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CharacterType Properties

The CharacterType type exposes the following members.

Properties
 NameDescription
Public propertyAllowManageInventory 
Public propertyAnyData The user data of the component.
(Inherited from Component)
Public propertyBaseType Gets the base type of the object.
(Inherited from Component)
Public propertyCloneSupport Whether the object supports cloning.
(Inherited from Component)
Public propertyComponents Gets the collection of the child components.
(Inherited from Component)
Public propertyCreatedByBaseType Whether the object is created using a base type.
(Inherited from Component)
Public propertyCrouching 
Public propertyCrouchingHeight 
Public propertyCrouchingMaxSpeed 
Public propertyCrouchingWalkDownHeight 
Public propertyCrouchingWalkUpHeight 
Public propertyDieAnimation The animation of dying.
Public propertyDisplayInEditor Whether to show the object in the editor.
(Inherited from Component)
Public propertyDisposed Whether the object is disposed.
(Inherited from Component)
Public propertyEditorDocumentConfiguration Gets or sets the configuration data of the object's settings in the editor.
(Inherited from Component)
Public propertyEditorReadOnly Whether the object is read only in the editor.
(Inherited from Component)
Public propertyEditorReadOnlyInHierarchy Whether the object is read-only in the editor with respect to parent objects.
(Inherited from Component)
Public propertyEnabled Whether the component is enabled. Any functionality of component is not works when it disabled.
(Inherited from Component)
Public propertyEnabledInHierarchy 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)
Public propertyEnabledInHierarchyAndIsInstance 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)
Public propertyEyePosition The position of the eyes relative to the position of the character.
Public propertyFingerBoneFormat The format of naming for finger bones.
Public propertyFlyAnimation Character flying animation.
Public propertyFlyControl Can a character control himself in flight.
Public propertyFlyControlMaxSpeed Maximum speed of character control in flight.
Public propertyFlyEndSound 
Public propertyFootstepSound The sound of footstep when walking or running.
Public propertyHeadBone The name of the head bone.
Public propertyHeadTopBone The name of the head top end bone.
Public propertyHeight The height of the character.
Public propertyHierarchyController Gets the object hierarchy control controller.
(Inherited from Component)
Public propertyIdleAnimation Animation of character at rest.
Public propertyIsResource
(Inherited from Component)
Public propertyItemHoldingIdleAnimation Animation of character at rest with the rifle.
Public propertyItemHoldingPosition 
Public propertyJump Can the character jump.
Public propertyJumpAnimation Character jump animation.
Public propertyJumpSound 
Public propertyJumpSpeed The vertical speed of a jump.
Public propertyLeftArmBone The name of the left arm bone.
Public propertyLeftHandBone The name of the left hand bone.
Public propertyLeftLegBone The name of the left leg bone.
Public propertyLeftShoulderBone 
Public propertyLeftTurnAnimation Character left turn animation.
Public propertyMass The mass of the character.
Public propertyMaxSlopeAngle The maximum angle of the surface on which the character can stand.
Public propertyMaxStrength Maximum force with which the character can push other bodies (N).
Public propertyMesh The mesh of the character.
Public propertyName The name of the component.
(Inherited from Component)
Public propertyNetworkID
(Inherited from Component)
Public propertyNetworkIsClient
(Inherited from Component)
Public propertyNetworkIsServer Whether to work in network server mode. It is false until the scene is not loaded.
(Inherited from Component)
Public propertyNetworkIsSingle
(Inherited from Component)
Public propertyNetworkIsSingleOrClient
(Inherited from Component)
Public propertyNetworkMode Whether to enable synchronization of the component between server and clients.
(Inherited from Component)
Public propertyNetworkModeUsers
(Inherited from Component)
Public propertyOneHandedMeleeWeaponAttackAnimation Attack animation by one-handed melee weapon.
Public propertyOneHandedMeleeWeaponAttackAnimationSpeed The multiplier for playing the attacking with one-handed melee weapon animation depending on the speed of the character.
Public propertyOneHandedMeleeWeaponIdleAnimation Animation of character at rest with one-handed melee weapon.
Public propertyOneHandedMeleeWeaponWalkAnimation Walk animation with one-handed melee weapon.
Public propertyOneHandedMeleeWeaponWalkAnimationSpeed The multiplier for playing the walking with one-handed melee weapon animation depending on the speed of the character.
Public propertyParent Gets the parent object.
(Inherited from Component)
Public propertyParentRoot Gets the parent root object.
(Inherited from Component)
Public propertyRadius The radius of the collision capsule.
Public propertyRemoveFromParentQueued Whether the object is placed in the detach queue from the parent.
(Inherited from Component)
Public propertyRifleAimingArmsCenter 
Public propertyRifleAimingArmsCenterFirstPerson 
Public propertyRifleAimingIdleAnimation Animation of character at rest with the rifle.
Public propertyRifleAimingIdleMinus45Animation 
Public propertyRifleAimingIdlePlus45Animation 
Public propertyRifleAimingWalkAnimation Character walking animation with the aiming rifle.
Public propertyRifleAimingWalkAnimationSpeed The multiplier for playing the walking animation depending on the speed of the character.
Public propertyRightArmBone The name of the right arm bone.
Public propertyRightHandBone The name of the right hand bone.
Public propertyRightLegBone The name of the right leg bone.
Public propertyRightShoulderBone 
Public propertyRightTurnAnimation Character left turn animation.
Public propertyRotateMeshDependingGround 
Public propertyRun Can the character run.
Public propertyRunAnimation Character running animation.
Public propertyRunAnimationSpeed The multiplier for playing the running animation depending on the speed of the character.
Public propertyRunBackwardMaxSpeed Maximum speed when running backward.
Public propertyRunForwardMaxSpeed Maximum speed when running forward.
Public propertyRunSideMaxSpeed Maximum speed when running to a side.
Public propertySaveSupport Whether the object supports saving to a file.
(Inherited from Component)
Public propertyScreenLabel The displaying mode of an on-screen label of the component in the scene editor.
(Inherited from Component)
Public propertySitAnimation The animation of sitting.
Public propertySitButtHeight The distance from the bottom to the butt when the character is sitting.
Public propertySitTest Whether to enable sitting test in the editor to calibrate SitButtHeight.
Public propertySpineBone1 
Public propertySpineBone2 
Public propertySpineBone3 
Public propertyTurnAnimationSpeed The speed multiplier of turn animations.
Public propertyTurningSpeed The speed of rotation of the character around its axis.
Public propertyTurningSpeedOfLooking The speed of rotation of the character looking to position.
Public propertyTypeSettingsPrivateObjects Object settings when used as a type.
(Inherited from Component)
Public propertyUpperPartBone The name of the root bone of upper part of the model.
Public propertyVersion 
Public propertyWalkAnimation Character walking animation.
Public propertyWalkAnimationSpeed The multiplier for playing the walking animation depending on the speed of the character.
Public propertyWalkBackwardMaxSpeed Maximum speed when walking backward.
Public propertyWalkDownHeight The height to which the character can go down without start flying. Set 0 to disable functionality of walking down.
Public propertyWalkForwardMaxSpeed Maximum speed when walking forward.
Public propertyWalkSideMaxSpeed Maximum speed when walking to a side.
Public propertyWalkUpHeight The height to which the character can rise. Set 0 to disable functionality of walking up.
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See Also