Character

Inherits from Object. Character is the base class that Human, Titan, and Shifter inherit from.

Only character owner can modify fields and call functions unless otherwise specified.

Fields

Field
Type
Readonly
Description

Player

Player

true

The player who owns this character.

IsMine

bool

true

Character belongs to my player.

IsMainCharacter

bool

true

Character belongs to my player and is the main character (the camera-followed player).

IsAI

bool

true

If the Character is AI.

ViewID

int

true

The network view ID of the character. This is synced with the room.

Transform

Transform

true

The Unity transform of the character.

Position

Vector3

false

Position of the character.

Rotation

Vector3

false

Rotation of the character.

QuaternionRotation

Quaternion

false

Quaternion rotation of the character.

Velocity

Vector3

false

Velocity of the character.

Forward

Vector3

false

Forward direction of the character.

Right

Vector3

false

Right direction of the character.

Up

Vector3

false

Up direction of the character.

HasTargetDirection

bool

true

If the character has a target direction it is turning towards.

TargetDirection

Vector3

true

The character's target direction.

Team

string

false

Team character belongs to ("None", "Blue", "Red", "Titan", "Human"). This can be set to any string, so any combination of teams is allowed. If modified, it takes priority over the Team field under Player.

Name

string

false

The display name of the character. If modified, it will affect world name (if human) and feed name. All changes are local, and can be modified by non-owners.

Guild

string

false

The guild name of the character. Same restrictions as Name.

Health

float

false

Character's current health. Cannot be set higher than MaxHealth.

MaxHealth

float

false

Character's maximum health.

CustomDamageEnabled

bool

false

Is custom damage dealing enabled.

CustomDamage

int

false

Amount of custom damage to deal per attack.

CurrentAnimation

string

true

Read the character's current playing animation. Returns empty string if no animation playing.

Grounded

bool

false

Read whether the character is currently grounded - updated every fixed update.

Functions

Function
Returns
Description

GetKilled(killer: string)

null

Kills the character. Callable by non-owners.

GetDamaged(killer: string, damage: int)

null

Damages the character and kills it if its health reaches 0. Callable by non-owners.

Emote(emote: string)

null

Causes the character to emote. The list of available emotes is the same as those shown in the in-game emote menu.

PlayAnimation(animation: string, fade: optional float)

null

Causes the character to play an animation. If the fade parameter is provided, will crossfade the animation by this timestep. Available animations can be found here: Human, Titan, Annie, Eren. Use the right-hand string value for the animation.

GetAnimationLength(animation: string)

float

Gets the length of animation.

PlaySound(sound: string)

null

Plays a sound if present in the character. Available sound names can be found here: Humans, Shifters, Titans. Note that shifters also have all titan sounds.

StopSound(sound: string)

null

Stops the sound.

LookAt(position: Vector3)

null

Rotates the character such that it is looking towards a world position.

AddForce(force: Vector3, mode[optional]: string)

null

Adds a force to the character with given force vector and optional mode. Valid modes are Force, Acceleration, Impulse, VelocityChange with default being Acceleration.

Reveal(duration: float)

null

Adds a white outline visible through walls on the character for duration seconds.

AddOutline(color: Color, mode: string)

null

Adds an outline effect with the given color and mode. Valid modes are: OutlineAll, OutlineVisible, OutlineHidden, OutlineAndSilhouette, SilhouetteOnly, OutlineAndLightenColor

RemoveOutline()

null

Removes the outline effect from the character.

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