Keyboard shortcuts

Press or to navigate between chapters

Press S or / to search in the book

Press ? to show this help

Press Esc to hide this help

Enum UnityEngineAnimationBlendMode

back to assembly

Enum values:

  • Additive = 1
  • Blend = 0

Object UnityEngineAnimationClip

back to assembly

to array type

UnityEngineAnimationClip.__ClearCurves__SystemVoid

void ClearCurves();

Raw: In(UnityEngineAnimationClip)

UnityEngineAnimationClip.__EnsureQuaternionContinuity__SystemVoid

void EnsureQuaternionContinuity();

Raw: In(UnityEngineAnimationClip)

UnityEngineAnimationClip.__Equals__SystemObject__SystemBoolean

SystemBoolean Equals(SystemObject);

Raw: In(UnityEngineAnimationClip), In(SystemObject), Out(SystemBoolean)

UnityEngineAnimationClip.__GetHashCode__SystemInt32

SystemInt32 GetHashCode();

Raw: In(UnityEngineAnimationClip), Out(SystemInt32)

UnityEngineAnimationClip.__GetInstanceID__SystemInt32

SystemInt32 GetInstanceID();

Raw: In(UnityEngineAnimationClip), Out(SystemInt32)

UnityEngineAnimationClip.__GetType__SystemType

SystemType GetType();

Raw: In(UnityEngineAnimationClip), Out(SystemType)

UnityEngineAnimationClip.__SampleAnimation__UnityEngineGameObject_SystemSingle__SystemVoid

void SampleAnimation(UnityEngineGameObject, SystemSingle);

Raw: In(UnityEngineAnimationClip), In(UnityEngineGameObject), In(SystemSingle)

UnityEngineAnimationClip.__SetCurve__SystemString_SystemType_SystemString_UnityEngineAnimationCurve__SystemVoid

void SetCurve(SystemString, SystemType, SystemString, UnityEngineAnimationCurve);

Raw: In(UnityEngineAnimationClip), In(SystemString), In(SystemType), In(SystemString), In(UnityEngineAnimationCurve)

UnityEngineAnimationClip.__ToString__SystemString

SystemString ToString();

Raw: In(UnityEngineAnimationClip), Out(SystemString)

UnityEngineAnimationClip.__get_apparentSpeed__SystemSingle

SystemSingle get_apparentSpeed();

Raw: In(UnityEngineAnimationClip), Out(SystemSingle)

UnityEngineAnimationClip.__get_averageAngularSpeed__SystemSingle

SystemSingle get_averageAngularSpeed();

Raw: In(UnityEngineAnimationClip), Out(SystemSingle)

UnityEngineAnimationClip.__get_averageDuration__SystemSingle

SystemSingle get_averageDuration();

Raw: In(UnityEngineAnimationClip), Out(SystemSingle)

UnityEngineAnimationClip.__get_averageSpeed__UnityEngineVector3

UnityEngineVector3 get_averageSpeed();

Raw: In(UnityEngineAnimationClip), Out(UnityEngineVector3)

UnityEngineAnimationClip.__get_empty__SystemBoolean

SystemBoolean get_empty();

Raw: In(UnityEngineAnimationClip), Out(SystemBoolean)

UnityEngineAnimationClip.__get_frameRate__SystemSingle

SystemSingle get_frameRate();

Raw: In(UnityEngineAnimationClip), Out(SystemSingle)

UnityEngineAnimationClip.__get_hasGenericRootTransform__SystemBoolean

SystemBoolean get_hasGenericRootTransform();

Raw: In(UnityEngineAnimationClip), Out(SystemBoolean)

UnityEngineAnimationClip.__get_hasMotionCurves__SystemBoolean

SystemBoolean get_hasMotionCurves();

Raw: In(UnityEngineAnimationClip), Out(SystemBoolean)

UnityEngineAnimationClip.__get_hasMotionFloatCurves__SystemBoolean

SystemBoolean get_hasMotionFloatCurves();

Raw: In(UnityEngineAnimationClip), Out(SystemBoolean)

UnityEngineAnimationClip.__get_hasRootCurves__SystemBoolean

SystemBoolean get_hasRootCurves();

Raw: In(UnityEngineAnimationClip), Out(SystemBoolean)

UnityEngineAnimationClip.__get_humanMotion__SystemBoolean

SystemBoolean get_humanMotion();

Raw: In(UnityEngineAnimationClip), Out(SystemBoolean)

UnityEngineAnimationClip.__get_isHumanMotion__SystemBoolean

SystemBoolean get_isHumanMotion();

Raw: In(UnityEngineAnimationClip), Out(SystemBoolean)

UnityEngineAnimationClip.__get_isLooping__SystemBoolean

SystemBoolean get_isLooping();

Raw: In(UnityEngineAnimationClip), Out(SystemBoolean)

UnityEngineAnimationClip.__get_length__SystemSingle

SystemSingle get_length();

Raw: In(UnityEngineAnimationClip), Out(SystemSingle)

UnityEngineAnimationClip.__get_localBounds__UnityEngineBounds

UnityEngineBounds get_localBounds();

Raw: In(UnityEngineAnimationClip), Out(UnityEngineBounds)

UnityEngineAnimationClip.__get_name__SystemString

SystemString get_name();

Raw: In(UnityEngineAnimationClip), Out(SystemString)

UnityEngineAnimationClip.__get_wrapMode__UnityEngineWrapMode

UnityEngineWrapMode get_wrapMode();

Raw: In(UnityEngineAnimationClip), Out(UnityEngineWrapMode)

UnityEngineAnimationClip.__op_Equality__UnityEngineObject_UnityEngineObject__SystemBoolean

static SystemBoolean op_Equality(UnityEngineObject, UnityEngineObject);

Raw: In(UnityEngineObject), In(UnityEngineObject), Out(SystemBoolean)

UnityEngineAnimationClip.__op_Implicit__UnityEngineObject__SystemBoolean

static SystemBoolean op_Implicit(UnityEngineObject);

Raw: In(UnityEngineObject), Out(SystemBoolean)

UnityEngineAnimationClip.__op_Inequality__UnityEngineObject_UnityEngineObject__SystemBoolean

static SystemBoolean op_Inequality(UnityEngineObject, UnityEngineObject);

Raw: In(UnityEngineObject), In(UnityEngineObject), Out(SystemBoolean)

UnityEngineAnimationClip.__set_frameRate__SystemSingle__SystemVoid

void set_frameRate(SystemSingle);

Raw: In(UnityEngineAnimationClip), In(SystemSingle)

UnityEngineAnimationClip.__set_localBounds__UnityEngineBounds__SystemVoid

void set_localBounds(UnityEngineBounds);

Raw: In(UnityEngineAnimationClip), In(UnityEngineBounds)

UnityEngineAnimationClip.__set_name__SystemString__SystemVoid

void set_name(SystemString);

Raw: In(UnityEngineAnimationClip), In(SystemString)

UnityEngineAnimationClip.__set_wrapMode__UnityEngineWrapMode__SystemVoid

void set_wrapMode(UnityEngineWrapMode);

Raw: In(UnityEngineAnimationClip), In(UnityEngineWrapMode)

Object UnityEngineAnimationState

back to assembly

to array type

UnityEngineAnimationState.__AddMixingTransform__UnityEngineTransform_SystemBoolean__SystemVoid

void AddMixingTransform(UnityEngineTransform, SystemBoolean);

Raw: In(UnityEngineAnimationState), In(UnityEngineTransform), In(SystemBoolean)

UnityEngineAnimationState.__AddMixingTransform__UnityEngineTransform__SystemVoid

void AddMixingTransform(UnityEngineTransform);

Raw: In(UnityEngineAnimationState), In(UnityEngineTransform)

UnityEngineAnimationState.__Equals__SystemObject__SystemBoolean

SystemBoolean Equals(SystemObject);

Raw: In(UnityEngineAnimationState), In(SystemObject), Out(SystemBoolean)

UnityEngineAnimationState.__GetHashCode__SystemInt32

SystemInt32 GetHashCode();

Raw: In(UnityEngineAnimationState), Out(SystemInt32)

UnityEngineAnimationState.__GetType__SystemType

SystemType GetType();

Raw: In(UnityEngineAnimationState), Out(SystemType)

UnityEngineAnimationState.__RemoveMixingTransform__UnityEngineTransform__SystemVoid

void RemoveMixingTransform(UnityEngineTransform);

Raw: In(UnityEngineAnimationState), In(UnityEngineTransform)

UnityEngineAnimationState.__ToString__SystemString

SystemString ToString();

Raw: In(UnityEngineAnimationState), Out(SystemString)

UnityEngineAnimationState.__ctor____UnityEngineAnimationState

static UnityEngineAnimationState ctor();

Raw: Out(UnityEngineAnimationState)

UnityEngineAnimationState.__get_blendMode__UnityEngineAnimationBlendMode

UnityEngineAnimationBlendMode get_blendMode();

Raw: In(UnityEngineAnimationState), Out(UnityEngineAnimationBlendMode)

UnityEngineAnimationState.__get_clip__UnityEngineAnimationClip

UnityEngineAnimationClip get_clip();

Raw: In(UnityEngineAnimationState), Out(UnityEngineAnimationClip)

UnityEngineAnimationState.__get_enabled__SystemBoolean

SystemBoolean get_enabled();

Raw: In(UnityEngineAnimationState), Out(SystemBoolean)

UnityEngineAnimationState.__get_layer__SystemInt32

SystemInt32 get_layer();

Raw: In(UnityEngineAnimationState), Out(SystemInt32)

UnityEngineAnimationState.__get_length__SystemSingle

SystemSingle get_length();

Raw: In(UnityEngineAnimationState), Out(SystemSingle)

UnityEngineAnimationState.__get_name__SystemString

SystemString get_name();

Raw: In(UnityEngineAnimationState), Out(SystemString)

UnityEngineAnimationState.__get_normalizedSpeed__SystemSingle

SystemSingle get_normalizedSpeed();

Raw: In(UnityEngineAnimationState), Out(SystemSingle)

UnityEngineAnimationState.__get_normalizedTime__SystemSingle

SystemSingle get_normalizedTime();

Raw: In(UnityEngineAnimationState), Out(SystemSingle)

UnityEngineAnimationState.__get_speed__SystemSingle

SystemSingle get_speed();

Raw: In(UnityEngineAnimationState), Out(SystemSingle)

UnityEngineAnimationState.__get_time__SystemSingle

SystemSingle get_time();

Raw: In(UnityEngineAnimationState), Out(SystemSingle)

UnityEngineAnimationState.__get_weight__SystemSingle

SystemSingle get_weight();

Raw: In(UnityEngineAnimationState), Out(SystemSingle)

UnityEngineAnimationState.__get_wrapMode__UnityEngineWrapMode

UnityEngineWrapMode get_wrapMode();

