This Component allows a generic humanoid rig to follow the Player's controller's and HMD using Unity's IK system
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This Component allows a generic humanoid rig to follow the Player's controller's and HMD using Unity's IK system
◆ BodyOffset
| Vector3 BNG.CharacterIK.BodyOffset = new Vector3(0, -0.6f, -0.1f) |
Offset Player's body from the Character Controller
◆ FollowHead
| Transform BNG.CharacterIK.FollowHead |
◆ FollowLeftController
| Transform BNG.CharacterIK.FollowLeftController |
The Left Controller our Left Hand IK should track
◆ FollowLeftFoot
| Transform BNG.CharacterIK.FollowLeftFoot |
◆ FollowPlayer
| CharacterController BNG.CharacterIK.FollowPlayer |
The player our Body will follow
◆ FollowRightController
| Transform BNG.CharacterIK.FollowRightController |
The Right Controller our Right Hand IK should track
◆ FollowRightFoot
| Transform BNG.CharacterIK.FollowRightFoot |
◆ FootYPosition
| float BNG.CharacterIK.FootYPosition = 0 |
Character's IK Feet will move up to this position.
In World Space.
◆ HideHead
| bool BNG.CharacterIK.HideHead = true |
◆ HideLeftArm
| bool BNG.CharacterIK.HideLeftArm = false |
◆ HideLeftHand
| bool BNG.CharacterIK.HideLeftHand = false |
◆ HideLegs
| bool BNG.CharacterIK.HideLegs = false |
◆ HideRightArm
| bool BNG.CharacterIK.HideRightArm = false |
◆ HideRightHand
| bool BNG.CharacterIK.HideRightHand = false |
◆ HipsJoint
| Transform BNG.CharacterIK.HipsJoint |
The Hips joint of the Character.
Used for hiding the legs by scaling the joint to 0
◆ HMDPosition
| Transform BNG.CharacterIK.HMDPosition |
The Eye / HMD to track for head and body movement
◆ IKActive
| bool BNG.CharacterIK.IKActive = true |
If false the IK layers will be deactivated
◆ IKFeetActive
| bool BNG.CharacterIK.IKFeetActive = true |
Should the player's feet follow our given Y axis using IK
The documentation for this class was generated from the following file:
- C:/Users/nuo/VR Interaction Framework/VR Interaction Framework/Assets/BNG Framework/Scripts/Components/CharacterIK.cs