) Return an aabb representing the body
SceneTraceResult TraceBody(Vector3 from, Vector3 to, Single scale = 1, Single heightScale = 1) Trace the aabb body from one position to another and return the result
GameObject CreateRagdoll(String name = Ragdoll) Create a ragdoll gameobject version of our render body.
Fields
| Name | Type | Description |
|---|---|---|
DebugFootsteps | Boolean | Draw debug overlay on footsteps |