Raw: In(UnityEngineAnimationState), Out(UnityEngineWrapMode)

UnityEngineAnimationState.__op_Equality__UnityEngineTrackedReference_UnityEngineTrackedReference__SystemBoolean

static SystemBoolean op_Equality(UnityEngineTrackedReference, UnityEngineTrackedReference);

Raw: In(UnityEngineTrackedReference), In(UnityEngineTrackedReference), Out(SystemBoolean)

UnityEngineAnimationState.__op_Implicit__UnityEngineTrackedReference__SystemBoolean

static SystemBoolean op_Implicit(UnityEngineTrackedReference);

Raw: In(UnityEngineTrackedReference), Out(SystemBoolean)

UnityEngineAnimationState.__op_Inequality__UnityEngineTrackedReference_UnityEngineTrackedReference__SystemBoolean

static SystemBoolean op_Inequality(UnityEngineTrackedReference, UnityEngineTrackedReference);

Raw: In(UnityEngineTrackedReference), In(UnityEngineTrackedReference), Out(SystemBoolean)

UnityEngineAnimationState.__set_blendMode__UnityEngineAnimationBlendMode__SystemVoid

void set_blendMode(UnityEngineAnimationBlendMode);

Raw: In(UnityEngineAnimationState), In(UnityEngineAnimationBlendMode)

UnityEngineAnimationState.__set_enabled__SystemBoolean__SystemVoid

void set_enabled(SystemBoolean);

Raw: In(UnityEngineAnimationState), In(SystemBoolean)

UnityEngineAnimationState.__set_layer__SystemInt32__SystemVoid

void set_layer(SystemInt32);

Raw: In(UnityEngineAnimationState), In(SystemInt32)

UnityEngineAnimationState.__set_name__SystemString__SystemVoid

void set_name(SystemString);

Raw: In(UnityEngineAnimationState), In(SystemString)

UnityEngineAnimationState.__set_normalizedSpeed__SystemSingle__SystemVoid

void set_normalizedSpeed(SystemSingle);

Raw: In(UnityEngineAnimationState), In(SystemSingle)

UnityEngineAnimationState.__set_normalizedTime__SystemSingle__SystemVoid

void set_normalizedTime(SystemSingle);

Raw: In(UnityEngineAnimationState), In(SystemSingle)

UnityEngineAnimationState.__set_speed__SystemSingle__SystemVoid

void set_speed(SystemSingle);

Raw: In(UnityEngineAnimationState), In(SystemSingle)

UnityEngineAnimationState.__set_time__SystemSingle__SystemVoid

void set_time(SystemSingle);

Raw: In(UnityEngineAnimationState), In(SystemSingle)

UnityEngineAnimationState.__set_weight__SystemSingle__SystemVoid

void set_weight(SystemSingle);

Raw: In(UnityEngineAnimationState), In(SystemSingle)

UnityEngineAnimationState.__set_wrapMode__UnityEngineWrapMode__SystemVoid

void set_wrapMode(UnityEngineWrapMode);

Raw: In(UnityEngineAnimationState), In(UnityEngineWrapMode)

Object UnityEngineAnimationsAimConstraint

back to assembly

to array type

UnityEngineAnimationsAimConstraint.__AddSource__UnityEngineAnimationsConstraintSource__SystemInt32

SystemInt32 AddSource(UnityEngineAnimationsConstraintSource);

Raw: In(UnityEngineAnimationsAimConstraint), In(UnityEngineAnimationsConstraintSource), Out(SystemInt32)

UnityEngineAnimationsAimConstraint.__Equals__SystemObject__SystemBoolean

SystemBoolean Equals(SystemObject);

Raw: In(UnityEngineAnimationsAimConstraint), In(SystemObject), Out(SystemBoolean)

UnityEngineAnimationsAimConstraint.__GetComponentInChildren__SystemBoolean__T

T GetComponentInChildren<T>(SystemBoolean);

Raw: In(UnityEngineAnimationsAimConstraint), In(SystemBoolean), In(SystemType), Out(UnityEngineObject)

UnityEngineAnimationsAimConstraint.__GetComponentInChildren__SystemType_SystemBoolean__UnityEngineComponent

UnityEngineComponent GetComponentInChildren(SystemType, SystemBoolean);

Raw: In(UnityEngineAnimationsAimConstraint), In(SystemType), In(SystemBoolean), Out(UnityEngineComponent)

UnityEngineAnimationsAimConstraint.__GetComponentInChildren__SystemType__UnityEngineComponent

UnityEngineComponent GetComponentInChildren(SystemType);

Raw: In(UnityEngineAnimationsAimConstraint), In(SystemType), Out(UnityEngineComponent)

UnityEngineAnimationsAimConstraint.__GetComponentInChildren__T

T GetComponentInChildren<T>();

Raw: In(UnityEngineAnimationsAimConstraint), In(SystemType), Out(UnityEngineObject)

UnityEngineAnimationsAimConstraint.__GetComponentInParent__SystemBoolean__T

T GetComponentInParent<T>(SystemBoolean);

Raw: In(UnityEngineAnimationsAimConstraint), In(SystemBoolean), In(SystemType), Out(UnityEngineObject)

UnityEngineAnimationsAimConstraint.__GetComponentInParent__SystemType_SystemBoolean__UnityEngineComponent

UnityEngineComponent GetComponentInParent(SystemType, SystemBoolean);

Raw: In(UnityEngineAnimationsAimConstraint), In(SystemType), In(SystemBoolean), Out(UnityEngineComponent)

UnityEngineAnimationsAimConstraint.__GetComponentInParent__SystemType__UnityEngineComponent

UnityEngineComponent GetComponentInParent(SystemType);

Raw: In(UnityEngineAnimationsAimConstraint), In(SystemType), Out(UnityEngineComponent)

UnityEngineAnimationsAimConstraint.__GetComponentInParent__T

T GetComponentInParent<T>();

Raw: In(UnityEngineAnimationsAimConstraint), In(SystemType), Out(UnityEngineObject)

UnityEngineAnimationsAimConstraint.__GetComponent__SystemString__UnityEngineComponent

UnityEngineComponent GetComponent(SystemString);

Raw: In(UnityEngineAnimationsAimConstraint), In(SystemString), Out(UnityEngineComponent)

UnityEngineAnimationsAimConstraint.__GetComponent__SystemType__UnityEngineComponent

UnityEngineComponent GetComponent(SystemType);

Raw: In(UnityEngineAnimationsAimConstraint), In(SystemType), Out(UnityEngineComponent)

UnityEngineAnimationsAimConstraint.__GetComponent__T

T GetComponent<T>();

Raw: In(UnityEngineAnimationsAimConstraint), In(SystemType), Out(UnityEngineObject)

UnityEngineAnimationsAimConstraint.__GetComponentsInChildren__ListT__SystemVoid

void GetComponentsInChildren<T>(ListT);

Raw: In(UnityEngineAnimationsAimConstraint), In(SystemCollectionsGenericListUnityEngineObject), In(SystemType)

UnityEngineAnimationsAimConstraint.__GetComponentsInChildren__SystemBoolean_ListT__SystemVoid

void GetComponentsInChildren(SystemBoolean, ListT);

Raw: In(UnityEngineAnimationsAimConstraint), In(SystemBoolean), In(SystemCollectionsGenericListUnityEngineObject)

UnityEngineAnimationsAimConstraint.__GetComponentsInChildren__SystemBoolean__TArray

TArray GetComponentsInChildren<T>(SystemBoolean);

Raw: In(UnityEngineAnimationsAimConstraint), In(SystemBoolean), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineAnimationsAimConstraint.__GetComponentsInChildren__SystemType_SystemBoolean__UnityEngineComponentArray

UnityEngineComponentArray GetComponentsInChildren(SystemType, SystemBoolean);

Raw: In(UnityEngineAnimationsAimConstraint), In(SystemType), In(SystemBoolean), Out(UnityEngineComponentArray)

UnityEngineAnimationsAimConstraint.__GetComponentsInChildren__SystemType__UnityEngineComponentArray

UnityEngineComponentArray GetComponentsInChildren(SystemType);

Raw: In(UnityEngineAnimationsAimConstraint), In(SystemType), Out(UnityEngineComponentArray)

UnityEngineAnimationsAimConstraint.__GetComponentsInChildren__TArray

TArray GetComponentsInChildren<T>();

Raw: In(UnityEngineAnimationsAimConstraint), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineAnimationsAimConstraint.__GetComponentsInParent__SystemBoolean_ListT__SystemVoid

void GetComponentsInParent(SystemBoolean, ListT);

Raw: In(UnityEngineAnimationsAimConstraint), In(SystemBoolean), In(SystemCollectionsGenericListUnityEngineObject)

UnityEngineAnimationsAimConstraint.__GetComponentsInParent__SystemBoolean__TArray

TArray GetComponentsInParent<T>(SystemBoolean);

Raw: In(UnityEngineAnimationsAimConstraint), In(SystemBoolean), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineAnimationsAimConstraint.__GetComponentsInParent__SystemType_SystemBoolean__UnityEngineComponentArray

UnityEngineComponentArray GetComponentsInParent(SystemType, SystemBoolean);

Raw: In(UnityEngineAnimationsAimConstraint), In(SystemType), In(SystemBoolean), Out(UnityEngineComponentArray)

UnityEngineAnimationsAimConstraint.__GetComponentsInParent__SystemType__UnityEngineComponentArray

UnityEngineComponentArray GetComponentsInParent(SystemType);

Raw: In(UnityEngineAnimationsAimConstraint), In(SystemType), Out(UnityEngineComponentArray)

UnityEngineAnimationsAimConstraint.__GetComponentsInParent__TArray

TArray GetComponentsInParent<T>();

Raw: In(UnityEngineAnimationsAimConstraint), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineAnimationsAimConstraint.__GetComponents__ListT__SystemVoid

void GetComponents<T>(ListT);

Raw: In(UnityEngineAnimationsAimConstraint), In(SystemCollectionsGenericListUnityEngineObject), In(SystemType)

UnityEngineAnimationsAimConstraint.__GetComponents__SystemType_SystemCollectionsGenericListUnityEngineComponent__SystemVoid

void GetComponents(SystemType, SystemCollectionsGenericListUnityEngineComponent);

Raw: In(UnityEngineAnimationsAimConstraint), In(SystemType), In(SystemCollectionsGenericListUnityEngineComponent)

UnityEngineAnimationsAimConstraint.__GetComponents__SystemType__UnityEngineComponentArray

UnityEngineComponentArray GetComponents(SystemType);

Raw: In(UnityEngineAnimationsAimConstraint), In(SystemType), Out(UnityEngineComponentArray)

UnityEngineAnimationsAimConstraint.__GetComponents__TArray

TArray GetComponents<T>();

Raw: In(UnityEngineAnimationsAimConstraint), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineAnimationsAimConstraint.__GetHashCode__SystemInt32

