2D Platform Controller  v1.7.0
Autogenerated code documentation for the 2D Platform Controller.
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LedgeDetails Class Reference

Ledge details. Control what happens when you hang off a ledge. More...

Public Attributes

bool canLedgeHang = true
 Can character hang and climb ledge. More...
 
bool autoGrab
 If true the character will try to grab ledges near them without user input. If false the user needs to hold towards the ledge to grab. More...
 
float autoGrabDistance = 0.1f
 The distance used to calcualte autograbs, should be very small or else the character will grab ledges when they shouldn't be able to. More...
 
Vector2 edgeDetectionOffset
 When a ledge hang starts the edge detection offset is added to the ledge hang raycast and if an impassable object is detected it will cancel the hang. Note the y value is the y offset but that the x value is used as a scalar distance (i.e. changes based on direction). More...
 
bool jumpOnlyInOppositeDirection = true
 If false the character can jump directly upwards from a ledge hang. Otherwise More...
 
float oppositeDirectionTime = 0.5f
 The time where user input is ingored in the x direction when wall jupming away from a ledge. More...
 
float jumpVelocity = 7.0f
 Velocity imparted by a jump from a ledge hang. If this is zero jump will simply cause the cahracter to fall from the ledge (and the jump animation will not be played). More...
 
Vector3 hangOffset
 The point where the character hangs from. More...
 
float graspPoint = 0.4f
 How far above the highest collider is the grasp point (i.e. the cahracters hands when grasping for a ledge). More...
 
float graspLeeway = 0.1f
 How much leeway to use when cacluating the grasp. A bigger number makes it easier to ledge hang, but it will looks incorrect if the value is too large. More...
 
float transitionTime
 The time it takes to get to the hang position in seconds. More...
 
float climbTime
 The time it takes to climb in seconds. More...
 
Vector3 climbOffset
 The difference between the characters root position at the top of a climb, and during the normal state (idle, walking, etc). More...
 
float ledgeDropTime = 0.15f
 The time after dropping off a ledge where feet colliders will be ignored.The lower the better but you may need to increase if you have tiled or complex geometry. More...
 

Detailed Description

Ledge details. Control what happens when you hang off a ledge.

Member Data Documentation

bool LedgeDetails.autoGrab

If true the character will try to grab ledges near them without user input. If false the user needs to hold towards the ledge to grab.

float LedgeDetails.autoGrabDistance = 0.1f

The distance used to calcualte autograbs, should be very small or else the character will grab ledges when they shouldn't be able to.

bool LedgeDetails.canLedgeHang = true

Can character hang and climb ledge.

Vector3 LedgeDetails.climbOffset

The difference between the characters root position at the top of a climb, and during the normal state (idle, walking, etc).

float LedgeDetails.climbTime

The time it takes to climb in seconds.

Vector2 LedgeDetails.edgeDetectionOffset

When a ledge hang starts the edge detection offset is added to the ledge hang raycast and if an impassable object is detected it will cancel the hang. Note the y value is the y offset but that the x value is used as a scalar distance (i.e. changes based on direction).

float LedgeDetails.graspLeeway = 0.1f

How much leeway to use when cacluating the grasp. A bigger number makes it easier to ledge hang, but it will looks incorrect if the value is too large.

float LedgeDetails.graspPoint = 0.4f

How far above the highest collider is the grasp point (i.e. the cahracters hands when grasping for a ledge).

Vector3 LedgeDetails.hangOffset

The point where the character hangs from.

bool LedgeDetails.jumpOnlyInOppositeDirection = true

If false the character can jump directly upwards from a ledge hang. Otherwise

float LedgeDetails.jumpVelocity = 7.0f

Velocity imparted by a jump from a ledge hang. If this is zero jump will simply cause the cahracter to fall from the ledge (and the jump animation will not be played).

float LedgeDetails.ledgeDropTime = 0.15f

The time after dropping off a ledge where feet colliders will be ignored.The lower the better but you may need to increase if you have tiled or complex geometry.

float LedgeDetails.oppositeDirectionTime = 0.5f

The time where user input is ingored in the x direction when wall jupming away from a ledge.

float LedgeDetails.transitionTime

The time it takes to get to the hang position in seconds.


The documentation for this class was generated from the following file: