Character |
The CharacterType type exposes the following members.
| Name | Description | |
|---|---|---|
| AllowManageInventory | ||
| AnyData |
The user data of the component.
(Inherited from Component) | |
| BaseType |
Gets the base type of the object.
(Inherited from Component) | |
| CloneSupport |
Whether the object supports cloning.
(Inherited from Component) | |
| Components |
Gets the collection of the child components.
(Inherited from Component) | |
| CreatedByBaseType |
Whether the object is created using a base type.
(Inherited from Component) | |
| Crouching | ||
| CrouchingHeight | ||
| CrouchingMaxSpeed | ||
| CrouchingWalkDownHeight | ||
| CrouchingWalkUpHeight | ||
| DieAnimation | The animation of dying. | |
| DisplayInEditor |
Whether to show the object in the editor.
(Inherited from Component) | |
| Disposed |
Whether the object is disposed.
(Inherited from Component) | |
| EditorDocumentConfiguration |
Gets or sets the configuration data of the object's settings in the editor.
(Inherited from Component) | |
| EditorReadOnly |
Whether the object is read only in the editor.
(Inherited from Component) | |
| EditorReadOnlyInHierarchy |
Whether the object is read-only in the editor with respect to parent objects.
(Inherited from Component) | |
| Enabled |
Whether the component is enabled. Any functionality of component is not works when it disabled.
(Inherited from Component) | |
| EnabledInHierarchy |
Determines whether the object is attached to a hierarchy of the components and enabled. The object will be enabled only when all parents are enabled, and the property Enabled is enabled.
(Inherited from Component) | |
| EnabledInHierarchyAndIsInstance |
Determines when the object is attached to a hierarchy of the components, is enabled and the object if not part of a resource (it is usual object instance). The object will be enabled only when all parents are enabled, and the property Enabled is enabled.
(Inherited from Component) | |
| EyePosition | The position of the eyes relative to the position of the character. | |
| FingerBoneFormat | The format of naming for finger bones. | |
| FlyAnimation | Character flying animation. | |
| FlyControl | Can a character control himself in flight. | |
| FlyControlMaxSpeed | Maximum speed of character control in flight. | |
| FlyEndSound | ||
| FootstepSound | The sound of footstep when walking or running. | |
| HeadBone | The name of the head bone. | |
| HeadTopBone | The name of the head top end bone. | |
| Height | The height of the character. | |
| HierarchyController |
Gets the object hierarchy control controller.
(Inherited from Component) | |
| IdleAnimation | Animation of character at rest. | |
| IsResource | (Inherited from Component) | |
| ItemHoldingIdleAnimation | Animation of character at rest with the rifle. | |
| ItemHoldingPosition | ||
| Jump | Can the character jump. | |
| JumpAnimation | Character jump animation. | |
| JumpSound | ||
| JumpSpeed | The vertical speed of a jump. | |
| LeftArmBone | The name of the left arm bone. | |
| LeftHandBone | The name of the left hand bone. | |
| LeftLegBone | The name of the left leg bone. | |
| LeftShoulderBone | ||
| LeftTurnAnimation | Character left turn animation. | |
| Mass | The mass of the character. | |
| MaxSlopeAngle | The maximum angle of the surface on which the character can stand. | |
| MaxStrength | Maximum force with which the character can push other bodies (N). | |
| Mesh | The mesh of the character. | |
| Name |
The name of the component.
(Inherited from Component) | |
| NetworkID | (Inherited from Component) | |
| NetworkIsClient | (Inherited from Component) | |
| NetworkIsServer |
Whether to work in network server mode. It is false until the scene is not loaded.
(Inherited from Component) | |
| NetworkIsSingle | (Inherited from Component) | |
| NetworkIsSingleOrClient | (Inherited from Component) | |
| NetworkMode |
Whether to enable synchronization of the component between server and clients.
(Inherited from Component) | |
| NetworkModeUsers | (Inherited from Component) | |
| OneHandedMeleeWeaponAttackAnimation | Attack animation by one-handed melee weapon. | |
| OneHandedMeleeWeaponAttackAnimationSpeed | The multiplier for playing the attacking with one-handed melee weapon animation depending on the speed of the character. | |
| OneHandedMeleeWeaponIdleAnimation | Animation of character at rest with one-handed melee weapon. | |
| OneHandedMeleeWeaponWalkAnimation | Walk animation with one-handed melee weapon. | |
| OneHandedMeleeWeaponWalkAnimationSpeed | The multiplier for playing the walking with one-handed melee weapon animation depending on the speed of the character. | |
| Parent |
Gets the parent object.
(Inherited from Component) | |
| ParentRoot |
Gets the parent root object.
(Inherited from Component) | |
| Radius | The radius of the collision capsule. | |
| RemoveFromParentQueued |
Whether the object is placed in the detach queue from the parent.
(Inherited from Component) | |
| RifleAimingArmsCenter | ||
| RifleAimingArmsCenterFirstPerson | ||
| RifleAimingIdleAnimation | Animation of character at rest with the rifle. | |
| RifleAimingIdleMinus45Animation | ||
| RifleAimingIdlePlus45Animation | ||
| RifleAimingWalkAnimation | Character walking animation with the aiming rifle. | |
| RifleAimingWalkAnimationSpeed | The multiplier for playing the walking animation depending on the speed of the character. | |
| RightArmBone | The name of the right arm bone. | |
| RightHandBone | The name of the right hand bone. | |
| RightLegBone | The name of the right leg bone. | |
| RightShoulderBone | ||
| RightTurnAnimation | Character left turn animation. | |
| RotateMeshDependingGround | ||
| Run | Can the character run. | |
| RunAnimation | Character running animation. | |
| RunAnimationSpeed | The multiplier for playing the running animation depending on the speed of the character. | |
| RunBackwardMaxSpeed | Maximum speed when running backward. | |
| RunForwardMaxSpeed | Maximum speed when running forward. | |
| RunSideMaxSpeed | Maximum speed when running to a side. | |
| SaveSupport |
Whether the object supports saving to a file.
(Inherited from Component) | |
| ScreenLabel |
The displaying mode of an on-screen label of the component in the scene editor.
(Inherited from Component) | |
| SitAnimation | The animation of sitting. | |
| SitButtHeight | The distance from the bottom to the butt when the character is sitting. | |
| SitTest | Whether to enable sitting test in the editor to calibrate SitButtHeight. | |
| SpineBone1 | ||
| SpineBone2 | ||
| SpineBone3 | ||
| TurnAnimationSpeed | The speed multiplier of turn animations. | |
| TurningSpeed | The speed of rotation of the character around its axis. | |
| TurningSpeedOfLooking | The speed of rotation of the character looking to position. | |
| TypeSettingsPrivateObjects |
Object settings when used as a type.
(Inherited from Component) | |
| UpperPartBone | The name of the root bone of upper part of the model. | |
| Version | ||
| WalkAnimation | Character walking animation. | |
| WalkAnimationSpeed | The multiplier for playing the walking animation depending on the speed of the character. | |
| WalkBackwardMaxSpeed | Maximum speed when walking backward. | |
| WalkDownHeight | The height to which the character can go down without start flying. Set 0 to disable functionality of walking down. | |
| WalkForwardMaxSpeed | Maximum speed when walking forward. | |
| WalkSideMaxSpeed | Maximum speed when walking to a side. | |
| WalkUpHeight | The height to which the character can rise. Set 0 to disable functionality of walking up. |