| AllowSteppingWithoutStableGrounding | KinematicCharacterController.KinematicCharacterMotor | |
| ApplyState(KinematicCharacterMotorState state, bool bypassInterpolation=true) | KinematicCharacterController.KinematicCharacterMotor | |
| AttachedRigidbody | KinematicCharacterController.KinematicCharacterMotor | |
| AttachedRigidbodyOverride | KinematicCharacterController.KinematicCharacterMotor | |
| AttachedRigidbodyVelocity | KinematicCharacterController.KinematicCharacterMotor | |
| BaseVelocity | KinematicCharacterController.KinematicCharacterMotor | |
| Capsule | KinematicCharacterController.KinematicCharacterMotor | |
| CharacterCollisionsOverlap(Vector3 position, Quaternion rotation, Collider[] overlappedColliders, float inflate=0f, bool acceptOnlyStableGroundLayer=false) | KinematicCharacterController.KinematicCharacterMotor | |
| CharacterCollisionsRaycast(Vector3 position, Vector3 direction, float distance, out RaycastHit closestHit, RaycastHit[] hits, bool acceptOnlyStableGroundLayer=false) | KinematicCharacterController.KinematicCharacterMotor | |
| CharacterCollisionsSweep(Vector3 position, Quaternion rotation, Vector3 direction, float distance, out RaycastHit closestHit, RaycastHit[] hits, float inflate=0f, bool acceptOnlyStableGroundLayer=false) | KinematicCharacterController.KinematicCharacterMotor | |
| CharacterController | KinematicCharacterController.KinematicCharacterMotor | |
| CharacterForward | KinematicCharacterController.KinematicCharacterMotor | |
| CharacterOverlap(Vector3 position, Quaternion rotation, Collider[] overlappedColliders, LayerMask layers, QueryTriggerInteraction triggerInteraction, float inflate=0f) | KinematicCharacterController.KinematicCharacterMotor | |
| CharacterRight | KinematicCharacterController.KinematicCharacterMotor | |
| CharacterSweep(Vector3 position, Quaternion rotation, Vector3 direction, float distance, out RaycastHit closestHit, RaycastHit[] hits, LayerMask layers, QueryTriggerInteraction triggerInteraction, float inflate=0f) | KinematicCharacterController.KinematicCharacterMotor | |
| CharacterTransformToCapsuleBottom | KinematicCharacterController.KinematicCharacterMotor | |
| CharacterTransformToCapsuleBottomHemi | KinematicCharacterController.KinematicCharacterMotor | |
| CharacterTransformToCapsuleCenter | KinematicCharacterController.KinematicCharacterMotor | |
| CharacterTransformToCapsuleTop | KinematicCharacterController.KinematicCharacterMotor | |
| CharacterTransformToCapsuleTopHemi | KinematicCharacterController.KinematicCharacterMotor | |
| CharacterUp | KinematicCharacterController.KinematicCharacterMotor | |
| CheckMovementInitialOverlaps | KinematicCharacterController.KinematicCharacterMotor | |
| CollidableLayers | KinematicCharacterController.KinematicCharacterMotor | |
| CollisionOffset (defined in KinematicCharacterController.KinematicCharacterMotor) | KinematicCharacterController.KinematicCharacterMotor | static |
| ComputeCollisionResolutionForHitBody(Vector3 hitNormal, Vector3 characterVelocity, Vector3 bodyVelocity, float characterToBodyMassRatio, out Vector3 velocityChangeOnCharacter, out Vector3 velocityChangeOnBody) (defined in KinematicCharacterController.KinematicCharacterMotor) | KinematicCharacterController.KinematicCharacterMotor | |
| CorrelationForVerticalObstruction (defined in KinematicCharacterController.KinematicCharacterMotor) | KinematicCharacterController.KinematicCharacterMotor | static |
| DiscreteCollisionEvents | KinematicCharacterController.KinematicCharacterMotor | |
| EvaluateHitStability(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, Vector3 withCharacterVelocity, ref HitStabilityReport stabilityReport) | KinematicCharacterController.KinematicCharacterMotor | |
| ExtraStepHeightPadding (defined in KinematicCharacterController.KinematicCharacterMotor) | KinematicCharacterController.KinematicCharacterMotor | static |
| ExtraSteppingForwardDistance (defined in KinematicCharacterController.KinematicCharacterMotor) | KinematicCharacterController.KinematicCharacterMotor | static |
