Foot placement system.
More...
|
| enum | Quality |
| | The raycasting quality. Fastest is a single raycast per foot, Simple is three raycasts, Best is one raycast and a capsule cast per foot. More...
|
| |
|
| RaycastHit | GetRootHit (float maxDistanceMlp=10f) |
| | Raycasts or sphereCasts to find the root ground point. Distance of the Ray/Sphere cast is maxDistanceMlp x maxStep. Use this instead of rootHit if the Grounder is weighed out/disabled and not updated. More...
|
| |
| bool | IsValid (ref string errorMessage) |
| | Gets a value indicating whether this Grounding is valid. More...
|
| |
| void | Initiate (Transform root, Transform[] feet) |
| | Initiate the Grounding as an integrated solver by providing the root Transform, leg solvers, pelvis Transform and spine solver. More...
|
| |
| void | Update () |
| | Updates the Grounding. More...
|
| |
|
| LayerMask | layers |
| | Layers to ground the character to. Make sure to exclude the layer of the character controller. More...
|
| |
| float | maxStep = 0.5f |
| | Max step height. Maximum vertical distance of Grounding from the root of the character. More...
|
| |
| float | heightOffset |
| | The height offset of the root. More...
|
| |
| float | footSpeed = 2.5f |
| | The speed of moving the feet up/down. More...
|
| |
| float | footRadius = 0.15f |
| | CapsuleCast radius. Should match approximately with the size of the feet. More...
|
| |
| float | footCenterOffset |
| | Offset of the foot center along character forward axis. More...
|
| |
| float | prediction = 0.05f |
| | Amount of velocity based prediction of the foot positions. More...
|
| |
| float | footRotationWeight = 1f |
| | Weight of rotating the feet to the ground normal offset. More...
|
| |
| float | footRotationSpeed = 7f |
| | Speed of slerping the feet to their grounded rotations. More...
|
| |
| float | maxFootRotationAngle = 45f |
| | Max Foot Rotation Angle, Max angular offset from the foot's rotation (Reasonable range: 0-90 degrees). More...
|
| |
| bool | rotateSolver |
| | If true, solver will rotate with the character root so the character can be grounded for example to spherical planets. For performance reasons leave this off unless needed. More...
|
| |
| float | pelvisSpeed = 5f |
| | The speed of moving the character up/down. More...
|
| |
| float | pelvisDamper |
| | Used for smoothing out vertical pelvis movement (range 0 - 1). More...
|
| |
| float | lowerPelvisWeight = 1f |
| | The weight of lowering the pelvis to the lowest foot. More...
|
| |
| float | liftPelvisWeight |
| | The weight of lifting the pelvis to the highest foot. This is useful when you don't want the feet to go too high relative to the body when crouching. More...
|
| |
| float | rootSphereCastRadius = 0.1f |
| | The radius of the spherecast from the root that determines whether the character root is grounded. More...
|
| |
| bool | overstepFallsDown = true |
| | If false, keeps the foot that is over a ledge at the root level. If true, lowers the overstepping foot and body by the 'Max Step' value. More...
|
| |
| Quality | quality = Quality.Best |
| | The raycasting quality. Fastest is a single raycast per foot, Simple is three raycasts, Best is one raycast and a capsule cast per foot. More...
|
| |