RSX Code Reference
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    • rsx
    • CharacterController

    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.


    @inspectableField([Array, Number])
    public objectCounts: number[] = [1, 2, 3];

    @inspectableField(Number)
    @description("Sets the default size of all the interactive gizmos used to modify a scene object's transform.")
    @defaultValue(1)
    @slider(0.01, 2)
    public objectSize: number = 1;

    Hierarchy (View Summary)

    Index
    • 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: boolean): 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: number): void

      Parameters

      • value: number

      Returns void

    • get desiredVelocity(): Immutable<Vector3>

      The desired velocity of the character. The character will try to move with this velocity until it is changed. It will slide along any walls it collides with.

      Returns Immutable<Vector3>

    • set desiredVelocity(value: Immutable<Vector3>): void

      Parameters

      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: Immutable<Vector3>): 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: number): 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: number): 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: boolean): 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 mass(): number

      The mass of the character. Determines how strong the force is with which it pushes down objects it's standing on.

      Returns number

    • set mass(value: number): 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: number): void

      Parameters

      • value: number

      Returns void

    • get radius(): number

      Determines the radius of the controller capsule.

      Returns number

    • set radius(value: number): 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: rsx.Degree): 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: number): void

      Parameters

      • value: number

      Returns void

    • get uuid(): UUID

      Returns a universally unique identifier that persists scene save/load.

      Returns UUID

    • 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

    • Virtual

      Returns the bounds of the visible content for this component in local space, i.e. relative to the scene object's transform.

      Returns { box: AABox; sphere: Sphere }

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

    • 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

    • 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.

    • Virtual

      Called once per frame. Only called if the component is in ScenePlayState.Playing state.

      Returns void

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

      Type Parameters

      Parameters

      • coroutine: T

        The coroutine.

      • ...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.

      • ...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.

    • Returns a string representation of an object.

      Returns string

    • 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

    Triggered when the controller hits a collider.

    Triggered when the controller hits another character controller.