Version: 1.8
LanguageEnglish
  • C#

TLookAtIK

class in UnityEngine.Animations

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Inherits from:Behaviour

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Implemented in:UnityEngine.AnimationModule


Implements interfaces:IKBase, SingleGoalIKBase

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Description

IK solver for look-at functionality.

This class implements an IK solver designed for directing the gaze of a character towards a target. It allows for the adjustment of head and eye movements. See Also: IKBase,SingleGoalIKBase.

Properties

bodyWeightGets or sets the influence weight (0-1 range) of the look-at goal on the spine bones. A weight of 0.0 means the spine does not rotate to align with the goal; a weight of 1.0 means the spine fully rotates to assist the head in looking at the goal. Values between 0.0 and 1.0 create gradual spine involvement for natural body movement.
clampWeightGets or sets the weight (0-1 range) that controls how strictly the solver clamps bone rotations to natural limits. A weight of 0.0 disables clamping (allowing potentially unnatural rotations to reach the goal); a weight of 1.0 enforces strict rotation limits to prevent unrealistic head/eye/spine poses. This ensures the character's look-at movement stays anatomically plausible.
endBoneReturn null (there exists no end bone for look-at IK).
eyeBoneCountGets the number of eye bones currently managed by the solver.
eyesWeightGets or sets the influence weight (0-1 range) of the look-at goal on the eye bones. A weight of 0.0 means the eyes do not adjust to the goal; a weight of 1.0 means the eyes fully rotate to focus on the goal. This weight refines the character's gaze detail, independent of head movement.
goalGets the IK goal that the character is looking at.
headBoneGets the transform of the head bone.
headWeightGets or sets the influence weight (0-1 range) of the look-at goal on the head bone. A weight of 0.0 means the head does not rotate toward the goal; a weight of 1.0 means the head fully rotates to face the goal. This weight directly controls the primary look-at movement of the character's head.
initializedIndicates whether the IK solver has been initialized.
rootBoneReturn null (there exists no root bone for look-at IK).
spineBoneCountGets the number of spine bones currently managed by the solver.

Public Methods

AddEyeBoneAdds an eye bone to the solver at the end.
AddSpineBoneAdds a spine bone to the solver at the end.
ClearEyeBonesClears all eye bones from the solver.
ClearSpineBonesClears all spine bones from the solver.
FixTransformsResets transforms of the bones before applying IK calculations.
InitializeInitializes the IK solver after setup and before solving.
IsValidChecks whether the solver has been set up properly.
RemoveEyeBoneRemoves a specified eye bone from the solver.
RemoveSpineBoneRemoves a specified spine bone from the solver.

Inherited Members

Properties

enabledEnabled Behaviours are Updated, disabled Behaviours are not.
isActiveAndEnabledReports whether a GameObject and its associated Behaviour is active and enabled.
gameObjectThe game object this component is attached to. A component is always attached to a game object.
tagThe tag of this game object.
transformThe Transform attached to this GameObject.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Methods

BroadcastMessageCalls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTagChecks the GameObject's tag against the defined tag.
GetComponentGets a reference to a component of type T on the same GameObject as the component specified.
GetComponentInChildrenGets a reference to a component of type T on the same GameObject as the component specified, or any child of the GameObject.
GetComponentIndexGets the index of the component on its parent GameObject.
GetComponentInParentGets a reference to a component of type T on the same GameObject as the component specified, or any parent of the GameObject.
GetComponentsGets references to all components of type T on the same GameObject as the component specified.
GetComponentsInChildrenGets references to all components of type T on the same GameObject as the component specified, and any child of the GameObject.
GetComponentsInParentGets references to all components of type T on the same GameObject as the component specified, and any parent of the GameObject.
SendMessageCalls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
TryGetComponentGets the component of the specified type, if it exists.
GetInstanceIDGets the instance ID of the object.
ToStringReturns the name of the object.

Static Methods

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindFirstObjectByTypeRetrieves the first active loaded object of Type type.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
FindObjectsOfTypeGets a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.
InstantiateAsyncCaptures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation.

Operators

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.