SystemInt32 GetHashCode();

Raw: In(UnityEngineAnimationsAimConstraint), Out(SystemInt32)

UnityEngineAnimationsAimConstraint.__GetInstanceID__SystemInt32

SystemInt32 GetInstanceID();

Raw: In(UnityEngineAnimationsAimConstraint), Out(SystemInt32)

UnityEngineAnimationsAimConstraint.__GetSource__SystemInt32__UnityEngineAnimationsConstraintSource

UnityEngineAnimationsConstraintSource GetSource(SystemInt32);

Raw: In(UnityEngineAnimationsAimConstraint), In(SystemInt32), Out(UnityEngineAnimationsConstraintSource)

UnityEngineAnimationsAimConstraint.__GetSources__SystemCollectionsGenericListUnityEngineAnimationsConstraintSource__SystemVoid

void GetSources(SystemCollectionsGenericListUnityEngineAnimationsConstraintSource);

Raw: In(UnityEngineAnimationsAimConstraint), In(SystemCollectionsGenericListUnityEngineAnimationsConstraintSource)

UnityEngineAnimationsAimConstraint.__GetType__SystemType

SystemType GetType();

Raw: In(UnityEngineAnimationsAimConstraint), Out(SystemType)

UnityEngineAnimationsAimConstraint.__RemoveSource__SystemInt32__SystemVoid

void RemoveSource(SystemInt32);

Raw: In(UnityEngineAnimationsAimConstraint), In(SystemInt32)

UnityEngineAnimationsAimConstraint.__SetSource__SystemInt32_UnityEngineAnimationsConstraintSource__SystemVoid

void SetSource(SystemInt32, UnityEngineAnimationsConstraintSource);

Raw: In(UnityEngineAnimationsAimConstraint), In(SystemInt32), In(UnityEngineAnimationsConstraintSource)

UnityEngineAnimationsAimConstraint.__SetSources__SystemCollectionsGenericListUnityEngineAnimationsConstraintSource__SystemVoid

void SetSources(SystemCollectionsGenericListUnityEngineAnimationsConstraintSource);

Raw: In(UnityEngineAnimationsAimConstraint), In(SystemCollectionsGenericListUnityEngineAnimationsConstraintSource)

UnityEngineAnimationsAimConstraint.__ToString__SystemString

SystemString ToString();

Raw: In(UnityEngineAnimationsAimConstraint), Out(SystemString)

UnityEngineAnimationsAimConstraint.__get_aimVector__UnityEngineVector3

UnityEngineVector3 get_aimVector();

Raw: In(UnityEngineAnimationsAimConstraint), Out(UnityEngineVector3)

UnityEngineAnimationsAimConstraint.__get_constraintActive__SystemBoolean

SystemBoolean get_constraintActive();

Raw: In(UnityEngineAnimationsAimConstraint), Out(SystemBoolean)

UnityEngineAnimationsAimConstraint.__get_enabled__SystemBoolean

SystemBoolean get_enabled();

Raw: In(UnityEngineAnimationsAimConstraint), Out(SystemBoolean)

UnityEngineAnimationsAimConstraint.__get_gameObject__UnityEngineGameObject

UnityEngineGameObject get_gameObject();

Raw: In(UnityEngineAnimationsAimConstraint), Out(UnityEngineGameObject)

UnityEngineAnimationsAimConstraint.__get_isActiveAndEnabled__SystemBoolean

SystemBoolean get_isActiveAndEnabled();

Raw: In(UnityEngineAnimationsAimConstraint), Out(SystemBoolean)

UnityEngineAnimationsAimConstraint.__get_locked__SystemBoolean

SystemBoolean get_locked();

Raw: In(UnityEngineAnimationsAimConstraint), Out(SystemBoolean)

UnityEngineAnimationsAimConstraint.__get_name__SystemString

SystemString get_name();

Raw: In(UnityEngineAnimationsAimConstraint), Out(SystemString)

UnityEngineAnimationsAimConstraint.__get_rotationAtRest__UnityEngineVector3

UnityEngineVector3 get_rotationAtRest();

Raw: In(UnityEngineAnimationsAimConstraint), Out(UnityEngineVector3)

UnityEngineAnimationsAimConstraint.__get_rotationAxis__UnityEngineAnimationsAxis

UnityEngineAnimationsAxis get_rotationAxis();

Raw: In(UnityEngineAnimationsAimConstraint), Out(UnityEngineAnimationsAxis)

UnityEngineAnimationsAimConstraint.__get_rotationOffset__UnityEngineVector3

UnityEngineVector3 get_rotationOffset();

Raw: In(UnityEngineAnimationsAimConstraint), Out(UnityEngineVector3)

UnityEngineAnimationsAimConstraint.__get_sourceCount__SystemInt32

SystemInt32 get_sourceCount();

Raw: In(UnityEngineAnimationsAimConstraint), Out(SystemInt32)

UnityEngineAnimationsAimConstraint.__get_transform__UnityEngineTransform

UnityEngineTransform get_transform();

Raw: In(UnityEngineAnimationsAimConstraint), Out(UnityEngineTransform)

UnityEngineAnimationsAimConstraint.__get_upVector__UnityEngineVector3

UnityEngineVector3 get_upVector();

Raw: In(UnityEngineAnimationsAimConstraint), Out(UnityEngineVector3)

UnityEngineAnimationsAimConstraint.__get_weight__SystemSingle

SystemSingle get_weight();

Raw: In(UnityEngineAnimationsAimConstraint), Out(SystemSingle)

UnityEngineAnimationsAimConstraint.__get_worldUpObject__UnityEngineTransform

UnityEngineTransform get_worldUpObject();

Raw: In(UnityEngineAnimationsAimConstraint), Out(UnityEngineTransform)

UnityEngineAnimationsAimConstraint.__get_worldUpType__UnityEngineAnimationsAimConstraintWorldUpType

UnityEngineAnimationsAimConstraintWorldUpType get_worldUpType();

Raw: In(UnityEngineAnimationsAimConstraint), Out(UnityEngineAnimationsAimConstraintWorldUpType)

UnityEngineAnimationsAimConstraint.__get_worldUpVector__UnityEngineVector3

UnityEngineVector3 get_worldUpVector();

Raw: In(UnityEngineAnimationsAimConstraint), Out(UnityEngineVector3)

UnityEngineAnimationsAimConstraint.__op_Equality__UnityEngineObject_UnityEngineObject__SystemBoolean

static SystemBoolean op_Equality(UnityEngineObject, UnityEngineObject);

Raw: In(UnityEngineObject), In(UnityEngineObject), Out(SystemBoolean)

UnityEngineAnimationsAimConstraint.__op_Implicit__UnityEngineObject__SystemBoolean

static SystemBoolean op_Implicit(UnityEngineObject);

Raw: In(UnityEngineObject), Out(SystemBoolean)

UnityEngineAnimationsAimConstraint.__op_Inequality__UnityEngineObject_UnityEngineObject__SystemBoolean

static SystemBoolean op_Inequality(UnityEngineObject, UnityEngineObject);

Raw: In(UnityEngineObject), In(UnityEngineObject), Out(SystemBoolean)

UnityEngineAnimationsAimConstraint.__set_aimVector__UnityEngineVector3__SystemVoid

void set_aimVector(UnityEngineVector3);

Raw: In(UnityEngineAnimationsAimConstraint), In(UnityEngineVector3)

UnityEngineAnimationsAimConstraint.__set_constraintActive__SystemBoolean__SystemVoid

void set_constraintActive(SystemBoolean);

Raw: In(UnityEngineAnimationsAimConstraint), In(SystemBoolean)

UnityEngineAnimationsAimConstraint.__set_enabled__SystemBoolean__SystemVoid

void set_enabled(SystemBoolean);

Raw: In(UnityEngineAnimationsAimConstraint), In(SystemBoolean)

UnityEngineAnimationsAimConstraint.__set_locked__SystemBoolean__SystemVoid

void set_locked(SystemBoolean);

Raw: In(UnityEngineAnimationsAimConstraint), In(SystemBoolean)

UnityEngineAnimationsAimConstraint.__set_name__SystemString__SystemVoid

void set_name(SystemString);

Raw: In(UnityEngineAnimationsAimConstraint), In(SystemString)

UnityEngineAnimationsAimConstraint.__set_rotationAtRest__UnityEngineVector3__SystemVoid

void set_rotationAtRest(UnityEngineVector3);

Raw: In(UnityEngineAnimationsAimConstraint), In(UnityEngineVector3)

UnityEngineAnimationsAimConstraint.__set_rotationAxis__UnityEngineAnimationsAxis__SystemVoid

void set_rotationAxis(UnityEngineAnimationsAxis);

Raw: In(UnityEngineAnimationsAimConstraint), In(UnityEngineAnimationsAxis)

UnityEngineAnimationsAimConstraint.__set_rotationOffset__UnityEngineVector3__SystemVoid

void set_rotationOffset(UnityEngineVector3);

Raw: In(UnityEngineAnimationsAimConstraint), In(UnityEngineVector3)

UnityEngineAnimationsAimConstraint.__set_upVector__UnityEngineVector3__SystemVoid

void set_upVector(UnityEngineVector3);

Raw: In(UnityEngineAnimationsAimConstraint), In(UnityEngineVector3)

UnityEngineAnimationsAimConstraint.__set_weight__SystemSingle__SystemVoid

void set_weight(SystemSingle);

Raw: In(UnityEngineAnimationsAimConstraint), In(SystemSingle)

UnityEngineAnimationsAimConstraint.__set_worldUpObject__UnityEngineTransform__SystemVoid

void set_worldUpObject(UnityEngineTransform);

Raw: In(UnityEngineAnimationsAimConstraint), In(UnityEngineTransform)

UnityEngineAnimationsAimConstraint.__set_worldUpType__UnityEngineAnimationsAimConstraintWorldUpType__SystemVoid

void set_worldUpType(UnityEngineAnimationsAimConstraintWorldUpType);

Raw: In(UnityEngineAnimationsAimConstraint), In(UnityEngineAnimationsAimConstraintWorldUpType)

UnityEngineAnimationsAimConstraint.__set_worldUpVector__UnityEngineVector3__SystemVoid

void set_worldUpVector(UnityEngineVector3);

Raw: In(UnityEngineAnimationsAimConstraint), In(UnityEngineVector3)

Enum UnityEngineAnimationsAimConstraintWorldUpType

back to assembly

Enum values:

  • None = 4
  • ObjectRotationUp = 2
  • ObjectUp = 1
  • SceneUp = 0
  • Vector = 3

Enum UnityEngineAnimationsAxis

back to assembly

Enum values:

