Using the package
Last updated
Last updated
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 documentation.
Character Controller Pro has includes its own assembly definition (com.lightbug.character-controller-pro).
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:
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:
The API reference is available online.
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.
All relevant (serialized) fields have a tooltip description associated with them.
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.