| ForceUnground(float time=0.1f) | KinematicCharacterController.KinematicCharacterMotor | |
| GetDirectionTangentToSurface(Vector3 direction, Vector3 surfaceNormal) | KinematicCharacterController.KinematicCharacterMotor | |
| GetState() | KinematicCharacterController.KinematicCharacterMotor | |
| GetVelocityForMovePosition(Vector3 fromPosition, Vector3 toPosition, float deltaTime) | KinematicCharacterController.KinematicCharacterMotor | |
| GetVelocityFromMovement(Vector3 movement, float deltaTime) (defined in KinematicCharacterController.KinematicCharacterMotor) | KinematicCharacterController.KinematicCharacterMotor | |
| GetVelocityFromRigidbodyMovement(Rigidbody interactiveRigidbody, Vector3 atPoint, float deltaTime) | KinematicCharacterController.KinematicCharacterMotor | |
| GroundDetectionExtraDistance | KinematicCharacterController.KinematicCharacterMotor | |
| GroundingStatus | KinematicCharacterController.KinematicCharacterMotor | |
| GroundProbeReboundDistance (defined in KinematicCharacterController.KinematicCharacterMotor) | KinematicCharacterController.KinematicCharacterMotor | static |
| GroundProbingBackstepDistance (defined in KinematicCharacterController.KinematicCharacterMotor) | KinematicCharacterController.KinematicCharacterMotor | static |
| HandleSimulatedRigidbodyInteraction(ref Vector3 processedVelocity, RigidbodyProjectionHit hit, float deltaTime) | KinematicCharacterController.KinematicCharacterMotor | virtual |
| HandleVelocityProjection(ref Vector3 velocity, Vector3 obstructionNormal, bool stableOnHit) | KinematicCharacterController.KinematicCharacterMotor | virtual |
| HasPlanarConstraint | KinematicCharacterController.KinematicCharacterMotor | |
| IndexInCharacterSystem | KinematicCharacterController.KinematicCharacterMotor | |
| InitialSimulationPosition | KinematicCharacterController.KinematicCharacterMotor | |
| InitialSimulationRotation | KinematicCharacterController.KinematicCharacterMotor | |
| InitialTickPosition | KinematicCharacterController.KinematicCharacterMotor | |
| InitialTickRotation | KinematicCharacterController.KinematicCharacterMotor | |
| InteractiveRigidbodyHandling | KinematicCharacterController.KinematicCharacterMotor | |
| KillRemainingMovementWhenExceedMaxMovementIterations | KinematicCharacterController.KinematicCharacterMotor | |
| KillVelocityWhenExceedMaxMovementIterations | KinematicCharacterController.KinematicCharacterMotor | |
| LastGroundingStatus | KinematicCharacterController.KinematicCharacterMotor | |
| LastMovementIterationFoundAnyGround | KinematicCharacterController.KinematicCharacterMotor | |
| LedgeAndDenivelationHandling | KinematicCharacterController.KinematicCharacterMotor | |
| MaxCollisionBudget (defined in KinematicCharacterController.KinematicCharacterMotor) | KinematicCharacterController.KinematicCharacterMotor | static |
| MaxDecollisionIterations | KinematicCharacterController.KinematicCharacterMotor | |
| MaxGroundingSweepIterations (defined in KinematicCharacterController.KinematicCharacterMotor) | KinematicCharacterController.KinematicCharacterMotor | static |
| MaxHitsBudget (defined in KinematicCharacterController.KinematicCharacterMotor) | KinematicCharacterController.KinematicCharacterMotor | static |
| MaxMovementIterations | KinematicCharacterController.KinematicCharacterMotor | |
| MaxRigidbodyOverlapsCount (defined in KinematicCharacterController.KinematicCharacterMotor) | KinematicCharacterController.KinematicCharacterMotor | static |
| MaxStableDenivelationAngle | KinematicCharacterController.KinematicCharacterMotor | |
| MaxStableDistanceFromLedge | KinematicCharacterController.KinematicCharacterMotor | |
| MaxStableSlopeAngle | KinematicCharacterController.KinematicCharacterMotor | |
| MaxStepHeight | KinematicCharacterController.KinematicCharacterMotor | |
| MaxSteppingSweepIterations (defined in KinematicCharacterController.KinematicCharacterMotor) | KinematicCharacterController.KinematicCharacterMotor | static |
| MaxVelocityForLedgeSnap | KinematicCharacterController.KinematicCharacterMotor | |
