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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
center | 변환의 위치를 기준으로 문자의 캡슐의 중심입니다. |
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collisionFlags | 무엇 캡슐 부분은 마지막 CharacterController.Move 동안 환경과 충돌 call. |
detectCollisions | 다른 강체 또는 캐릭터 컨트롤러가 이 캐릭터 컨트롤러 (기본적으로 항상 활성화됩니다)과 충돌하는지 여부를 확인합니다. |
height | The height of the character's capsule. |
isGrounded | Was the CharacterController touching the ground during the last move? |
radius | The radius of the character's capsule. |
slopeLimit | The character controllers slope limit in degrees. |
stepOffset | 캐릭터 컨트롤러는 미터의 오프셋 (offset) 오세요. |
velocity | 캐릭터의 현재의 상대 속도는 (주 참조). |
Functions
Move | 절대 운동 델타를 가지고 더 복잡한 이동 기능. |
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SimpleMove | 속도로 캐릭터를 이동합니다. |
Messages
OnControllerColliderHit | 이동을 수행하는 동안 컨트롤러가 입자 가속기를 칠 때 OnControllerColliderHit가 호출됩니다. |
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Inherited members
Variables
attachedRigidbody | The rigidbody the collider is attached to. |
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bounds | The world space bounding volume of the collider. |
enabled | Enabled Colliders will collide with other colliders, disabled Colliders won't. |
isTrigger | Is the collider a trigger? |
material | The material used by the collider. |
sharedMaterial | The shared physic material of this collider. |
animation | The Animation attached to this GameObject (null if there is none attached). |
audio | The AudioSource attached to this GameObject (null if there is none attached). |
camera | The Camera attached to this GameObject (null if there is none attached). |
collider | The Collider attached to this GameObject (null if there is none attached). |
constantForce | The ConstantForce attached to this GameObject (null if there is none attached). |
gameObject | The game object this component is attached to. A component is always attached to a game object. |
guiText | The GUIText attached to this GameObject (null if there is none attached). |
guiTexture | The GUITexture attached to this GameObject (Read Only). (null if there is none attached). |
hingeJoint | The HingeJoint attached to this GameObject (null if there is none attached). |
light | The Light attached to this GameObject (null if there is none attached). |
networkView | The NetworkView attached to this GameObject (Read Only). (null if there is none attached). |
particleEmitter | The ParticleEmitter attached to this GameObject (null if there is none attached). |
particleSystem | The ParticleSystem attached to this GameObject (null if there is none attached). |
renderer | The Renderer attached to this GameObject (null if there is none attached). |
rigidbody | The Rigidbody attached to this GameObject (null if there is none attached). |
tag | The tag of this game object. |
transform | The Transform attached to this GameObject (null if there is none attached). |
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
name | The name of the object. |
Functions
ClosestPointOnBounds | The closest point to the bounding box of the attached collider. |
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Raycast | Casts a Ray that ignores all Colliders except this one. |
BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
CompareTag | Is this game object tagged with tag? |
GetComponent | Returns the component of Type type if the game object has one attached, null if it doesn't. |
GetComponentInChildren | Returns the component of Type type in the GameObject or any of its children using depth first search. |
GetComponents | Returns all components of Type type in the GameObject. |
GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children. |
SendMessage | Calls the method named methodName on every MonoBehaviour in this game object. |
SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the game object. |
Static Functions
Destroy | Removes a gameobject, component or asset. |
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DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
Operators
bool | Does the object exist? |
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operator != | Compares if two objects refer to a different object. |
operator == | Compares if two objects refer to the same. |
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