Table of Contents

Class DynamicBone

Namespace
DefaultNamespace
Assembly
Assembly-CSharp.dll
[AddComponentMenu("Dynamic Bone/Dynamic Bone")]
public class DynamicBone : MonoBehaviour
Inheritance
DynamicBone
Inherited Members
Extension Methods

Constructors

DynamicBone()

public DynamicBone()

Fields

m_BoneTotalLength

public float m_BoneTotalLength

Field Value

float

m_Colliders

[Tooltip("Collider objects interact with the bones.")]
public List<DynamicBoneColliderBase> m_Colliders

Field Value

List<DynamicBoneColliderBase>

m_Damping

[Tooltip("How much the bones slowed down.")]
[Range(0, 1)]
public float m_Damping

Field Value

float

m_DampingDistrib

public AnimationCurve m_DampingDistrib

Field Value

AnimationCurve

m_DistanceToObject

public float m_DistanceToObject

Field Value

float

m_DistantDisable

[Tooltip("Disable physics simulation automatically if character is far from camera or player.")]
public bool m_DistantDisable

Field Value

bool

m_DistantDisabled

public bool m_DistantDisabled

Field Value

bool

m_Elasticity

[Tooltip("How much the force applied to return each bone to original orientation.")]
[Range(0, 1)]
public float m_Elasticity

Field Value

float

m_ElasticityDistrib

public AnimationCurve m_ElasticityDistrib

Field Value

AnimationCurve

m_EndLength

[Tooltip("If End Length is not zero, an extra bone is generated at the end of transform hierarchy.")]
public float m_EndLength

Field Value

float

m_EndOffset

[Tooltip("If End Offset is not zero, an extra bone is generated at the end of transform hierarchy.")]
public Vector3 m_EndOffset

Field Value

Vector3

m_Exclusions

[Tooltip("Bones exclude from physics simulation.")]
public List<Transform> m_Exclusions

Field Value

List<Transform>

m_Force

[Tooltip("The force apply to bones.")]
public Vector3 m_Force

Field Value

Vector3

m_FreezeAxis

[Tooltip("Constrain bones to move on specified plane.")]
public DynamicBone.FreezeAxis m_FreezeAxis

Field Value

DynamicBone.FreezeAxis

m_Friction

[Tooltip("How much the bones slowed down when collide.")]
public float m_Friction

Field Value

float

m_FrictionDistrib

public AnimationCurve m_FrictionDistrib

Field Value

AnimationCurve

m_Gravity

[Tooltip("The force apply to bones. Partial force apply to character's initial pose is cancelled out.")]
public Vector3 m_Gravity

Field Value

Vector3

m_Inert

[Tooltip("How much character's position change is ignored in physics simulation.")]
[Range(0, 1)]
public float m_Inert

Field Value

float

m_InertDistrib

public AnimationCurve m_InertDistrib

Field Value

AnimationCurve

m_LocalGravity

public Vector3 m_LocalGravity

Field Value

Vector3

m_ObjectMove

public Vector3 m_ObjectMove

Field Value

Vector3

m_ObjectPrevPosition

public Vector3 m_ObjectPrevPosition

Field Value

Vector3

m_ObjectScale

public float m_ObjectScale

Field Value

float

m_Particles

public List<DynamicBone.Particle> m_Particles

Field Value

List<DynamicBone.Particle>

m_Radius

[Tooltip("Each bone can be a sphere to collide with colliders. Radius describe sphere's size.")]
public float m_Radius

Field Value

float

m_RadiusDistrib

public AnimationCurve m_RadiusDistrib

Field Value

AnimationCurve

m_ReferenceObject

public Transform m_ReferenceObject

Field Value

Transform

m_Root

[Tooltip("The root of the transform hierarchy to apply physics.")]
public Transform m_Root

Field Value

Transform

m_Stiffness

[Tooltip("How much bone's original orientation are preserved.")]
[Range(0, 1)]
public float m_Stiffness

Field Value

float

m_StiffnessDistrib

public AnimationCurve m_StiffnessDistrib

Field Value

AnimationCurve

m_Time

public float m_Time

Field Value

float

m_UpdateMode

public DynamicBone.UpdateMode m_UpdateMode

Field Value

DynamicBone.UpdateMode

m_UpdateRate

[Tooltip("Internal physics simulation rate.")]
public float m_UpdateRate

Field Value

float

m_Weight

public float m_Weight

Field Value

float

Methods

AppendParticles(Transform, int, float)

public void AppendParticles(Transform b, int parentIndex, float boneLength)

Parameters

b Transform
parentIndex int
boneLength float

ApplyParticlesToTransforms()

public void ApplyParticlesToTransforms()

CheckDistance()

public void CheckDistance()

FixedUpdate()

public void FixedUpdate()

GetWeight()

public float GetWeight()

Returns

float

InitTransforms()

public void InitTransforms()

LateUpdate()

public void LateUpdate()

MirrorVector(Vector3, Vector3)

public static Vector3 MirrorVector(Vector3 v, Vector3 axis)

Parameters

v Vector3
axis Vector3

Returns

Vector3

OnDisable()

public void OnDisable()

OnDrawGizmosSelected()

public void OnDrawGizmosSelected()

OnEnable()

public void OnEnable()

OnValidate()

public void OnValidate()

PreUpdate()

public void PreUpdate()

ResetParticlesPosition()

public void ResetParticlesPosition()

SetWeight(float)

public void SetWeight(float w)

Parameters

w float

SetupParticles()

public void SetupParticles()

SkipUpdateParticles()

public void SkipUpdateParticles()

Start()

public void Start()

Update()

public void Update()

UpdateDynamicBones(float)

public void UpdateDynamicBones(float t)

Parameters

t float

UpdateParameters()

public void UpdateParameters()

UpdateParticles1(float)

public void UpdateParticles1(float timeVar)

Parameters

timeVar float

UpdateParticles2(float)

public void UpdateParticles2(float timeVar)

Parameters

timeVar float