Class CharacterController

Special physics controller meant to be used for game characters. Uses the "slide-and-collide" physics instead of of the standard physics model to handle various issues with manually moving kinematic objects. Uses a capsule to represent the character's bounds.

Hierarchy (view full)

Constructors

Accessors

  • get active(): boolean
  • Activates or deactivates the component.

    Returns boolean

    The returned active state also accounts for the active state of the parent SceneObject.

  • set active(value): void
  • Parameters

    • value: boolean

    Returns void

  • get contactOffset(): number
  • Contact offset specifies a skin around the object within which contacts will be generated. It should be a small positive non-zero value.

    Returns number

  • set contactOffset(value): void
  • Parameters

    • value: number

    Returns void

  • get editorMetaData(): Settings
  • Get the editor meta data.

    Returns Settings

    The API is only valid in the editor.

  • get footPosition(): Immutable<Vector3>
  • Determines the position of the bottom of the controller. Position takes contact offset into account. Changing this will teleport the character to the location. Use move() for movement that includes physics.

    Returns Immutable<Vector3>

  • set footPosition(value): void
  • Parameters

    Returns void

  • get height(): number
  • Determines the height between the centers of the two spheres of the controller capsule.

    Returns number

  • set height(value): void
  • Parameters

    • value: number

    Returns void

  • get interactionForceScale(): number
  • Controls the scale of the force when interacting with RigidBody objects.

    Returns number

    Only relevant when isInteractingWithRigidBodies is enabled. This value should be increased when the character is running, or when a manual push action is performed.

  • set interactionForceScale(value): void
  • Parameters

    • value: number

    Returns void

  • get isActiveSelf(): boolean
  • Determines whether the component itself is active, without accounting for the active state of the parent scene object.

    Returns boolean

  • get isDestroyed(): boolean
  • Determines if the object has been destroyed.

    Returns boolean

  • get isInteractingWithRigidBodies(): boolean
  • Determines if the character can interact with RigidBody objects when running against or standing ontop.

    Returns boolean

    This provides basic default behaviors that might need to be adjusted. To do so, disable the built-in behavior and subscribe to the onColliderHit event.

  • set isInteractingWithRigidBodies(value): void
  • Parameters

    • value: boolean

    Returns void

  • get isOnGround(): boolean
  • Determines if the character controller is currently standing on ground.

    Returns boolean

  • get isRunning(): boolean
  • Determines if the component is currently active, enabled and running.

    Returns boolean

  • get layer(): rsx.LayerMask
  • Determines the layer that controls what can the controller collide with.

    Returns rsx.LayerMask

  • set layer(value): void
  • Parameters

    Returns void

  • get minMoveDistance(): number
  • Represents minimum distance that the character will move during a call to move(). This is used to stop the recursive motion algorithm when the remaining distance is too small.

    Returns number

  • set minMoveDistance(value): void
  • Parameters

    • value: number

    Returns void

  • get priority(): number
  • The signed execution priority of the component.

    Determines order of execution of this component in relation to other components, higher priorities will execute earlier. The priority value determines the order of initialize, enable and update calls. Valid priorities are in the range [-100...100], other priorities are reserved for internal use.

    The priority should not be modified after onCreate has been called.

    The default priority for user implement components is -10. BuiltInComponent have a default priority of 0. However, instances that have dependencies or are a dependency to another component might have non zero default priorities. For example, the Camera component has a default priority of 50 as other components may depend on the camera being initialized early. The RigidBody component has a default priority of 22 and Joint components have a priority of 20 as the joint depends on fully initialized rigid bodies.

    Returns number

    If two components have the same priority, the order of execution is undefined, but deterministic as the system uses identifiers such as the internal type ID and UUID to guaranteed stable ordering.

  • set priority(value): void
  • Parameters

    • value: number

    Returns void

  • get radius(): number
  • Determines the radius of the controller capsule.

    Returns number

  • set radius(value): void
  • Parameters

    • value: number

    Returns void

  • get slopeLimit(): rsx.Degree
  • Controls which slopes should the character consider too steep and won't be able to move over. See nonWalkableMode for more information.

    Returns rsx.Degree

  • set slopeLimit(value): void
  • Parameters

    Returns void

  • get stepOffset(): number
  • Controls which obstacles will the character be able to automatically step over without being stopped. This is the height of the maximum obstacle that will be stepped over (with exceptions, see climbingMode).

    Returns number

  • set stepOffset(value): void
  • Parameters

    • value: number

    Returns void

  • get uuid(): UUID
  • Returns a universally unique identifier that persists scene save/load.

    Returns UUID

Methods

  • Virtual

    Calculates bounds of the visible content for this component.

    Returns {
        box: AABox;
        sphere: Sphere;
    }

    An object with the bounding box and bounding sphere or null, if the component has no bounds.

  • Destroys the component, removing it from its scene object and stopping component updates.

    Parameters

    • Optionalimmediate: boolean

      If true the component will be fully destroyed immediately. This means that objects that are still referencing this component might fail. Normally destruction is delayed until the end of the frame to give other objects a chance to stop using it.

    Returns void

  • Calls a parameterless method with the specified name, on the component.

    Parameters

    • name: string

      Name of the method to call.

    Returns boolean

    true if the method was invoked.

  • Performs a jump by moving into the direction of the velocity. To perform a jump, the upwards velocity must be high enough to move the body off the ground.