  • None = 0
  • X = 1
  • Y = 2
  • Z = 4

Struct UnityEngineAnimationsConstraintSource

back to assembly

to array type

UnityEngineAnimationsConstraintSource.__Equals__SystemObject__SystemBoolean

SystemBoolean Equals(SystemObject);

Raw: In(UnityEngineAnimationsConstraintSource), In(SystemObject), Out(SystemBoolean)

UnityEngineAnimationsConstraintSource.__GetHashCode__SystemInt32

SystemInt32 GetHashCode();

Raw: In(UnityEngineAnimationsConstraintSource), Out(SystemInt32)

UnityEngineAnimationsConstraintSource.__GetType__SystemType

SystemType GetType();

Raw: In(UnityEngineAnimationsConstraintSource), Out(SystemType)

UnityEngineAnimationsConstraintSource.__ToString__SystemString

SystemString ToString();

Raw: In(UnityEngineAnimationsConstraintSource), Out(SystemString)

UnityEngineAnimationsConstraintSource.__get_sourceTransform__UnityEngineTransform

UnityEngineTransform get_sourceTransform();

Raw: In(UnityEngineAnimationsConstraintSource), Out(UnityEngineTransform)

UnityEngineAnimationsConstraintSource.__get_weight__SystemSingle

SystemSingle get_weight();

Raw: In(UnityEngineAnimationsConstraintSource), Out(SystemSingle)

UnityEngineAnimationsConstraintSource.__set_sourceTransform__UnityEngineTransform__SystemVoid

void set_sourceTransform(UnityEngineTransform);

Raw: In(UnityEngineAnimationsConstraintSource), In(UnityEngineTransform)

UnityEngineAnimationsConstraintSource.__set_weight__SystemSingle__SystemVoid

void set_weight(SystemSingle);

Raw: In(UnityEngineAnimationsConstraintSource), In(SystemSingle)

Object UnityEngineAnimationsLookAtConstraint

back to assembly

to array type

UnityEngineAnimationsLookAtConstraint.__AddSource__UnityEngineAnimationsConstraintSource__SystemInt32

SystemInt32 AddSource(UnityEngineAnimationsConstraintSource);

Raw: In(UnityEngineAnimationsLookAtConstraint), In(UnityEngineAnimationsConstraintSource), Out(SystemInt32)

UnityEngineAnimationsLookAtConstraint.__Equals__SystemObject__SystemBoolean

SystemBoolean Equals(SystemObject);

Raw: In(UnityEngineAnimationsLookAtConstraint), In(SystemObject), Out(SystemBoolean)

UnityEngineAnimationsLookAtConstraint.__GetComponentInChildren__SystemBoolean__T

T GetComponentInChildren<T>(SystemBoolean);

Raw: In(UnityEngineAnimationsLookAtConstraint), In(SystemBoolean), In(SystemType), Out(UnityEngineObject)

UnityEngineAnimationsLookAtConstraint.__GetComponentInChildren__SystemType_SystemBoolean__UnityEngineComponent

UnityEngineComponent GetComponentInChildren(SystemType, SystemBoolean);

Raw: In(UnityEngineAnimationsLookAtConstraint), In(SystemType), In(SystemBoolean), Out(UnityEngineComponent)

UnityEngineAnimationsLookAtConstraint.__GetComponentInChildren__SystemType__UnityEngineComponent

UnityEngineComponent GetComponentInChildren(SystemType);

Raw: In(UnityEngineAnimationsLookAtConstraint), In(SystemType), Out(UnityEngineComponent)

UnityEngineAnimationsLookAtConstraint.__GetComponentInChildren__T

T GetComponentInChildren<T>();

Raw: In(UnityEngineAnimationsLookAtConstraint), In(SystemType), Out(UnityEngineObject)

UnityEngineAnimationsLookAtConstraint.__GetComponentInParent__SystemBoolean__T

T GetComponentInParent<T>(SystemBoolean);

Raw: In(UnityEngineAnimationsLookAtConstraint), In(SystemBoolean), In(SystemType), Out(UnityEngineObject)

UnityEngineAnimationsLookAtConstraint.__GetComponentInParent__SystemType_SystemBoolean__UnityEngineComponent

UnityEngineComponent GetComponentInParent(SystemType, SystemBoolean);

Raw: In(UnityEngineAnimationsLookAtConstraint), In(SystemType), In(SystemBoolean), Out(UnityEngineComponent)

UnityEngineAnimationsLookAtConstraint.__GetComponentInParent__SystemType__UnityEngineComponent

UnityEngineComponent GetComponentInParent(SystemType);

Raw: In(UnityEngineAnimationsLookAtConstraint), In(SystemType), Out(UnityEngineComponent)

UnityEngineAnimationsLookAtConstraint.__GetComponentInParent__T

T GetComponentInParent<T>();

Raw: In(UnityEngineAnimationsLookAtConstraint), In(SystemType), Out(UnityEngineObject)

UnityEngineAnimationsLookAtConstraint.__GetComponent__SystemString__UnityEngineComponent

UnityEngineComponent GetComponent(SystemString);

Raw: In(UnityEngineAnimationsLookAtConstraint), In(SystemString), Out(UnityEngineComponent)

UnityEngineAnimationsLookAtConstraint.__GetComponent__SystemType__UnityEngineComponent

UnityEngineComponent GetComponent(SystemType);

Raw: In(UnityEngineAnimationsLookAtConstraint), In(SystemType), Out(UnityEngineComponent)

UnityEngineAnimationsLookAtConstraint.__GetComponent__T

T GetComponent<T>();

Raw: In(UnityEngineAnimationsLookAtConstraint), In(SystemType), Out(UnityEngineObject)

UnityEngineAnimationsLookAtConstraint.__GetComponentsInChildren__ListT__SystemVoid

void GetComponentsInChildren<T>(ListT);

Raw: In(UnityEngineAnimationsLookAtConstraint), In(SystemCollectionsGenericListUnityEngineObject), In(SystemType)

UnityEngineAnimationsLookAtConstraint.__GetComponentsInChildren__SystemBoolean_ListT__SystemVoid

void GetComponentsInChildren(SystemBoolean, ListT);

Raw: In(UnityEngineAnimationsLookAtConstraint), In(SystemBoolean), In(SystemCollectionsGenericListUnityEngineObject)

UnityEngineAnimationsLookAtConstraint.__GetComponentsInChildren__SystemBoolean__TArray

TArray GetComponentsInChildren<T>(SystemBoolean);

Raw: In(UnityEngineAnimationsLookAtConstraint), In(SystemBoolean), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineAnimationsLookAtConstraint.__GetComponentsInChildren__SystemType_SystemBoolean__UnityEngineComponentArray

UnityEngineComponentArray GetComponentsInChildren(SystemType, SystemBoolean);

Raw: In(UnityEngineAnimationsLookAtConstraint), In(SystemType), In(SystemBoolean), Out(UnityEngineComponentArray)

UnityEngineAnimationsLookAtConstraint.__GetComponentsInChildren__SystemType__UnityEngineComponentArray

UnityEngineComponentArray GetComponentsInChildren(SystemType);

Raw: In(UnityEngineAnimationsLookAtConstraint), In(SystemType), Out(UnityEngineComponentArray)

UnityEngineAnimationsLookAtConstraint.__GetComponentsInChildren__TArray

TArray GetComponentsInChildren<T>();

Raw: In(UnityEngineAnimationsLookAtConstraint), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineAnimationsLookAtConstraint.__GetComponentsInParent__SystemBoolean_ListT__SystemVoid

void GetComponentsInParent(SystemBoolean, ListT);

Raw: In(UnityEngineAnimationsLookAtConstraint), In(SystemBoolean), In(SystemCollectionsGenericListUnityEngineObject)

UnityEngineAnimationsLookAtConstraint.__GetComponentsInParent__SystemBoolean__TArray

TArray GetComponentsInParent<T>(SystemBoolean);

Raw: In(UnityEngineAnimationsLookAtConstraint), In(SystemBoolean), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineAnimationsLookAtConstraint.__GetComponentsInParent__SystemType_SystemBoolean__UnityEngineComponentArray

UnityEngineComponentArray GetComponentsInParent(SystemType, SystemBoolean);

Raw: In(UnityEngineAnimationsLookAtConstraint), In(SystemType), In(SystemBoolean), Out(UnityEngineComponentArray)

UnityEngineAnimationsLookAtConstraint.__GetComponentsInParent__SystemType__UnityEngineComponentArray

UnityEngineComponentArray GetComponentsInParent(SystemType);

Raw: In(UnityEngineAnimationsLookAtConstraint), In(SystemType), Out(UnityEngineComponentArray)

UnityEngineAnimationsLookAtConstraint.__GetComponentsInParent__TArray

TArray GetComponentsInParent<T>();

Raw: In(UnityEngineAnimationsLookAtConstraint), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineAnimationsLookAtConstraint.__GetComponents__ListT__SystemVoid

void GetComponents<T>(ListT);

Raw: In(UnityEngineAnimationsLookAtConstraint), In(SystemCollectionsGenericListUnityEngineObject), In(SystemType)

UnityEngineAnimationsLookAtConstraint.__GetComponents__SystemType_SystemCollectionsGenericListUnityEngineComponent__SystemVoid

void GetComponents(SystemType, SystemCollectionsGenericListUnityEngineComponent);

Raw: In(UnityEngineAnimationsLookAtConstraint), In(SystemType), In(SystemCollectionsGenericListUnityEngineComponent)

UnityEngineAnimationsLookAtConstraint.__GetComponents__SystemType__UnityEngineComponentArray

UnityEngineComponentArray GetComponents(SystemType);

Raw: In(UnityEngineAnimationsLookAtConstraint), In(SystemType), Out(UnityEngineComponentArray)

UnityEngineAnimationsLookAtConstraint.__GetComponents__TArray

TArray GetComponents<T>();

Raw: In(UnityEngineAnimationsLookAtConstraint), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineAnimationsLookAtConstraint.__GetHashCode__SystemInt32

SystemInt32 GetHashCode();

Raw: In(UnityEngineAnimationsLookAtConstraint), Out(SystemInt32)

UnityEngineAnimationsLookAtConstraint.__GetInstanceID__SystemInt32

SystemInt32 GetInstanceID();

Raw: In(UnityEngineAnimationsLookAtConstraint), Out(SystemInt32)

UnityEngineAnimationsLookAtConstraint.__GetSource__SystemInt32__UnityEngineAnimationsConstraintSource

UnityEngineAnimationsConstraintSource GetSource(SystemInt32);

Raw: In(UnityEngineAnimationsLookAtConstraint), In(SystemInt32), Out(UnityEngineAnimationsConstraintSource)

UnityEngineAnimationsLookAtConstraint.__GetSources__SystemCollectionsGenericListUnityEngineAnimationsConstraintSource__SystemVoid

void GetSources(SystemCollectionsGenericListUnityEngineAnimationsConstraintSource);

