class in UnityEngine.Animations
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Inherits from:Behaviour
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Implemented in:UnityEngine.AnimationModule
Implements interfaces:IKBase, SingleGoalIKBase
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.
| bodyWeight | Gets 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. |
| clampWeight | Gets 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. |
| endBone | Return null (there exists no end bone for look-at IK). |
| eyeBoneCount | Gets the number of eye bones currently managed by the solver. |
| eyesWeight | Gets 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. |
| goal | Gets the IK goal that the character is looking at. |
| headBone | Gets the transform of the head bone. |
| headWeight | Gets 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. |
| initialized | Indicates whether the IK solver has been initialized. |
| rootBone | Return null (there exists no root bone for look-at IK). |
| spineBoneCount | Gets the number of spine bones currently managed by the solver. |
| AddEyeBone | Adds an eye bone to the solver at the end. |
| AddSpineBone | Adds a spine bone to the solver at the end. |
| ClearEyeBones | Clears all eye bones from the solver. |
| ClearSpineBones | Clears all spine bones from the solver. |
| FixTransforms | Resets transforms of the bones before applying IK calculations. |
| Initialize | Initializes the IK solver after setup and before solving. |
| IsValid | Checks whether the solver has been set up properly. |
| RemoveEyeBone | Removes a specified eye bone from the solver. |
| RemoveSpineBone | Removes a specified spine bone from the solver. |
| enabled | Enabled Behaviours are Updated, disabled Behaviours are not. |
| isActiveAndEnabled | Reports whether a GameObject and its associated Behaviour is active and enabled. |
| gameObject | The game object this component is attached to. A component is always attached to a game object. |
| tag | The tag of this game object. |
| transform | The Transform attached to this GameObject. |
| hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
| name | The name of the object. |
| BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
| CompareTag | Checks the GameObject's tag against the defined tag. |
| GetComponent | Gets a reference to a component of type T on the same GameObject as the component specified. |
| GetComponentInChildren | Gets a reference to a component of type T on the same GameObject as the component specified, or any child of the GameObject. |
| GetComponentIndex | Gets the index of the component on its parent GameObject. |
| GetComponentInParent | Gets a reference to a component of type T on the same GameObject as the component specified, or any parent of the GameObject. |
| GetComponents | Gets references to all components of type T on the same GameObject as the component specified. |
| GetComponentsInChildren | Gets references to all components of type T on the same GameObject as the component specified, and any child of the GameObject. |
| GetComponentsInParent | Gets references to all components of type T on the same GameObject as the component specified, and any parent of the GameObject. |
| SendMessage | Calls the method named methodName on every MonoBehaviour in this game object. |
| SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. |
| TryGetComponent | Gets the component of the specified type, if it exists. |
| GetInstanceID | Gets the instance ID of the object. |
| ToString | Returns the name of the object. |
| Destroy | Removes a GameObject, component or asset. |
| DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
| DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
| FindAnyObjectByType | Retrieves any active loaded object of Type type. |
| FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
| FindObjectOfType | Returns the first active loaded object of Type type. |
| FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
| FindObjectsOfType | Gets a list of all loaded objects of Type type. |
| Instantiate | Clones the object original and returns the clone. |
| InstantiateAsync | Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. |
| bool | Does 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. |