Character Controller Pro (1.4.x)
  • Introduction
  • The package
    • Content
    • Versioning scheme
    • Importing the package
    • Using the package
    • Known issues
  • Fundamentals
    • Core
      • Character
      • Character body
      • Character actor
        • States
        • Stable movement features
        • Velocity
    • Implementation
      • Character state controller
      • Character state
      • Character brain
  • How to...
    • Core
      • Create a basic character
      • Add behavior logic to your character
      • Move the character
      • Rotate the character
      • Leave grounded state (e.g. jump)
      • Change the size of the character
      • Disable collisions (ghost)
      • Use the character information (with examples)
      • Use root motion
      • Detect a character using a "detector"
      • Add a static one way platform
      • Add a dynamic one way platform
    • Implementation
      • Organize the character hierarchy
      • States
        • Add and configure the state machine
        • Create a state
        • Transition from one state to another
        • Handle animation
        • Modify an IK (inverse kinematics) element
      • Actions
        • Define your own actions
        • Use the character actions
        • Use a custom Input Handler
        • Use the new input system
        • Create your own AI movement logic
Powered by GitBook
On this page
  • Namespaces
  • Assembly
  • Modifying scripts from the demo
  • Referencing the assembly
  • API reference
  • Inspector fields
  1. The package

Using the package

PreviousImporting the packageNextKnown issues

Last updated 6 months ago

Namespaces

Lightbug.CharacterControllerPro

The main "root namespace" for this asset.

Lightbug.CharacterControllerPro.Core

The core code is hosted here (character actor, body, graphics, etc.).

Lightbug.CharacterControllerPro.Implementation

The implementation code is hosted here (state machine, state, actions, brain,platforms, etc.).

Lightbug.CharacterControllerPro.Demo

The demo code is hosted here (specific character states, demo scenes, menus, fps counters, etc. ).

Lightbug.Utilities

Here you will find all kind of useful static methods and extensions.

Assembly

Assembly definitions are great when a tool/asset code needs to be isolated from game-related code.

For more information about why custom assemblies can be useful, please read the .

Character Controller Pro has includes its own assembly definition (com.lightbug.character-controller-pro).

Modifying scripts from the demo

Before version 1.4.11, all the scripts were included as part of the main assembly.

As a result, if a user wanted to modify demo components directly, he or she had to move the content they want outside the assembly (e.g. Assets/MyContent). Otherwise, only scripts outside the assembly will be able to reference these demo scripts, but not the other way around. For example:

From version 1.4.11 onwards, all demo scripts have been moved outside the assembly. This means that by default, all these scripts live under the main C# assembly (Assembly-CSharp). Because of this, the issue mentioned before is gone:

Referencing the assembly

If you are using a custom assembly definition and you need to reference Character Controller Pro from within your assembly, you just need to go to the assembly definition file and add this reference:

API reference

This documentation has been generated from the code itself using doxygen.

There is no need to have this reference open, just type the method you want to use and the IDE/code editor should be able to show a description of it.

Inspector fields

The API reference is .

All relevant (serialized) fields have a associated with them.

available online
tooltip description
documentation