Raw: In(UnityEngineAnimationsLookAtConstraint), In(SystemCollectionsGenericListUnityEngineAnimationsConstraintSource)

UnityEngineAnimationsLookAtConstraint.__GetType__SystemType

SystemType GetType();

Raw: In(UnityEngineAnimationsLookAtConstraint), Out(SystemType)

UnityEngineAnimationsLookAtConstraint.__RemoveSource__SystemInt32__SystemVoid

void RemoveSource(SystemInt32);

Raw: In(UnityEngineAnimationsLookAtConstraint), In(SystemInt32)

UnityEngineAnimationsLookAtConstraint.__SetSource__SystemInt32_UnityEngineAnimationsConstraintSource__SystemVoid

void SetSource(SystemInt32, UnityEngineAnimationsConstraintSource);

Raw: In(UnityEngineAnimationsLookAtConstraint), In(SystemInt32), In(UnityEngineAnimationsConstraintSource)

UnityEngineAnimationsLookAtConstraint.__SetSources__SystemCollectionsGenericListUnityEngineAnimationsConstraintSource__SystemVoid

void SetSources(SystemCollectionsGenericListUnityEngineAnimationsConstraintSource);

Raw: In(UnityEngineAnimationsLookAtConstraint), In(SystemCollectionsGenericListUnityEngineAnimationsConstraintSource)

UnityEngineAnimationsLookAtConstraint.__ToString__SystemString

SystemString ToString();

Raw: In(UnityEngineAnimationsLookAtConstraint), Out(SystemString)

UnityEngineAnimationsLookAtConstraint.__get_constraintActive__SystemBoolean

SystemBoolean get_constraintActive();

Raw: In(UnityEngineAnimationsLookAtConstraint), Out(SystemBoolean)

UnityEngineAnimationsLookAtConstraint.__get_enabled__SystemBoolean

SystemBoolean get_enabled();

Raw: In(UnityEngineAnimationsLookAtConstraint), Out(SystemBoolean)

UnityEngineAnimationsLookAtConstraint.__get_gameObject__UnityEngineGameObject

UnityEngineGameObject get_gameObject();

Raw: In(UnityEngineAnimationsLookAtConstraint), Out(UnityEngineGameObject)

UnityEngineAnimationsLookAtConstraint.__get_isActiveAndEnabled__SystemBoolean

SystemBoolean get_isActiveAndEnabled();

Raw: In(UnityEngineAnimationsLookAtConstraint), Out(SystemBoolean)

UnityEngineAnimationsLookAtConstraint.__get_locked__SystemBoolean

SystemBoolean get_locked();

Raw: In(UnityEngineAnimationsLookAtConstraint), Out(SystemBoolean)

UnityEngineAnimationsLookAtConstraint.__get_name__SystemString

SystemString get_name();

Raw: In(UnityEngineAnimationsLookAtConstraint), Out(SystemString)

UnityEngineAnimationsLookAtConstraint.__get_roll__SystemSingle

SystemSingle get_roll();

Raw: In(UnityEngineAnimationsLookAtConstraint), Out(SystemSingle)

UnityEngineAnimationsLookAtConstraint.__get_rotationAtRest__UnityEngineVector3

UnityEngineVector3 get_rotationAtRest();

Raw: In(UnityEngineAnimationsLookAtConstraint), Out(UnityEngineVector3)

UnityEngineAnimationsLookAtConstraint.__get_rotationOffset__UnityEngineVector3

UnityEngineVector3 get_rotationOffset();

Raw: In(UnityEngineAnimationsLookAtConstraint), Out(UnityEngineVector3)

UnityEngineAnimationsLookAtConstraint.__get_sourceCount__SystemInt32

SystemInt32 get_sourceCount();

Raw: In(UnityEngineAnimationsLookAtConstraint), Out(SystemInt32)

UnityEngineAnimationsLookAtConstraint.__get_transform__UnityEngineTransform

UnityEngineTransform get_transform();

Raw: In(UnityEngineAnimationsLookAtConstraint), Out(UnityEngineTransform)

UnityEngineAnimationsLookAtConstraint.__get_useUpObject__SystemBoolean

SystemBoolean get_useUpObject();

Raw: In(UnityEngineAnimationsLookAtConstraint), Out(SystemBoolean)

UnityEngineAnimationsLookAtConstraint.__get_weight__SystemSingle

SystemSingle get_weight();

Raw: In(UnityEngineAnimationsLookAtConstraint), Out(SystemSingle)

UnityEngineAnimationsLookAtConstraint.__get_worldUpObject__UnityEngineTransform

UnityEngineTransform get_worldUpObject();

Raw: In(UnityEngineAnimationsLookAtConstraint), Out(UnityEngineTransform)

UnityEngineAnimationsLookAtConstraint.__op_Equality__UnityEngineObject_UnityEngineObject__SystemBoolean

static SystemBoolean op_Equality(UnityEngineObject, UnityEngineObject);

Raw: In(UnityEngineObject), In(UnityEngineObject), Out(SystemBoolean)

UnityEngineAnimationsLookAtConstraint.__op_Implicit__UnityEngineObject__SystemBoolean

static SystemBoolean op_Implicit(UnityEngineObject);

Raw: In(UnityEngineObject), Out(SystemBoolean)

UnityEngineAnimationsLookAtConstraint.__op_Inequality__UnityEngineObject_UnityEngineObject__SystemBoolean

static SystemBoolean op_Inequality(UnityEngineObject, UnityEngineObject);

Raw: In(UnityEngineObject), In(UnityEngineObject), Out(SystemBoolean)

UnityEngineAnimationsLookAtConstraint.__set_constraintActive__SystemBoolean__SystemVoid

void set_constraintActive(SystemBoolean);

Raw: In(UnityEngineAnimationsLookAtConstraint), In(SystemBoolean)

UnityEngineAnimationsLookAtConstraint.__set_enabled__SystemBoolean__SystemVoid

void set_enabled(SystemBoolean);

Raw: In(UnityEngineAnimationsLookAtConstraint), In(SystemBoolean)

UnityEngineAnimationsLookAtConstraint.__set_locked__SystemBoolean__SystemVoid

void set_locked(SystemBoolean);

Raw: In(UnityEngineAnimationsLookAtConstraint), In(SystemBoolean)

UnityEngineAnimationsLookAtConstraint.__set_name__SystemString__SystemVoid

void set_name(SystemString);

Raw: In(UnityEngineAnimationsLookAtConstraint), In(SystemString)

UnityEngineAnimationsLookAtConstraint.__set_roll__SystemSingle__SystemVoid

void set_roll(SystemSingle);

Raw: In(UnityEngineAnimationsLookAtConstraint), In(SystemSingle)

UnityEngineAnimationsLookAtConstraint.__set_rotationAtRest__UnityEngineVector3__SystemVoid

void set_rotationAtRest(UnityEngineVector3);

Raw: In(UnityEngineAnimationsLookAtConstraint), In(UnityEngineVector3)

UnityEngineAnimationsLookAtConstraint.__set_rotationOffset__UnityEngineVector3__SystemVoid

void set_rotationOffset(UnityEngineVector3);

Raw: In(UnityEngineAnimationsLookAtConstraint), In(UnityEngineVector3)

UnityEngineAnimationsLookAtConstraint.__set_useUpObject__SystemBoolean__SystemVoid

void set_useUpObject(SystemBoolean);

Raw: In(UnityEngineAnimationsLookAtConstraint), In(SystemBoolean)

UnityEngineAnimationsLookAtConstraint.__set_weight__SystemSingle__SystemVoid

void set_weight(SystemSingle);

Raw: In(UnityEngineAnimationsLookAtConstraint), In(SystemSingle)

UnityEngineAnimationsLookAtConstraint.__set_worldUpObject__UnityEngineTransform__SystemVoid

void set_worldUpObject(UnityEngineTransform);

Raw: In(UnityEngineAnimationsLookAtConstraint), In(UnityEngineTransform)

Object UnityEngineAnimationsParentConstraint

back to assembly

to array type

UnityEngineAnimationsParentConstraint.__AddSource__UnityEngineAnimationsConstraintSource__SystemInt32

SystemInt32 AddSource(UnityEngineAnimationsConstraintSource);

Raw: In(UnityEngineAnimationsParentConstraint), In(UnityEngineAnimationsConstraintSource), Out(SystemInt32)

UnityEngineAnimationsParentConstraint.__Equals__SystemObject__SystemBoolean

SystemBoolean Equals(SystemObject);

Raw: In(UnityEngineAnimationsParentConstraint), In(SystemObject), Out(SystemBoolean)

UnityEngineAnimationsParentConstraint.__GetComponentInChildren__SystemBoolean__T

T GetComponentInChildren<T>(SystemBoolean);

Raw: In(UnityEngineAnimationsParentConstraint), In(SystemBoolean), In(SystemType), Out(UnityEngineObject)

UnityEngineAnimationsParentConstraint.__GetComponentInChildren__SystemType_SystemBoolean__UnityEngineComponent

UnityEngineComponent GetComponentInChildren(SystemType, SystemBoolean);

Raw: In(UnityEngineAnimationsParentConstraint), In(SystemType), In(SystemBoolean), Out(UnityEngineComponent)

UnityEngineAnimationsParentConstraint.__GetComponentInChildren__SystemType__UnityEngineComponent

UnityEngineComponent GetComponentInChildren(SystemType);

Raw: In(UnityEngineAnimationsParentConstraint), In(SystemType), Out(UnityEngineComponent)

UnityEngineAnimationsParentConstraint.__GetComponentInChildren__T

T GetComponentInChildren<T>();

Raw: In(UnityEngineAnimationsParentConstraint), In(SystemType), Out(UnityEngineObject)

UnityEngineAnimationsParentConstraint.__GetComponentInParent__SystemBoolean__T

T GetComponentInParent<T>(SystemBoolean);

Raw: In(UnityEngineAnimationsParentConstraint), In(SystemBoolean), In(SystemType), Out(UnityEngineObject)

UnityEngineAnimationsParentConstraint.__GetComponentInParent__SystemType_SystemBoolean__UnityEngineComponent

UnityEngineComponent GetComponentInParent(SystemType, SystemBoolean);

Raw: In(UnityEngineAnimationsParentConstraint), In(SystemType), In(SystemBoolean), Out(UnityEngineComponent)

UnityEngineAnimationsParentConstraint.__GetComponentInParent__SystemType__UnityEngineComponent

UnityEngineComponent GetComponentInParent(SystemType);

Raw: In(UnityEngineAnimationsParentConstraint), In(SystemType), Out(UnityEngineComponent)

UnityEngineAnimationsParentConstraint.__GetComponentInParent__T

T GetComponentInParent<T>();

Raw: In(UnityEngineAnimationsParentConstraint), In(SystemType), Out(UnityEngineObject)

UnityEngineAnimationsParentConstraint.__GetComponent__SystemString__UnityEngineComponent

