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2D Platform Controller
v1.7.0
Autogenerated code documentation for the 2D Platform Controller.
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Wall details. Controls wall jump and wall slide. More...
Public Attributes | |
| bool | canWallJump = false |
| bool | canWallSlide = false |
| Can the character slide down the wall More... | |
| bool | easyWallJump = true |
| If true, character needs to jump while holding against a wall to wall jump. Otherwise they need to also time it so that they hold against the wall and then hit the opposite direction as they jump. More... | |
| bool | wallJumpOnlyInOppositeDirection = true |
| If true when wall jumping you always jump away from wall. If false you can also jump directly upwards. Only has an effect when easyWallJump is enabled as if easyWallJump = false, you must hold away and therefore jump away from wall. More... | |
| float | wallSlideGravityFactor = 0.33f |
| The reduciton in gravity when the character is wall sliding (only used if wallSlide = true). Set to 0 to make it stick. More... | |
| float | oppositeDirectionTime = 0.5f |
| The time where user input is ingored in the x direction when wall jupming away from a wall. More... | |
| float | wallSlideAdditionalDistance = 0.05f |
| Additional distance to add to side collider hit checks when determining if we are wall sliding. More... | |
| float | wallJumpTime = 0.33f |
| Amount off leeway between pushing against a wall, and being able to wall jump by holding opposite direction and pressing jump. More... | |
| Vector2 | edgeDetectionOffset |
| The offset for the extra raycast used for edge detection. 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... | |
Wall details. Controls wall jump and wall slide.
| bool WallDetails.canWallSlide = false |
Can the character slide down the wall
| bool WallDetails.easyWallJump = true |
If true, character needs to jump while holding against a wall to wall jump. Otherwise they need to also time it so that they hold against the wall and then hit the opposite direction as they jump.
| Vector2 WallDetails.edgeDetectionOffset |
The offset for the extra raycast used for edge detection. 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 WallDetails.oppositeDirectionTime = 0.5f |
The time where user input is ingored in the x direction when wall jupming away from a wall.
| bool WallDetails.wallJumpOnlyInOppositeDirection = true |
If true when wall jumping you always jump away from wall. If false you can also jump directly upwards. Only has an effect when easyWallJump is enabled as if easyWallJump = false, you must hold away and therefore jump away from wall.
| float WallDetails.wallJumpTime = 0.33f |
Amount off leeway between pushing against a wall, and being able to wall jump by holding opposite direction and pressing jump.
| float WallDetails.wallSlideAdditionalDistance = 0.05f |
Additional distance to add to side collider hit checks when determining if we are wall sliding.
| float WallDetails.wallSlideGravityFactor = 0.33f |
The reduciton in gravity when the character is wall sliding (only used if wallSlide = true). Set to 0 to make it stick.