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    Class DOTSDynamicBoneClass

    This holds and displays all the data needs to modify to create the DOTSDynamicBone data

    Inheritance
    System.Object
    DOTSDynamicBoneClass
    Namespace: DOTSDynamicBone
    Assembly: cs.temp.dll.dll
    Syntax
    [Serializable]
    public class DOTSDynamicBoneClass
    Remarks

    This holds and displays all the data needs to modify to create the DOTSDynamicBone data

    Constructors

    DOTSDynamicBoneClass()

    Declaration
    public DOTSDynamicBoneClass()

    Fields

    Disable

    Declaration
    public bool Disable
    Field Value
    Type Description
    System.Boolean

    Set to true to disable the calculations done on the the bones Particles

    m_BoneTotalLength

    Declaration
    public float m_BoneTotalLength
    Field Value
    Type Description
    System.Single

    m_Colliders

    Declaration
    public List<DOTSDynamicBoneCollider> m_Colliders
    Field Value
    Type Description
    List<DOTSDynamicBoneCollider>

    Collider objects interact with the bones.

    m_Damping

    Declaration
    public float m_Damping
    Field Value
    Type Description
    System.Single

    How much the bones slowed down.

    m_DampingDistrib

    Declaration
    public AnimationCurve m_DampingDistrib
    Field Value
    Type Description
    AnimationCurve

    How much the bones slowed down over a distribution curve.

    m_DistanceToObject

    Declaration
    public float m_DistanceToObject
    Field Value
    Type Description
    System.Single

    distnace the Entity has to be from the referenced Entity

    m_DistantDisable

    Declaration
    public bool m_DistantDisable
    Field Value
    Type Description
    System.Boolean

    Disable physics simulation automatically if Entity is far from the m_ReferencedObject Entity.

    m_Elasticity

    Declaration
    public float m_Elasticity
    Field Value
    Type Description
    System.Single

    How much the force applied to return each bone to original orientation.

    m_ElasticityDistrib

    Declaration
    public AnimationCurve m_ElasticityDistrib
    Field Value
    Type Description
    AnimationCurve

    How much the force applied to return each bone to original orientation over a distribution curve.

    m_EndLength

    Declaration
    public float m_EndLength
    Field Value
    Type Description
    System.Single

    If End Length is not zero, an extra bone is generated at the end of transform hierarchy.

    m_EndOffset

    Declaration
    public Vector3 m_EndOffset
    Field Value
    Type Description
    Vector3

    If End Offset is not zero, an extra bone is generated at the end of transform hierarchy.

    m_Exclusions

    Declaration
    public List<ExcludeEntityFromSimulation> m_Exclusions
    Field Value
    Type Description
    List<ExcludeEntityFromSimulation>

    Bones excluded from physics simulation.

    m_Force

    Declaration
    public Vector3 m_Force
    Field Value
    Type Description
    Vector3

    The force apply to bones.

    m_FreezeAxis

    Declaration
    public DOTSDynamicBone.FreezeAxis m_FreezeAxis
    Field Value
    Type Description
    DOTSDynamicBone.FreezeAxis

    Constrain bones to move on specified plane.

    m_Friction

    Declaration
    public float m_Friction
    Field Value
    Type Description
    System.Single

    How much the bones slowed down when collide.

    m_FrictionDistrib

    Declaration
    public AnimationCurve m_FrictionDistrib
    Field Value
    Type Description
    AnimationCurve

    How much the bones slowed down when collide over a distribution curve.

    m_Gravity

    Declaration
    public Vector3 m_Gravity
    Field Value
    Type Description
    Vector3

    The force apply to bones. Partial force apply to character's initial pose is cancelled out.

    m_Inert

    Declaration
    public float m_Inert
    Field Value
    Type Description
    System.Single

    How much character's position change is ignored in physics simulation.

    m_InertDistrib

    Declaration
    public AnimationCurve m_InertDistrib
    Field Value
    Type Description
    AnimationCurve

    How much character's position change is ignored in physics simulation over a distribution curve.