UnityEngineComponent GetComponent(SystemString);

Raw: In(UnityEngineAnimationsParentConstraint), In(SystemString), Out(UnityEngineComponent)

UnityEngineAnimationsParentConstraint.__GetComponent__SystemType__UnityEngineComponent

UnityEngineComponent GetComponent(SystemType);

Raw: In(UnityEngineAnimationsParentConstraint), In(SystemType), Out(UnityEngineComponent)

UnityEngineAnimationsParentConstraint.__GetComponent__T

T GetComponent<T>();

Raw: In(UnityEngineAnimationsParentConstraint), In(SystemType), Out(UnityEngineObject)

UnityEngineAnimationsParentConstraint.__GetComponentsInChildren__ListT__SystemVoid

void GetComponentsInChildren<T>(ListT);

Raw: In(UnityEngineAnimationsParentConstraint), In(SystemCollectionsGenericListUnityEngineObject), In(SystemType)

UnityEngineAnimationsParentConstraint.__GetComponentsInChildren__SystemBoolean_ListT__SystemVoid

void GetComponentsInChildren(SystemBoolean, ListT);

Raw: In(UnityEngineAnimationsParentConstraint), In(SystemBoolean), In(SystemCollectionsGenericListUnityEngineObject)

UnityEngineAnimationsParentConstraint.__GetComponentsInChildren__SystemBoolean__TArray

TArray GetComponentsInChildren<T>(SystemBoolean);

Raw: In(UnityEngineAnimationsParentConstraint), In(SystemBoolean), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineAnimationsParentConstraint.__GetComponentsInChildren__SystemType_SystemBoolean__UnityEngineComponentArray

UnityEngineComponentArray GetComponentsInChildren(SystemType, SystemBoolean);

Raw: In(UnityEngineAnimationsParentConstraint), In(SystemType), In(SystemBoolean), Out(UnityEngineComponentArray)

UnityEngineAnimationsParentConstraint.__GetComponentsInChildren__SystemType__UnityEngineComponentArray

UnityEngineComponentArray GetComponentsInChildren(SystemType);

Raw: In(UnityEngineAnimationsParentConstraint), In(SystemType), Out(UnityEngineComponentArray)

UnityEngineAnimationsParentConstraint.__GetComponentsInChildren__TArray

TArray GetComponentsInChildren<T>();

Raw: In(UnityEngineAnimationsParentConstraint), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineAnimationsParentConstraint.__GetComponentsInParent__SystemBoolean_ListT__SystemVoid

void GetComponentsInParent(SystemBoolean, ListT);

Raw: In(UnityEngineAnimationsParentConstraint), In(SystemBoolean), In(SystemCollectionsGenericListUnityEngineObject)

UnityEngineAnimationsParentConstraint.__GetComponentsInParent__SystemBoolean__TArray

TArray GetComponentsInParent<T>(SystemBoolean);

Raw: In(UnityEngineAnimationsParentConstraint), In(SystemBoolean), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineAnimationsParentConstraint.__GetComponentsInParent__SystemType_SystemBoolean__UnityEngineComponentArray

UnityEngineComponentArray GetComponentsInParent(SystemType, SystemBoolean);

Raw: In(UnityEngineAnimationsParentConstraint), In(SystemType), In(SystemBoolean), Out(UnityEngineComponentArray)

UnityEngineAnimationsParentConstraint.__GetComponentsInParent__SystemType__UnityEngineComponentArray

UnityEngineComponentArray GetComponentsInParent(SystemType);

Raw: In(UnityEngineAnimationsParentConstraint), In(SystemType), Out(UnityEngineComponentArray)

UnityEngineAnimationsParentConstraint.__GetComponentsInParent__TArray

TArray GetComponentsInParent<T>();

Raw: In(UnityEngineAnimationsParentConstraint), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineAnimationsParentConstraint.__GetComponents__ListT__SystemVoid

void GetComponents<T>(ListT);

Raw: In(UnityEngineAnimationsParentConstraint), In(SystemCollectionsGenericListUnityEngineObject), In(SystemType)

UnityEngineAnimationsParentConstraint.__GetComponents__SystemType_SystemCollectionsGenericListUnityEngineComponent__SystemVoid

void GetComponents(SystemType, SystemCollectionsGenericListUnityEngineComponent);

Raw: In(UnityEngineAnimationsParentConstraint), In(SystemType), In(SystemCollectionsGenericListUnityEngineComponent)

UnityEngineAnimationsParentConstraint.__GetComponents__SystemType__UnityEngineComponentArray

UnityEngineComponentArray GetComponents(SystemType);

Raw: In(UnityEngineAnimationsParentConstraint), In(SystemType), Out(UnityEngineComponentArray)

UnityEngineAnimationsParentConstraint.__GetComponents__TArray

TArray GetComponents<T>();

Raw: In(UnityEngineAnimationsParentConstraint), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineAnimationsParentConstraint.__GetHashCode__SystemInt32

SystemInt32 GetHashCode();

Raw: In(UnityEngineAnimationsParentConstraint), Out(SystemInt32)

UnityEngineAnimationsParentConstraint.__GetInstanceID__SystemInt32

SystemInt32 GetInstanceID();

Raw: In(UnityEngineAnimationsParentConstraint), Out(SystemInt32)

UnityEngineAnimationsParentConstraint.__GetRotationOffset__SystemInt32__UnityEngineVector3

UnityEngineVector3 GetRotationOffset(SystemInt32);

Raw: In(UnityEngineAnimationsParentConstraint), In(SystemInt32), Out(UnityEngineVector3)

UnityEngineAnimationsParentConstraint.__GetSource__SystemInt32__UnityEngineAnimationsConstraintSource

UnityEngineAnimationsConstraintSource GetSource(SystemInt32);

Raw: In(UnityEngineAnimationsParentConstraint), In(SystemInt32), Out(UnityEngineAnimationsConstraintSource)

UnityEngineAnimationsParentConstraint.__GetSources__SystemCollectionsGenericListUnityEngineAnimationsConstraintSource__SystemVoid

void GetSources(SystemCollectionsGenericListUnityEngineAnimationsConstraintSource);

Raw: In(UnityEngineAnimationsParentConstraint), In(SystemCollectionsGenericListUnityEngineAnimationsConstraintSource)

UnityEngineAnimationsParentConstraint.__GetTranslationOffset__SystemInt32__UnityEngineVector3

UnityEngineVector3 GetTranslationOffset(SystemInt32);

Raw: In(UnityEngineAnimationsParentConstraint), In(SystemInt32), Out(UnityEngineVector3)

UnityEngineAnimationsParentConstraint.__GetType__SystemType

SystemType GetType();

Raw: In(UnityEngineAnimationsParentConstraint), Out(SystemType)

UnityEngineAnimationsParentConstraint.__RemoveSource__SystemInt32__SystemVoid

void RemoveSource(SystemInt32);

Raw: In(UnityEngineAnimationsParentConstraint), In(SystemInt32)

UnityEngineAnimationsParentConstraint.__SetRotationOffset__SystemInt32_UnityEngineVector3__SystemVoid

void SetRotationOffset(SystemInt32, UnityEngineVector3);

Raw: In(UnityEngineAnimationsParentConstraint), In(SystemInt32), In(UnityEngineVector3)

UnityEngineAnimationsParentConstraint.__SetSource__SystemInt32_UnityEngineAnimationsConstraintSource__SystemVoid

void SetSource(SystemInt32, UnityEngineAnimationsConstraintSource);

Raw: In(UnityEngineAnimationsParentConstraint), In(SystemInt32), In(UnityEngineAnimationsConstraintSource)

UnityEngineAnimationsParentConstraint.__SetSources__SystemCollectionsGenericListUnityEngineAnimationsConstraintSource__SystemVoid

void SetSources(SystemCollectionsGenericListUnityEngineAnimationsConstraintSource);

Raw: In(UnityEngineAnimationsParentConstraint), In(SystemCollectionsGenericListUnityEngineAnimationsConstraintSource)

UnityEngineAnimationsParentConstraint.__SetTranslationOffset__SystemInt32_UnityEngineVector3__SystemVoid

void SetTranslationOffset(SystemInt32, UnityEngineVector3);

Raw: In(UnityEngineAnimationsParentConstraint), In(SystemInt32), In(UnityEngineVector3)

UnityEngineAnimationsParentConstraint.__ToString__SystemString

SystemString ToString();

Raw: In(UnityEngineAnimationsParentConstraint), Out(SystemString)

UnityEngineAnimationsParentConstraint.__get_constraintActive__SystemBoolean

SystemBoolean get_constraintActive();

Raw: In(UnityEngineAnimationsParentConstraint), Out(SystemBoolean)

UnityEngineAnimationsParentConstraint.__get_enabled__SystemBoolean

SystemBoolean get_enabled();

Raw: In(UnityEngineAnimationsParentConstraint), Out(SystemBoolean)

UnityEngineAnimationsParentConstraint.__get_gameObject__UnityEngineGameObject

UnityEngineGameObject get_gameObject();

Raw: In(UnityEngineAnimationsParentConstraint), Out(UnityEngineGameObject)

UnityEngineAnimationsParentConstraint.__get_isActiveAndEnabled__SystemBoolean

SystemBoolean get_isActiveAndEnabled();

Raw: In(UnityEngineAnimationsParentConstraint), Out(SystemBoolean)

UnityEngineAnimationsParentConstraint.__get_locked__SystemBoolean

SystemBoolean get_locked();

Raw: In(UnityEngineAnimationsParentConstraint), Out(SystemBoolean)

UnityEngineAnimationsParentConstraint.__get_name__SystemString

SystemString get_name();

Raw: In(UnityEngineAnimationsParentConstraint), Out(SystemString)

UnityEngineAnimationsParentConstraint.__get_rotationAtRest__UnityEngineVector3

UnityEngineVector3 get_rotationAtRest();

Raw: In(UnityEngineAnimationsParentConstraint), Out(UnityEngineVector3)

UnityEngineAnimationsParentConstraint.__get_rotationAxis__UnityEngineAnimationsAxis

UnityEngineAnimationsAxis get_rotationAxis();

Raw: In(UnityEngineAnimationsParentConstraint), Out(UnityEngineAnimationsAxis)

UnityEngineAnimationsParentConstraint.__get_rotationOffsets__UnityEngineVector3Array

UnityEngineVector3Array get_rotationOffsets();

Raw: In(UnityEngineAnimationsParentConstraint), Out(UnityEngineVector3Array)

UnityEngineAnimationsParentConstraint.__get_sourceCount__SystemInt32

SystemInt32 get_sourceCount();

Raw: In(UnityEngineAnimationsParentConstraint), Out(SystemInt32)

UnityEngineAnimationsParentConstraint.__get_transform__UnityEngineTransform

UnityEngineTransform get_transform();

