CharacterSettings3D class final
How a character is made: a capsule standing on its position.
Constructors
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