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static bool | bypass |
| If true byapsses all collision enhancer checking on ALL objects More...
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static float | minDistSqr = 0.1f * 0.1f |
| This is the square distance that an object must travel in a frame for the collision enhancer to do it's check. This is a global static. But can be individually overridden in a single instance by setting instanceMinDistSqr. More...
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static double | UnderTerrainTolerance = 0.5d |
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static float | upFactor = 0.25f |
| The distance to translate up if apporpriate - is static so this setting is applicable to all objects. More...
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bool CollisionEnhancer.bypass |
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If true byapsses all collision enhancer checking on ALL objects
int CollisionEnhancer.framesToSkip = 0 |
Set to > 0 if you want the collision enhancer to skip this many FixedUpdates from when it Starts before it starts checking for collision punch through.
float CollisionEnhancer.instanceMinDistSqr = 0f |
float CollisionEnhancer.minDistSqr = 0.1f * 0.1f |
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This is the square distance that an object must travel in a frame for the collision enhancer to do it's check. This is a global static. But can be individually overridden in a single instance by setting instanceMinDistSqr.
What to do if we get a punch through.
Part CollisionEnhancer.part |
This is the Part reference. - if there is one.
float CollisionEnhancer.translateBackVelocityFactor = 0.2f |
What velocity factor to apply when we translate the object back.
double CollisionEnhancer.UnderTerrainTolerance = 0.5d |
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float CollisionEnhancer.upFactor = 0.25f |
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The distance to translate up if apporpriate - is static so this setting is applicable to all objects.
bool CollisionEnhancer.wasPacked = true |
Always start as packed. The code handles the rest.
The documentation for this class was generated from the following file: