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Showing content from https://docs.unity3d.com/Manual/../ScriptReference/UnityEngine.AnimationModule.html below:

Unity - Scripting API: UnityEngine.AnimationModule

AimConstraint Constrains the orientation of an object relative to the position of one or more source objects, such that the object is facing the average position of the sources. Animation The animation component is used to play back animations. AnimationClip Stores keyframe based animations. AnimationEvent AnimationEvent lets you call a script function similar to SendMessage as part of playing back an animation. AnimationPlayableBinding A PlayableBinding that contains information representing an AnimationPlayableOutput. AnimationPlayableOutputExtensions Static class providing experimental extension methods for AnimationPlayableOutput . AnimationPlayableUtilities Implements high-level utility methods to simplify use of the Playable API with Animations. AnimationSceneHandleUtility Static class providing utility functions for animation scene handles. AnimationState The AnimationState gives full control over animation blending. AnimationStreamHandleUtility Static class providing utility functions for animation stream handles. Animator Interface to control the Mecanim animation system. AnimatorControllerParameter Used to communicate between scripting and an AnimatorController. AnimatorJobExtensions Static class providing extension methods for Animator and the animation C# jobs. AnimatorOverrideController Interface to control Animator Override Controller. AnimatorUtility Various utilities for animator manipulation. Avatar The avatar asset describes the mapping of the character in the Animator. AvatarBuilder Class to build avatars from user scripts. AvatarMask AvatarMask is used to mask out humanoid body parts and transforms. DiscreteEvaluationAttribute Use this attribute to indicate that a property will be evaluated as a discrete value during animation playback. GenericBindingUtility Animation utility functions for reading and writing values from Unity components. HumanPoseHandler Use this class to create, read, and write the HumanPose for a humanoid avatar skeleton hierarchy or an avatar pose. HumanTrait Details of all the human bone and muscle types defined by Mecanim. LookAtConstraint Constrains the orientation of an object relative to the position of one or more source objects, such that the object is facing the average position of the sources. The LookAtConstraint is a simplified AimConstraint typically used with a Camera. Motion Stores a reference to an animation asset associated with a State Machine state. NotKeyableAttribute Use this attribute in a script to mark a property as non-animatable. ParentConstraint Constrains the orientation and translation of an object to one or more source objects. The constrained object behaves as if it is in the hierarchy of the sources. PositionConstraint Constrains the position of an object relative to the position of one or more source objects. RotationConstraint Constrains the rotation of an object relative to the rotation of one or more source objects. RuntimeAnimatorController A representation of the Animator Controller, optimized for runtime. ScaleConstraint Constrains the scale of an object relative to the scale of one or more source objects. SharedBetweenAnimatorsAttribute The SharedBetweenAnimatorsAttribute specifies that this StateMachineBehaviour is instantiated only once and shared by all Animator instances. This attribute reduces the memory footprint for each controller instance. StateMachineBehaviour StateMachineBehaviour is a component that can be added to a state machine state. It's the base class any script on a state must derive from.

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