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

Raycast collider. The main collision object. More...

Public Member Functions

bool IsColliding ()
 
bool IsColliding (int layerMask)
 
bool IsColliding (int layerMask, float extraDistance, float yOffset)
 
bool IsColliding (int layerMask, float skinSize)
 
RaycastHit GetCollision ()
 
RaycastHit GetCollision (int layerMask)
 
RaycastHit GetCollision (int layerMask, float extraDistance)
 
RaycastHit[] GetAllCollision (int layerMask)
 
RaycastHit[] GetAllCollision (int layerMask, float extraDistance)
 
void DrawRayCast ()
 
Vector3 GetVectorForDirection ()
 

Public Attributes

Transform transform
 The transform to use when calculating this collision. By defaults it s the mian transform This is the easiest way to change the shape of your character. For example you can attach to a bone, or transform a collider up or down if your character is ducking/standing. More...
 
Vector3 offset
 The offset from the centre of the transform. More...
 
float distance = 1
 The distance of the collider. Longer colliders tend to give better behaviour. More...
 
RC_Direction direction
 The direction of the collider. More...
 

Detailed Description

Raycast collider. The main collision object.

Member Data Documentation

RC_Direction RaycastCollider.direction

The direction of the collider.

float RaycastCollider.distance = 1

The distance of the collider. Longer colliders tend to give better behaviour.

Vector3 RaycastCollider.offset

The offset from the centre of the transform.

Transform RaycastCollider.transform

The transform to use when calculating this collision. By defaults it s the mian transform This is the easiest way to change the shape of your character. For example you can attach to a bone, or transform a collider up or down if your character is ducking/standing.


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