{"__v":0,"_id":"58796781cd4a9c37007c9709","category":{"version":"58796781cd4a9c37007c96ef","project":"571fa55ca0acd42000af9545","_id":"58796781cd4a9c37007c96f3","__v":0,"sync":{"url":"","isSync":false},"reference":false,"createdAt":"2017-01-01T16:41:26.797Z","from_sync":false,"order":4,"slug":"locomotion","title":"Locomotion"},"parentDoc":null,"project":"571fa55ca0acd42000af9545","user":"571fa519db52d01700f5cf3d","version":{"__v":4,"_id":"58796781cd4a9c37007c96ef","project":"571fa55ca0acd42000af9545","createdAt":"2017-01-13T23:49:21.393Z","releaseDate":"2017-01-13T23:49:21.393Z","categories":["58796781cd4a9c37007c96f0","58796781cd4a9c37007c96f1","58796781cd4a9c37007c96f2","58796781cd4a9c37007c96f3","58796781cd4a9c37007c96f4","58796781cd4a9c37007c96f5","58796781cd4a9c37007c96f6","58796781cd4a9c37007c96f7","58796781cd4a9c37007c96f8","58796781cd4a9c37007c96f9","58796781cd4a9c37007c96fa","58796781cd4a9c37007c96fb","58796781cd4a9c37007c96fc","58796781cd4a9c37007c96fd","58796781cd4a9c37007c96fe","58796781cd4a9c37007c96ff","58796781cd4a9c37007c9700","58b157ca1756cf370022f90d","58b1596f5dae732f00adeca2","58b1605a5dae732f00adecb1"],"is_deprecated":false,"is_hidden":false,"is_beta":false,"is_stable":true,"codename":"Mukota","version_clean":"3.1.0","version":"3.1.0"},"updates":[],"next":{"pages":[],"description":""},"createdAt":"2017-01-01T16:45:22.218Z","link_external":false,"link_url":"","githubsync":"","sync_unique":"","hidden":false,"api":{"results":{"codes":[]},"settings":"","auth":"required","params":[],"url":""},"isReference":false,"order":10,"body":"## Overview\n\nThe Player Climb allows player movement based on grabbing of `VRTK_InteractableObject` objects that have a `Climbable` grab attach script. Because it works by grabbing, each controller should have a `VRTK_InteractGrab` and `VRTK_InteractTouch` component attached.\n\n## Inspector Parameters\n\n * **Use Player Scale:** Will scale movement up and down based on the player transform's scale.\n\n## Class Events\n\n * `PlayerClimbStarted` - Emitted when player climbing has started.\n * `PlayerClimbEnded` - Emitted when player climbing has ended.\n\n## Unity Events\n\nAdding the `VRTK_PlayerClimb_UnityEvents` component to `VRTK_PlayerClimb` object allows access to `UnityEvents` that will react identically to the Class Events.\n\n * `OnPlayerClimbStarted` - Emits the PlayerClimbStarted class event.\n * `OnPlayerClimbEnded` - Emits the PlayerClimbEnded class event.\n\n## Event Payload\n\n * `uint controllerIndex` - The index of the controller doing the interaction.\n * `GameObject target` - The GameObject of the interactable object that is being interacted with by the controller.\n\n## Example\n\n`VRTK/Examples/037_CameraRig_ClimbingFalling` shows how to set up a scene with player climbing. There are many different examples showing how the same system can be used in unique ways.","excerpt":"","slug":"vrtk_playerclimb","type":"basic","title":"VRTK_PlayerClimb"}
## Overview The Player Climb allows player movement based on grabbing of `VRTK_InteractableObject` objects that have a `Climbable` grab attach script. Because it works by grabbing, each controller should have a `VRTK_InteractGrab` and `VRTK_InteractTouch` component attached. ## Inspector Parameters * **Use Player Scale:** Will scale movement up and down based on the player transform's scale. ## Class Events * `PlayerClimbStarted` - Emitted when player climbing has started. * `PlayerClimbEnded` - Emitted when player climbing has ended. ## Unity Events Adding the `VRTK_PlayerClimb_UnityEvents` component to `VRTK_PlayerClimb` object allows access to `UnityEvents` that will react identically to the Class Events. * `OnPlayerClimbStarted` - Emits the PlayerClimbStarted class event. * `OnPlayerClimbEnded` - Emits the PlayerClimbEnded class event. ## Event Payload * `uint controllerIndex` - The index of the controller doing the interaction. * `GameObject target` - The GameObject of the interactable object that is being interacted with by the controller. ## Example `VRTK/Examples/037_CameraRig_ClimbingFalling` shows how to set up a scene with player climbing. There are many different examples showing how the same system can be used in unique ways.