| MinDistanceForLedge (defined in KinematicCharacterController.KinematicCharacterMotor) | KinematicCharacterController.KinematicCharacterMotor | static |
| MinimumGroundProbingDistance (defined in KinematicCharacterController.KinematicCharacterMotor) | KinematicCharacterController.KinematicCharacterMotor | static |
| MinRequiredStepDepth | KinematicCharacterController.KinematicCharacterMotor | |
| MinVelocityMagnitude (defined in KinematicCharacterController.KinematicCharacterMotor) | KinematicCharacterController.KinematicCharacterMotor | static |
| MoveCharacter(Vector3 toPosition) | KinematicCharacterController.KinematicCharacterMotor | |
| MustUnground() (defined in KinematicCharacterController.KinematicCharacterMotor) | KinematicCharacterController.KinematicCharacterMotor | |
| Overlaps | KinematicCharacterController.KinematicCharacterMotor | |
| OverlapsCount | KinematicCharacterController.KinematicCharacterMotor | |
| PlanarConstraintAxis | KinematicCharacterController.KinematicCharacterMotor | |
| PreserveAttachedRigidbodyMomentum | KinematicCharacterController.KinematicCharacterMotor | |
| ProbeGround(ref Vector3 probingPosition, Quaternion atRotation, float probingDistance, ref CharacterGroundingReport groundingReport) | KinematicCharacterController.KinematicCharacterMotor | |
| RigidbodyInteractionType | KinematicCharacterController.KinematicCharacterMotor | |
| RotateCharacter(Quaternion toRotation) | KinematicCharacterController.KinematicCharacterMotor | |
| SecondaryProbesHorizontal (defined in KinematicCharacterController.KinematicCharacterMotor) | KinematicCharacterController.KinematicCharacterMotor | static |
| SecondaryProbesVertical (defined in KinematicCharacterController.KinematicCharacterMotor) | KinematicCharacterController.KinematicCharacterMotor | static |
| SetCapsuleCollisionsActivation(bool collisionsActive) | KinematicCharacterController.KinematicCharacterMotor | |
| SetCapsuleDimensions(float radius, float height, float yOffset) | KinematicCharacterController.KinematicCharacterMotor | |
| SetGroundSolvingActivation(bool stabilitySolvingActive) | KinematicCharacterController.KinematicCharacterMotor | |
| SetMovementCollisionsSolvingActivation(bool movementCollisionsSolvingActive) | KinematicCharacterController.KinematicCharacterMotor | |
| SetPosition(Vector3 position, bool bypassInterpolation=true) | KinematicCharacterController.KinematicCharacterMotor | |
| SetPositionAndRotation(Vector3 position, Quaternion rotation, bool bypassInterpolation=true) | KinematicCharacterController.KinematicCharacterMotor | |
| SetRotation(Quaternion rotation, bool bypassInterpolation=true) | KinematicCharacterController.KinematicCharacterMotor | |
| SetTransientPosition(Vector3 newPos) (defined in KinematicCharacterController.KinematicCharacterMotor) | KinematicCharacterController.KinematicCharacterMotor | |
| SimulatedCharacterMass (defined in KinematicCharacterController.KinematicCharacterMotor) | KinematicCharacterController.KinematicCharacterMotor | |
| StableGroundLayers | KinematicCharacterController.KinematicCharacterMotor | |
| StepHandling | KinematicCharacterController.KinematicCharacterMotor | |
| SteppingForwardDistance (defined in KinematicCharacterController.KinematicCharacterMotor) | KinematicCharacterController.KinematicCharacterMotor | static |
| SweepProbingBackstepDistance (defined in KinematicCharacterController.KinematicCharacterMotor) | KinematicCharacterController.KinematicCharacterMotor | static |
| Transform | KinematicCharacterController.KinematicCharacterMotor | |
| TransientPosition | KinematicCharacterController.KinematicCharacterMotor | |
| TransientRotation | KinematicCharacterController.KinematicCharacterMotor | |
| UpdatePhase1(float deltaTime) | KinematicCharacterController.KinematicCharacterMotor | |
| UpdatePhase2(float deltaTime) | KinematicCharacterController.KinematicCharacterMotor | |
| ValidateData() | KinematicCharacterController.KinematicCharacterMotor | |
| Velocity | KinematicCharacterController.KinematicCharacterMotor | |