Raw: In(UnityEngineAnimationsParentConstraint), Out(UnityEngineTransform)

UnityEngineAnimationsParentConstraint.__get_translationAtRest__UnityEngineVector3

UnityEngineVector3 get_translationAtRest();

Raw: In(UnityEngineAnimationsParentConstraint), Out(UnityEngineVector3)

UnityEngineAnimationsParentConstraint.__get_translationAxis__UnityEngineAnimationsAxis

UnityEngineAnimationsAxis get_translationAxis();

Raw: In(UnityEngineAnimationsParentConstraint), Out(UnityEngineAnimationsAxis)

UnityEngineAnimationsParentConstraint.__get_translationOffsets__UnityEngineVector3Array

UnityEngineVector3Array get_translationOffsets();

Raw: In(UnityEngineAnimationsParentConstraint), Out(UnityEngineVector3Array)

UnityEngineAnimationsParentConstraint.__get_weight__SystemSingle

SystemSingle get_weight();

Raw: In(UnityEngineAnimationsParentConstraint), Out(SystemSingle)

UnityEngineAnimationsParentConstraint.__op_Equality__UnityEngineObject_UnityEngineObject__SystemBoolean

static SystemBoolean op_Equality(UnityEngineObject, UnityEngineObject);

Raw: In(UnityEngineObject), In(UnityEngineObject), Out(SystemBoolean)

UnityEngineAnimationsParentConstraint.__op_Implicit__UnityEngineObject__SystemBoolean

static SystemBoolean op_Implicit(UnityEngineObject);

Raw: In(UnityEngineObject), Out(SystemBoolean)

UnityEngineAnimationsParentConstraint.__op_Inequality__UnityEngineObject_UnityEngineObject__SystemBoolean

static SystemBoolean op_Inequality(UnityEngineObject, UnityEngineObject);

Raw: In(UnityEngineObject), In(UnityEngineObject), Out(SystemBoolean)

UnityEngineAnimationsParentConstraint.__set_constraintActive__SystemBoolean__SystemVoid

void set_constraintActive(SystemBoolean);

Raw: In(UnityEngineAnimationsParentConstraint), In(SystemBoolean)

UnityEngineAnimationsParentConstraint.__set_enabled__SystemBoolean__SystemVoid

void set_enabled(SystemBoolean);

Raw: In(UnityEngineAnimationsParentConstraint), In(SystemBoolean)

UnityEngineAnimationsParentConstraint.__set_locked__SystemBoolean__SystemVoid

void set_locked(SystemBoolean);

Raw: In(UnityEngineAnimationsParentConstraint), In(SystemBoolean)

UnityEngineAnimationsParentConstraint.__set_name__SystemString__SystemVoid

void set_name(SystemString);

Raw: In(UnityEngineAnimationsParentConstraint), In(SystemString)

UnityEngineAnimationsParentConstraint.__set_rotationAtRest__UnityEngineVector3__SystemVoid

void set_rotationAtRest(UnityEngineVector3);

Raw: In(UnityEngineAnimationsParentConstraint), In(UnityEngineVector3)

UnityEngineAnimationsParentConstraint.__set_rotationAxis__UnityEngineAnimationsAxis__SystemVoid

void set_rotationAxis(UnityEngineAnimationsAxis);

Raw: In(UnityEngineAnimationsParentConstraint), In(UnityEngineAnimationsAxis)

UnityEngineAnimationsParentConstraint.__set_rotationOffsets__UnityEngineVector3Array__SystemVoid

void set_rotationOffsets(UnityEngineVector3Array);

Raw: In(UnityEngineAnimationsParentConstraint), In(UnityEngineVector3Array)

UnityEngineAnimationsParentConstraint.__set_translationAtRest__UnityEngineVector3__SystemVoid

void set_translationAtRest(UnityEngineVector3);

Raw: In(UnityEngineAnimationsParentConstraint), In(UnityEngineVector3)

UnityEngineAnimationsParentConstraint.__set_translationAxis__UnityEngineAnimationsAxis__SystemVoid

void set_translationAxis(UnityEngineAnimationsAxis);

Raw: In(UnityEngineAnimationsParentConstraint), In(UnityEngineAnimationsAxis)

UnityEngineAnimationsParentConstraint.__set_translationOffsets__UnityEngineVector3Array__SystemVoid

void set_translationOffsets(UnityEngineVector3Array);

Raw: In(UnityEngineAnimationsParentConstraint), In(UnityEngineVector3Array)

UnityEngineAnimationsParentConstraint.__set_weight__SystemSingle__SystemVoid

void set_weight(SystemSingle);

Raw: In(UnityEngineAnimationsParentConstraint), In(SystemSingle)

Object UnityEngineAnimationsPositionConstraint

back to assembly

to array type

UnityEngineAnimationsPositionConstraint.__AddSource__UnityEngineAnimationsConstraintSource__SystemInt32

SystemInt32 AddSource(UnityEngineAnimationsConstraintSource);

Raw: In(UnityEngineAnimationsPositionConstraint), In(UnityEngineAnimationsConstraintSource), Out(SystemInt32)

UnityEngineAnimationsPositionConstraint.__Equals__SystemObject__SystemBoolean

SystemBoolean Equals(SystemObject);

Raw: In(UnityEngineAnimationsPositionConstraint), In(SystemObject), Out(SystemBoolean)

UnityEngineAnimationsPositionConstraint.__GetComponentInChildren__SystemBoolean__T

T GetComponentInChildren<T>(SystemBoolean);

Raw: In(UnityEngineAnimationsPositionConstraint), In(SystemBoolean), In(SystemType), Out(UnityEngineObject)

UnityEngineAnimationsPositionConstraint.__GetComponentInChildren__SystemType_SystemBoolean__UnityEngineComponent

UnityEngineComponent GetComponentInChildren(SystemType, SystemBoolean);

Raw: In(UnityEngineAnimationsPositionConstraint), In(SystemType), In(SystemBoolean), Out(UnityEngineComponent)

UnityEngineAnimationsPositionConstraint.__GetComponentInChildren__SystemType__UnityEngineComponent

UnityEngineComponent GetComponentInChildren(SystemType);

Raw: In(UnityEngineAnimationsPositionConstraint), In(SystemType), Out(UnityEngineComponent)

UnityEngineAnimationsPositionConstraint.__GetComponentInChildren__T

T GetComponentInChildren<T>();

Raw: In(UnityEngineAnimationsPositionConstraint), In(SystemType), Out(UnityEngineObject)

UnityEngineAnimationsPositionConstraint.__GetComponentInParent__SystemBoolean__T

T GetComponentInParent<T>(SystemBoolean);

Raw: In(UnityEngineAnimationsPositionConstraint), In(SystemBoolean), In(SystemType), Out(UnityEngineObject)

UnityEngineAnimationsPositionConstraint.__GetComponentInParent__SystemType_SystemBoolean__UnityEngineComponent

UnityEngineComponent GetComponentInParent(SystemType, SystemBoolean);

Raw: In(UnityEngineAnimationsPositionConstraint), In(SystemType), In(SystemBoolean), Out(UnityEngineComponent)

UnityEngineAnimationsPositionConstraint.__GetComponentInParent__SystemType__UnityEngineComponent

UnityEngineComponent GetComponentInParent(SystemType);

Raw: In(UnityEngineAnimationsPositionConstraint), In(SystemType), Out(UnityEngineComponent)

UnityEngineAnimationsPositionConstraint.__GetComponentInParent__T

T GetComponentInParent<T>();

Raw: In(UnityEngineAnimationsPositionConstraint), In(SystemType), Out(UnityEngineObject)

UnityEngineAnimationsPositionConstraint.__GetComponent__SystemString__UnityEngineComponent

UnityEngineComponent GetComponent(SystemString);

Raw: In(UnityEngineAnimationsPositionConstraint), In(SystemString), Out(UnityEngineComponent)

UnityEngineAnimationsPositionConstraint.__GetComponent__SystemType__UnityEngineComponent

UnityEngineComponent GetComponent(SystemType);

Raw: In(UnityEngineAnimationsPositionConstraint), In(SystemType), Out(UnityEngineComponent)

UnityEngineAnimationsPositionConstraint.__GetComponent__T

T GetComponent<T>();

Raw: In(UnityEngineAnimationsPositionConstraint), In(SystemType), Out(UnityEngineObject)

UnityEngineAnimationsPositionConstraint.__GetComponentsInChildren__ListT__SystemVoid

void GetComponentsInChildren<T>(ListT);

Raw: In(UnityEngineAnimationsPositionConstraint), In(SystemCollectionsGenericListUnityEngineObject), In(SystemType)

UnityEngineAnimationsPositionConstraint.__GetComponentsInChildren__SystemBoolean_ListT__SystemVoid

void GetComponentsInChildren(SystemBoolean, ListT);

Raw: In(UnityEngineAnimationsPositionConstraint), In(SystemBoolean), In(SystemCollectionsGenericListUnityEngineObject)

UnityEngineAnimationsPositionConstraint.__GetComponentsInChildren__SystemBoolean__TArray

TArray GetComponentsInChildren<T>(SystemBoolean);

Raw: In(UnityEngineAnimationsPositionConstraint), In(SystemBoolean), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineAnimationsPositionConstraint.__GetComponentsInChildren__SystemType_SystemBoolean__UnityEngineComponentArray

UnityEngineComponentArray GetComponentsInChildren(SystemType, SystemBoolean);

Raw: In(UnityEngineAnimationsPositionConstraint), In(SystemType), In(SystemBoolean), Out(UnityEngineComponentArray)

UnityEngineAnimationsPositionConstraint.__GetComponentsInChildren__SystemType__UnityEngineComponentArray

UnityEngineComponentArray GetComponentsInChildren(SystemType);

Raw: In(UnityEngineAnimationsPositionConstraint), In(SystemType), Out(UnityEngineComponentArray)

UnityEngineAnimationsPositionConstraint.__GetComponentsInChildren__TArray

TArray GetComponentsInChildren<T>();

Raw: In(UnityEngineAnimationsPositionConstraint), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineAnimationsPositionConstraint.__GetComponentsInParent__SystemBoolean_ListT__SystemVoid

void GetComponentsInParent(SystemBoolean, ListT);

Raw: In(UnityEngineAnimationsPositionConstraint), In(SystemBoolean), In(SystemCollectionsGenericListUnityEngineObject)

UnityEngineAnimationsPositionConstraint.__GetComponentsInParent__SystemBoolean__TArray

TArray GetComponentsInParent<T>(SystemBoolean);

Raw: In(UnityEngineAnimationsPositionConstraint), In(SystemBoolean), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineAnimationsPositionConstraint.__GetComponentsInParent__SystemType_SystemBoolean__UnityEngineComponentArray

UnityEngineComponentArray GetComponentsInParent(SystemType, SystemBoolean);

