FpsSoloCharacter MonoBehaviour
Overview
FpsSoloCharacter is the base character behaviour for single player games. Handles impact and landing damage and audio, and specifies the transform handlers for reacting events.
Inspector

Properties
| Name | Type | Description |
|---|---|---|
| Head Transform Handler | AdditiveTransformHandler | The additive transform handler attached to the head hierarchy of this character (used for things like weapon recoil and impacts). The spring effects here affec the camera but not the carried items. |
| Body Transform Handler | AdditiveTransformHandler | The additive transform handler attached to the body hierarchy of this character (used for things like weapon recoil and impacts). The spring effects here affec the camera and the carried items. |
| Damage Audio Threshold | Float | The amount of damage to take in a single hit before playing a character damage audio clip. |
| Apply Fall Damage | Boolean | Should the character be subject to damage from landing impacts (impacts where the character capsule is hit in the bottom hemisphere). |
| Landing Min Force | Float | The minimum landing impact magnitude before any damage is applied. |
| Landing Full Force | Float | The landing impact magnitude where a full 100 damage will be applied. |
| Fall Damage Handler | Damage Handler | (Optional) The damage handler to pass fall impact damage to (can apply armour, shields, etc). If this is null then damage will be sent direct to the character's health manager. |
| Body Impact Damage | Boolean | Should the character be subject to damage from body impacts (impacts where the character capsule is hit in the central cylinder). |
| Body Min Force | Float | The minimum body impact magnitude before any damage is applied. |
| Body Full Force | Float | The body impact magnitude where a full 100 damage will be applied. |
| Body Damage Handler | Damage Handler | (Optional) The damage handler to pass body impact damage to (can apply armour, shields, etc). If this is null then damage will be sent direct to the character's health manager. |
| Head Impact Damage | Boolean | Should the character be subject to damage from head impacts (impacts where the character capsule is hit in the top hemisphere). |
| Head Min Force | Float | The minimum head impact magnitude before any damage is applied. |
| Head Full Force | Float | The head impact magnitude where a full 100 damage will be applied. |
| Head Damage Handler | Damage Handler | (Optional) The damage handler to pass head impact damage to (can apply armour, shields, etc). If this is null then damage will be sent direct to the character's health manager. |
| Soft Landings | SurfaceAudioData | Surface audio library used to trigger the correct sound when the character lands below the "hard landing" threshold. |
| Hard Landings | SurfaceAudioData | Surface audio library used to trigger the correct sound when the character makes a heavy landing. |
| Min Landing Threshold | Float | The magnitude of the landing force below which no landing sound will be played. |
| Hard Landing Threshold | Float | The magnitude of the landing force above which to play a hard landing sound. |
| Max Ray Distance | Float | The maximum downward ray length for a ground test. |
| Ray Offset | Float | The vertical offset from the absolute bottom of the character to start the ground test raycast. |