Dynamic Bone Chain

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Dynamic Bone Chain component as seen in the Scene Inspector

Fields

Fields
Name Type Description
persistent Bool Determines whether or not this item will be saved to the server.
UpdateOrder Int Controls the order in which this component is updated
Enabled Bool Controls whether or not this component is enabled
Inertia Float
InertiaForce Float
Damping Float
Elasticity Float
Stiffness Float
SimulateTerminalBones Bool
BaseBoneRadius Float
DynamicPlayerCollision Bool
CollideWithOwnBody Bool
HandCollisionVibration VibratePreset
CollideWithHead Bool
CollideWithBody Bool
CollideWithLeftHand Bool
CollideWithRightHand Bool
Gravity Float3
LocalSpace Slot
UseParentSpace Bool
OverrideRootSpace RootSpace
UseUserGravityDirection Bool
LocalForce Float3
GlobalStretch Float
MaxStretchRatio Float
CurrentStretchRatio Float
StretchRestoreSpeed Float
UseLocalUserSpace SyncRefList<IDynamicBoneCollider>
LocalSpace Slot
UseParentSpace Bool
OverrideRootSpace RootSpace
StaticColliders SyncRefList`1
VisualizeColliders Bool
VisualizeBones Bool
IsGrabbable Bool
ActiveUserRootOnly Bool
AllowSteal Bool
GrabPriority Int
IgnoreGrabOnFirstBone Bool
GrabRadiusTolerance Float
GrabReleaseDistance Float
GrabSlipping Bool
GrabTerminalBones Bool
GrabVibration VibratePreset
IgnoreOwnLeftHand Bool
IgnoreOwnRightHand Bool
EffectorTarget SyncList<Bone>
EffectorBoneIndex Int
EffectorBoneOffset Float3
_activeGrabber Grabber
Bones SyncList`1

Usage

Examples

Related Components