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2D Platform Controller
v1.7.0
Autogenerated code documentation for the 2D Platform Controller.
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Crouch details. Control what happens when you press down. More...
Public Attributes | |
| bool | canCrouch = true |
| Can character crouch. More... | |
| bool | canCrouchSlide = true |
| Can character slide along in a crouch position. More... | |
| bool | canCrouchJump = false |
| If true the character can maintain a crouch position while jumping. More... | |
| float | minVelocityForSlide = 3.0f |
| How fast character needs to be moving in the x direction before a crouch slide is initiated. More... | |
| float | minVelocityForStopSlide = 1.75f |
| Once crouch sliding how slow does the character need to be going for the slide to stop. More... | |
| float | slideDrag = 0.6f |
| How much drag is applied when crouch sliding. More... | |
| bool | useHeightReduction |
| If true we will automatically shrink the characters head colliders by the the height reduction factor. The alternative is to attach the head colliders to transforms, or listen for events and handle it compeltely in your own code. More... | |
| float | heightReductionFactor = 2f |
| If use heightRecution = true then this is amount the characters head colliders will be reduced by. Specifically the head collider distance is scaled by this factor and then the offset downwards by (0.5f * new distance) More... | |
| float | ignoredSideCollidersHigherThan = 0f |
| If use heightRecution = true then any side collider higher (determined by its yOffset only) than this value will be ignored while crouching. More... | |
| float | headDetectionDistance |
| If you are not usinng the automatic height recution (i.e. heightReduction = false), then this value will be added to your head collider distance when determining if character is able to stand up. This is used to prevent the character standing up while sliding under a platform. More... | |
Crouch details. Control what happens when you press down.
| bool CrouchDetails.canCrouch = true |
Can character crouch.
| bool CrouchDetails.canCrouchJump = false |
If true the character can maintain a crouch position while jumping.
| bool CrouchDetails.canCrouchSlide = true |
Can character slide along in a crouch position.
| float CrouchDetails.headDetectionDistance |
If you are not usinng the automatic height recution (i.e. heightReduction = false), then this value will be added to your head collider distance when determining if character is able to stand up. This is used to prevent the character standing up while sliding under a platform.
| float CrouchDetails.heightReductionFactor = 2f |
If use heightRecution = true then this is amount the characters head colliders will be reduced by. Specifically the head collider distance is scaled by this factor and then the offset downwards by (0.5f * new distance)
| float CrouchDetails.ignoredSideCollidersHigherThan = 0f |
If use heightRecution = true then any side collider higher (determined by its yOffset only) than this value will be ignored while crouching.
| float CrouchDetails.minVelocityForSlide = 3.0f |
How fast character needs to be moving in the x direction before a crouch slide is initiated.
| float CrouchDetails.minVelocityForStopSlide = 1.75f |
Once crouch sliding how slow does the character need to be going for the slide to stop.
| float CrouchDetails.slideDrag = 0.6f |
How much drag is applied when crouch sliding.
| bool CrouchDetails.useHeightReduction |
If true we will automatically shrink the characters head colliders by the the height reduction factor. The alternative is to attach the head colliders to transforms, or listen for events and handle it compeltely in your own code.