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프로그래밍/Unity

Unity3D - CharacterController : Script Reference

by neive 2013. 8. 5.
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Description

CharacterController 당신이 쉽게 이동이 rigidbody를 처리하지 않고 충돌에 의해 제약을 수행 할 수 있습니다.

CharacterController는 힘에 의해 영향을받지 않습니다 당신은 이동 funtion를 호출하는 경우에만 이동합니다. 그런 다음 동작을 수행하지만 충돌에 의해 제한 될 수.

See Also: Character Controller component and Character animation examples
Variables
center변환의 위치를 기준으로 문자의 캡슐의 중심입니다.
collisionFlags무엇 캡슐 부분은 마지막 CharacterController.Move 동안 환경과 충돌 call.
detectCollisions다른 강체 또는 캐릭터 컨트롤러가 이 캐릭터 컨트롤러 (기본적으로 항상 활성화됩니다)과 충돌하는지 여부를 확인합니다.
heightThe height of the character's capsule.
isGroundedWas the CharacterController touching the ground during the last move?
radiusThe radius of the character's capsule.
slopeLimitThe character controllers slope limit in degrees.
stepOffset캐릭터 컨트롤러는 미터의 오프셋 (offset) 오세요.
velocity캐릭터의 현재의 상대 속도는 (주 참조).
Functions
Move절대 운동 델타를 가지고 더 복잡한 이동 기능.
SimpleMove속도로 캐릭터를 이동합니다.
Messages
OnControllerColliderHit이동을 수행하는 동안 컨트롤러가 입자 가속기를 칠 때 OnControllerColliderHit가 호출됩니다.
Inherited members
Variables
attachedRigidbodyThe rigidbody the collider is attached to.
boundsThe world space bounding volume of the collider.
enabledEnabled Colliders will collide with other colliders, disabled Colliders won't.
isTriggerIs the collider a trigger?
materialThe material used by the collider.
sharedMaterialThe shared physic material of this collider.
animationThe Animation attached to this GameObject (null if there is none attached).
audioThe AudioSource attached to this GameObject (null if there is none attached).
cameraThe Camera attached to this GameObject (null if there is none attached).
colliderThe Collider attached to this GameObject (null if there is none attached).
constantForceThe ConstantForce attached to this GameObject (null if there is none attached).
gameObjectThe game object this component is attached to. A component is always attached to a game object.
guiTextThe GUIText attached to this GameObject (null if there is none attached).
guiTextureThe GUITexture attached to this GameObject (Read Only). (null if there is none attached).
hingeJointThe HingeJoint attached to this GameObject (null if there is none attached).
lightThe Light attached to this GameObject (null if there is none attached).
networkViewThe NetworkView attached to this GameObject (Read Only). (null if there is none attached).
particleEmitterThe ParticleEmitter attached to this GameObject (null if there is none attached).
particleSystemThe ParticleSystem attached to this GameObject (null if there is none attached).
rendererThe Renderer attached to this GameObject (null if there is none attached).
rigidbodyThe Rigidbody attached to this GameObject (null if there is none attached).
tagThe tag of this game object.
transformThe Transform attached to this GameObject (null if there is none attached).
hideFlagsShould the object be hidden, saved with the scene or modifiable by the user?
nameThe name of the object.
Functions
ClosestPointOnBoundsThe closest point to the bounding box of the attached collider.
RaycastCasts a Ray that ignores all Colliders except this one.
BroadcastMessageCalls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTagIs this game object tagged with tag?
GetComponentReturns the component of Type type if the game object has one attached, null if it doesn't.
GetComponentInChildrenReturns the component of Type type in the GameObject or any of its children using depth first search.
GetComponentsReturns all components of Type type in the GameObject.
GetComponentsInChildrenReturns all components of Type type in the GameObject or any of its children.
SendMessageCalls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the game object.
Static Functions
DestroyRemoves a gameobject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadMakes the object target not be destroyed automatically when loading a new scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.
Operators
boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares if two objects refer to the same.


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