    m_Radius

    Declaration
    public float m_Radius
    Field Value
    Type Description
    System.Single

    Each bone can be a sphere to collide with colliders. Radius describe sphere's size.

    m_RadiusDistrib

    Declaration
    public AnimationCurve m_RadiusDistrib
    Field Value
    Type Description
    AnimationCurve

    Each bone can be a sphere to collide with colliders. Radius describe sphere's size over a distribution curve.

    m_ReferenceObject

    Declaration
    public Transform m_ReferenceObject
    Field Value
    Type Description
    Transform

    Entity to be referenced for m_DistantDisable

    m_Root

    Declaration
    public Transform m_Root
    Field Value
    Type Description
    Transform

    The root of the transform hierarchy to apply physics.

    m_Stiffness

    Declaration
    public float m_Stiffness
    Field Value
    Type Description
    System.Single

    How much bone's original orientation are preserved.

    m_StiffnessDistrib

    Declaration
    public AnimationCurve m_StiffnessDistrib
    Field Value
    Type Description
    AnimationCurve

    How much bone's original orientation are preserved over a distribution curve.

    m_UpdateDataFrom

    Declaration
    public DOTSDynamicBoneClass.UpdateDataFrom m_UpdateDataFrom
    Field Value
    Type Description
    DOTSDynamicBoneClass.UpdateDataFrom

    An option to choose where the data updates from.

    m_UpdateMode

    Declaration
    public DOTSDynamicBone.UpdateMode m_UpdateMode
    Field Value
    Type Description
    DOTSDynamicBone.UpdateMode

    Internal physics simulation type.

    m_UpdateRate

    Declaration
    public float m_UpdateRate
    Field Value
    Type Description
    System.Single

    Internal physics simulation rate.

    m_Weight

    Declaration
    public float m_Weight
    Field Value
    Type Description
    System.Single

    Name

    Declaration
    public string Name
    Field Value
    Type Description
    System.String

    Just The name of the root bone (so you can see it in the editor easier, changing it won't break anything but may confuse you

    RigComponent

    Declaration
    public RigComponent RigComponent
    Field Value
    Type Description
    RigComponent

    This should be the GameObject this script is attached to

    UpdateLocalToWorldTransforms

    Declaration
    public bool UpdateLocalToWorldTransforms
    Field Value
    Type Description
    System.Boolean

    Set to true to update the LocalToWorld of the Particle's Corresponding Entity

    UpdateRotationTransforms

    Declaration
    public bool UpdateRotationTransforms
    Field Value
    Type Description
    System.Boolean

    Set to true to update the Rotation of the Particle's Corresponding Entity

    UpdateTranslationTransforms

    Declaration
    public bool UpdateTranslationTransforms
    Field Value
    Type Description
    System.Boolean

    Set to true to update the Translation of the Particle's Corresponding Entity

    UseAnimatedLocalToRoot

    Declaration
    public bool UseAnimatedLocalToRoot
    Field Value
    Type Description
    System.Boolean

    Set to true if the entity is Animated using th Unity.Animations Package

    UseNaturalColliders

    Declaration
    public bool UseNaturalColliders
    Field Value
    Type Description
    System.Boolean

    Set this to true to use enable DOTS PhysicCollider collisions.

    Methods

    AddDOTSDynamicBoneCalculationCulling(EntityManager, Entity, ref DOTSDynamicBone, Entity, Single)

    Declaration
    public static void AddDOTSDynamicBoneCalculationCulling(EntityManager em, Entity e, ref DOTSDynamicBone bone, Entity reference_entity, float distance)
    Parameters
    Type Name Description
    EntityManager em
    Entity e
    DOTSDynamicBone bone
    Entity reference_entity
    System.Single distance

    AddDOTSDynamicBoneColliderComponentsToEntity(EntityManager, Entity, Boolean, Boolean)

    adds some DynamicBoneColliderComponents to the given entity

    Declaration
    public static void AddDOTSDynamicBoneColliderComponentsToEntity(EntityManager em, Entity e, bool useNaturalColliders, bool excludePhysics)
    Parameters
    Type Name Description
    EntityManager em

