class in UnityEngine.Animations
/
Inherits from:Behaviour
/
Implemented in:UnityEngine.AnimationModule
Implements interfaces:IKBase, MultiGoalIKBase
IK solver for two bones.
See Also: IKBase,MultiGoalIKBase.
| bones | Gets the array of bones, including the root bone, middle bone, and end bone. |
| endBone | Gets the end bone of the two-bone IK structure. |
| goal | Gets the IK goal associated with the end bone. |
| goals | Gets the IK goals, including the end bone goal and hint goal. |
| hintGoal | Gets the hint goal associated with the middle bone. |
| initialized | Indicates whether the IK solver has been initialized. |
| middleBone | Gets the middle bone of the two-bone IK structure. |
| rootBone | Gets the root bone of the two-bone IK structure. |
| stretch | Defines the tolerance limit for stretching during IK calculations. |
| weightHint | Gets the weight of the hint goal. |
| weightR | Gets the rotation weight applied to the IK goal. |
| weightT | Gets the translation weight applied to the IK goal. |
| FixTransforms | Resets transforms before IK. |
| Initialize | Initializes the IK solver. |
| IsValid | Checks if the IK solver has been properly set up. |
| 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. |