CharacterSettings3D class final

How a character is made: a capsule standing on its position.

Constructors

CharacterSettings3D({double radius = 0.3, double halfHeight = 0.6, Vector3? up, double maxSlopeAngle = 0.8726646259971648, double mass = 70, double maxStrength = 100, int layer = 0, bool innerBody = true, int userData = 0})
A character 1.8 m tall and 0.3 m in radius, by default.

Properties

halfHeight → double
Half the length of the capsule's straight part; the whole capsule is 2 * (halfHeight + radius) tall.
final
hashCode → int
The hash code for this object.
no setterinherited
innerBody → bool
Whether the rest of the world can see it: sensors detect it and rays hit it. Without it sensors and rays pass it by, though other characters still collide with it. The body belongs to the character: it cannot be destroyed or joined on its own.
final
layer → int
Collision layer, 0–15.
final
mass → double
Its mass (kg), and the most force (N) it pushes bodies with.
final
maxSlopeAngle → double
Steepest slope it can walk up, in radians (50° by default).
final
maxStrength → double
Its mass (kg), and the most force (N) it pushes bodies with.
final
radius → double
Radius of the capsule.
final
runtimeType → Type
A representation of the runtime type of the object.
no setterinherited
up → Vector3
The world's up: (0, −1, 0) when +Y is down, as in the engine.
final
userData → int
Any number the game wants back with it.
final

Methods

noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
toString() → String
A string representation of this object.
inherited

Operators

operator ==(Object other) → bool
The equality operator.
inherited