    EntityManager

    Entity e

    Entity

    System.Boolean useNaturalColliders
    System.Boolean excludePhysics

    RemoveDOTSDynamicBoneCalculationCulling(EntityManager, Entity)

    Declaration
    public static void RemoveDOTSDynamicBoneCalculationCulling(EntityManager em, Entity e)
    Parameters
    Type Name Description
    EntityManager em
    Entity e

    RemoveDOTSDynamicBoneCalculationCulling(EntityManager, Entity, ref DOTSDynamicBone)

    Declaration
    public static void RemoveDOTSDynamicBoneCalculationCulling(EntityManager em, Entity e, ref DOTSDynamicBone bone)
    Parameters
    Type Name Description
    EntityManager em
    Entity e
    DOTSDynamicBone bone

    RemoveDOTSDynamicBoneNaturalColliderComponentsFromEntity(EntityManager, Entity)

    Declaration
    public static void RemoveDOTSDynamicBoneNaturalColliderComponentsFromEntity(EntityManager em, Entity e)
    Parameters
    Type Name Description
    EntityManager em
    Entity e

    SetDOTSDynamicBoneCalculationCulling(ref DOTSDynamicBone, Entity, Single, Boolean)

    Declaration
    public static void SetDOTSDynamicBoneCalculationCulling(ref DOTSDynamicBone bone, Entity reference_entity, float distance, bool ActivateCulling = true)
    Parameters
    Type Name Description
    DOTSDynamicBone bone
    Entity reference_entity
    System.Single distance
    System.Boolean ActivateCulling

    ToDOTSDynamicBone(GameObjectConversionSystem, RigComponent, Transform, EntityManager, Entity, DOTSDynamicBoneClass)

    Creates a valid DOTSDynamicBone

    Declaration
    public DOTSDynamicBone ToDOTSDynamicBone(GameObjectConversionSystem m_ConversionSystem, RigComponent RigComponent, Transform Root, EntityManager dstManager, Entity rootEntity, DOTSDynamicBoneClass boneComponent)
    Parameters
    Type Name Description
    GameObjectConversionSystem m_ConversionSystem

    Provided GameObjectConversionSystem

    RigComponent RigComponent

    RigComponent to be used on the conversion

    Transform Root

    The Root GameObject with the RigComponent

    EntityManager dstManager

    EntityManager

    Entity rootEntity

    Entity where the root DOTSDynamicBone will affect

    DOTSDynamicBoneClass boneComponent

    Bone related data

    Returns
    Type Description
    DOTSDynamicBone

    DOTSDynamicBone

    ToDOTSDynamicBone(GameObjectConversionSystem, RigComponent, Transform, EntityManager, Entity, DOTSDynamicBoneClass, ref DynamicBuffer<Particle>)

    Creates a valid DOTSDynamicBone

    Declaration
    public DOTSDynamicBone ToDOTSDynamicBone(GameObjectConversionSystem m_ConversionSystem, RigComponent RigComponent, Transform Root, EntityManager dstManager, Entity rootEntity, DOTSDynamicBoneClass boneComponent, ref DynamicBuffer<Particle> m_Particles)
    Parameters
    Type Name Description
    GameObjectConversionSystem m_ConversionSystem

    Provided GameObjectConversionSystem

    RigComponent RigComponent

    RigComponent to be used on the conversion

    Transform Root

    The Root GameObject with the RigComponent

    EntityManager dstManager

    EntityManager

    Entity rootEntity

    Entity where the root DOTSDynamicBone will affect

    DOTSDynamicBoneClass boneComponent

    Bone related data

    DynamicBuffer<Particle> m_Particles

    Buffer of particles to ppopulate with data.

    Returns
    Type Description
    DOTSDynamicBone

    DOTSDynamicBone

    UpdateName()

    Updates the name of the Name property. (Used only in the Editor)

    Declaration
    public void UpdateName()
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