    Parameters

    Returns void

  • Moves the controller in the specified direction by the specified amount, while interacting with surrounding geometry. Returns flags signaling where collision occurred after the movement.

    Parameters

    • displacement: Immutable<Vector3>

      The displacement to apply.

    • applyGravity: boolean

      True to apply the gravity, this is required to get accurate ground contact information. The gravity will only be applied if the character is standing on ground prior to the move call.

    Returns EnumValue<CharacterCollisionFlag, number>

  • Virtual

    Called once when the component has been created.

    Returns void

    Called regardless of the state the component is in.

  • Virtual

    Called once just before the component is destroyed.

    Returns void

    Called regardless of the state the component is in.

  • Virtual

    Called every time a component is placed into the Stopped state.

    Returns void

    This method may be called during component destruction, if the component wasn't already in ScenePlayState.Stopped state during destruction. When called during destruction, it is called before onDestroy.

  • Virtual

    Called every time a component leaves the ScenePlayState.Stopped state.

    Returns void

    This method might be called during component creation, if the requirements for leaving the stopped state are met. One such case would be a component class that has the runInEditor attribute. When called during creation it is called after onInitialize.

  • Called at fixed time intervals (e.g. 60 times per frame). Only called if the component is in ScenePlayState.Playing state.

    Returns void

    RSX uses the fixed update to perform updates to sub-systems such as physics. Only implement this method if your logic depends on fixed updates (e.g. at 30hz) for stability.

  • Virtual

    Called once when the component first leaves the ScenePlayState.Stopped state.

    Returns void

    This method might be called during component creation, if the requirements for leaving the stopped state are met. One such case would be a component class that has the runInEditor attribute. When called during creation it is called after onCreate.

  • Virtual

    Called once per frame, after all other components received their onUpdate invocation. Only called if the component is in ScenePlayState.Playing state.

    Returns void

    This method should only be implemented if your component needs logic that implements on other component or SceneObject changes performend in onUpdate. An example could be a camera controller logic that updates in response to changes to the object that is being tracked.

  • Virtual

    Called when the script domain has been refreshed or when the component is initialized. During initialization it is called after onInitialize but before onEnable.

    Returns void

    This API will not be called in a deployment build.

  • Registers the coroutine for the specified component using the provided args as arguments.

    Type Parameters

    Parameters

    • coroutine: T

      The coroutine.

    • Rest...args: Parameters<T>

    Returns boolean

    true if the coroutine was registered.

    The coroutine will be called for the first time when the coroutine subsystem runs for update events. There is no guarantee with regards to the order of how coroutines are invoked. Coroutines are a great way for time-deferred or delayed system. To implement a coroutine simply add a generator method to your component and register it as coroutine:

    		public *myCoroutine(text:string)
    {
    const endTime:number = Time.realElapsed + 3;

    while(Time.realElapsed < endTime)
    {
    yield true;
    }

    Debug.log("This code will be invoked after 3 seconds with the text=" + text);
    }

    To register the function simply call

    		this.startCoroutine(this.myCoroutine, "Hello World!");
    

    The function will be invoked once the coroutine runs. The coroutine function can yield the program control flow by using the keyword yield. The coroutine will then stop execution at that point, and pick up the execution in the next update event, right after the yield keyword that caused the coroutine to pause.

    With helper functions such as waitForSeconds or waitForAsyncOp it is easy to create coroutines that pause for a set time interval.

  • Registers the coroutine for the specified component using the provided args as arguments.

    Type Parameters

    Parameters

    • coroutine: T

      The coroutine.

    • Rest...args: Parameters<T>

    Returns boolean

    true if the coroutine was registered.

    The coroutine will be called for the first time when the coroutine subsystem runs for fixedUpdate events. There is no guarantee with regards to the order of how coroutines are invoked. Coroutines are a great way for time-deferred or delayed system. To implement a coroutine simply add a generator method to your component and register it as coroutine:

    		public *myCoroutine(text:string)
    {
    const endTime:number = Time.realElapsed + 3;

    while(Time.realElapsed < endTime)
    {
    yield true;
    }

    Debug.log("This code will be invoked after 3 seconds!");
    }

    To register the function simply call

    		this.startCoroutine(this.myCoroutine, "Hello World!");
    

    The function will be invoked once the coroutine runs. The coroutine function can yield the program control flow by using the keyword yield. The coroutine will then stop execution at that point, and pick up the execution in the next fixedUpdate event, right after the yield keyword that caused the coroutine to pause.

    With helper functions such as waitForSeconds or waitForAsyncOp it is easy to create coroutines that pause for a set time interval.

  • Stops all coroutines for the specified component.

    Returns void

    This API is only available for components that are registered in a scene.

  • Stops the coroutine for the specified component.

    Parameters

    Returns boolean

    true if the coroutine was registered.

  • Locates a rsx object by its sceneRuntimeID and UUID.

    Parameters

    • sceneRuntimeID: number

      The runtime ID of the SceneInstance of the object.

    • uuid: Const<UUID>

      The UUID of the object to retrieve.

    Returns SceneNode

    The object or null if no object with given sceneRuntimeID and uuid has been registered

Events

Triggered when the controller hits a collider.

onControllerHit: Event<[Immutable<ControllerControllerCollision>], void>

Triggered when the controller hits another character controller.