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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 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