Raw: In(UnityEngineAnimationsPositionConstraint), In(SystemType), In(SystemBoolean), Out(UnityEngineComponentArray)

UnityEngineAnimationsPositionConstraint.__GetComponentsInParent__SystemType__UnityEngineComponentArray

UnityEngineComponentArray GetComponentsInParent(SystemType);

Raw: In(UnityEngineAnimationsPositionConstraint), In(SystemType), Out(UnityEngineComponentArray)

UnityEngineAnimationsPositionConstraint.__GetComponentsInParent__TArray

TArray GetComponentsInParent<T>();

Raw: In(UnityEngineAnimationsPositionConstraint), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineAnimationsPositionConstraint.__GetComponents__ListT__SystemVoid

void GetComponents<T>(ListT);

Raw: In(UnityEngineAnimationsPositionConstraint), In(SystemCollectionsGenericListUnityEngineObject), In(SystemType)

UnityEngineAnimationsPositionConstraint.__GetComponents__SystemType_SystemCollectionsGenericListUnityEngineComponent__SystemVoid

void GetComponents(SystemType, SystemCollectionsGenericListUnityEngineComponent);

Raw: In(UnityEngineAnimationsPositionConstraint), In(SystemType), In(SystemCollectionsGenericListUnityEngineComponent)

UnityEngineAnimationsPositionConstraint.__GetComponents__SystemType__UnityEngineComponentArray

UnityEngineComponentArray GetComponents(SystemType);

Raw: In(UnityEngineAnimationsPositionConstraint), In(SystemType), Out(UnityEngineComponentArray)

UnityEngineAnimationsPositionConstraint.__GetComponents__TArray

TArray GetComponents<T>();

Raw: In(UnityEngineAnimationsPositionConstraint), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineAnimationsPositionConstraint.__GetHashCode__SystemInt32

SystemInt32 GetHashCode();

Raw: In(UnityEngineAnimationsPositionConstraint), Out(SystemInt32)

UnityEngineAnimationsPositionConstraint.__GetInstanceID__SystemInt32

SystemInt32 GetInstanceID();

Raw: In(UnityEngineAnimationsPositionConstraint), Out(SystemInt32)

UnityEngineAnimationsPositionConstraint.__GetSource__SystemInt32__UnityEngineAnimationsConstraintSource

UnityEngineAnimationsConstraintSource GetSource(SystemInt32);

Raw: In(UnityEngineAnimationsPositionConstraint), In(SystemInt32), Out(UnityEngineAnimationsConstraintSource)

UnityEngineAnimationsPositionConstraint.__GetSources__SystemCollectionsGenericListUnityEngineAnimationsConstraintSource__SystemVoid

void GetSources(SystemCollectionsGenericListUnityEngineAnimationsConstraintSource);

Raw: In(UnityEngineAnimationsPositionConstraint), In(SystemCollectionsGenericListUnityEngineAnimationsConstraintSource)

UnityEngineAnimationsPositionConstraint.__GetType__SystemType

SystemType GetType();

Raw: In(UnityEngineAnimationsPositionConstraint), Out(SystemType)

UnityEngineAnimationsPositionConstraint.__RemoveSource__SystemInt32__SystemVoid

void RemoveSource(SystemInt32);

Raw: In(UnityEngineAnimationsPositionConstraint), In(SystemInt32)

UnityEngineAnimationsPositionConstraint.__SetSource__SystemInt32_UnityEngineAnimationsConstraintSource__SystemVoid

void SetSource(SystemInt32, UnityEngineAnimationsConstraintSource);

Raw: In(UnityEngineAnimationsPositionConstraint), In(SystemInt32), In(UnityEngineAnimationsConstraintSource)

UnityEngineAnimationsPositionConstraint.__SetSources__SystemCollectionsGenericListUnityEngineAnimationsConstraintSource__SystemVoid

void SetSources(SystemCollectionsGenericListUnityEngineAnimationsConstraintSource);

Raw: In(UnityEngineAnimationsPositionConstraint), In(SystemCollectionsGenericListUnityEngineAnimationsConstraintSource)

UnityEngineAnimationsPositionConstraint.__ToString__SystemString

SystemString ToString();

Raw: In(UnityEngineAnimationsPositionConstraint), Out(SystemString)

UnityEngineAnimationsPositionConstraint.__get_constraintActive__SystemBoolean

SystemBoolean get_constraintActive();

Raw: In(UnityEngineAnimationsPositionConstraint), Out(SystemBoolean)

UnityEngineAnimationsPositionConstraint.__get_enabled__SystemBoolean

SystemBoolean get_enabled();

Raw: In(UnityEngineAnimationsPositionConstraint), Out(SystemBoolean)

UnityEngineAnimationsPositionConstraint.__get_gameObject__UnityEngineGameObject

UnityEngineGameObject get_gameObject();

Raw: In(UnityEngineAnimationsPositionConstraint), Out(UnityEngineGameObject)

UnityEngineAnimationsPositionConstraint.__get_isActiveAndEnabled__SystemBoolean

SystemBoolean get_isActiveAndEnabled();

Raw: In(UnityEngineAnimationsPositionConstraint), Out(SystemBoolean)

UnityEngineAnimationsPositionConstraint.__get_locked__SystemBoolean

SystemBoolean get_locked();

Raw: In(UnityEngineAnimationsPositionConstraint), Out(SystemBoolean)

UnityEngineAnimationsPositionConstraint.__get_name__SystemString

SystemString get_name();

Raw: In(UnityEngineAnimationsPositionConstraint), Out(SystemString)

UnityEngineAnimationsPositionConstraint.__get_sourceCount__SystemInt32

SystemInt32 get_sourceCount();

Raw: In(UnityEngineAnimationsPositionConstraint), Out(SystemInt32)

UnityEngineAnimationsPositionConstraint.__get_transform__UnityEngineTransform

UnityEngineTransform get_transform();

Raw: In(UnityEngineAnimationsPositionConstraint), Out(UnityEngineTransform)

UnityEngineAnimationsPositionConstraint.__get_translationAtRest__UnityEngineVector3

UnityEngineVector3 get_translationAtRest();

Raw: In(UnityEngineAnimationsPositionConstraint), Out(UnityEngineVector3)

UnityEngineAnimationsPositionConstraint.__get_translationAxis__UnityEngineAnimationsAxis

UnityEngineAnimationsAxis get_translationAxis();

Raw: In(UnityEngineAnimationsPositionConstraint), Out(UnityEngineAnimationsAxis)

UnityEngineAnimationsPositionConstraint.__get_translationOffset__UnityEngineVector3

UnityEngineVector3 get_translationOffset();

Raw: In(UnityEngineAnimationsPositionConstraint), Out(UnityEngineVector3)

UnityEngineAnimationsPositionConstraint.__get_weight__SystemSingle

SystemSingle get_weight();

Raw: In(UnityEngineAnimationsPositionConstraint), Out(SystemSingle)

UnityEngineAnimationsPositionConstraint.__op_Equality__UnityEngineObject_UnityEngineObject__SystemBoolean

static SystemBoolean op_Equality(UnityEngineObject, UnityEngineObject);

Raw: In(UnityEngineObject), In(UnityEngineObject), Out(SystemBoolean)

UnityEngineAnimationsPositionConstraint.__op_Implicit__UnityEngineObject__SystemBoolean

static SystemBoolean op_Implicit(UnityEngineObject);

Raw: In(UnityEngineObject), Out(SystemBoolean)

UnityEngineAnimationsPositionConstraint.__op_Inequality__UnityEngineObject_UnityEngineObject__SystemBoolean

static SystemBoolean op_Inequality(UnityEngineObject, UnityEngineObject);

Raw: In(UnityEngineObject), In(UnityEngineObject), Out(SystemBoolean)

UnityEngineAnimationsPositionConstraint.__set_constraintActive__SystemBoolean__SystemVoid

void set_constraintActive(SystemBoolean);

Raw: In(UnityEngineAnimationsPositionConstraint), In(SystemBoolean)

UnityEngineAnimationsPositionConstraint.__set_enabled__SystemBoolean__SystemVoid

void set_enabled(SystemBoolean);

Raw: In(UnityEngineAnimationsPositionConstraint), In(SystemBoolean)

UnityEngineAnimationsPositionConstraint.__set_locked__SystemBoolean__SystemVoid

void set_locked(SystemBoolean);

Raw: In(UnityEngineAnimationsPositionConstraint), In(SystemBoolean)

UnityEngineAnimationsPositionConstraint.__set_name__SystemString__SystemVoid

void set_name(SystemString);

Raw: In(UnityEngineAnimationsPositionConstraint), In(SystemString)

UnityEngineAnimationsPositionConstraint.__set_translationAtRest__UnityEngineVector3__SystemVoid

void set_translationAtRest(UnityEngineVector3);

Raw: In(UnityEngineAnimationsPositionConstraint), In(UnityEngineVector3)

UnityEngineAnimationsPositionConstraint.__set_translationAxis__UnityEngineAnimationsAxis__SystemVoid

void set_translationAxis(UnityEngineAnimationsAxis);

Raw: In(UnityEngineAnimationsPositionConstraint), In(UnityEngineAnimationsAxis)

UnityEngineAnimationsPositionConstraint.__set_translationOffset__UnityEngineVector3__SystemVoid

void set_translationOffset(UnityEngineVector3);

Raw: In(UnityEngineAnimationsPositionConstraint), In(UnityEngineVector3)

UnityEngineAnimationsPositionConstraint.__set_weight__SystemSingle__SystemVoid

void set_weight(SystemSingle);

Raw: In(UnityEngineAnimationsPositionConstraint), In(SystemSingle)

Object UnityEngineAnimationsRotationConstraint

back to assembly

to array type

UnityEngineAnimationsRotationConstraint.__AddSource__UnityEngineAnimationsConstraintSource__SystemInt32

SystemInt32 AddSource(UnityEngineAnimationsConstraintSource);

Raw: In(UnityEngineAnimationsRotationConstraint), In(UnityEngineAnimationsConstraintSource), Out(SystemInt32)

UnityEngineAnimationsRotationConstraint.__Equals__SystemObject__SystemBoolean

SystemBoolean Equals(SystemObject);

Raw: In(UnityEngineAnimationsRotationConstraint), In(SystemObject), Out(SystemBoolean)

UnityEngineAnimationsRotationConstraint.__GetComponentInChildren__SystemBoolean__T

T GetComponentInChildren<T>(SystemBoolean);

Raw: In(UnityEngineAnimationsRotationConstraint), In(SystemBoolean), In(SystemType), Out(UnityEngineObject)

UnityEngineAnimationsRotationConstraint.__GetComponentInChildren__SystemType_SystemBoolean__UnityEngineComponent

UnityEngineComponent GetComponentInChildren(SystemType, SystemBoolean);

Raw: In(UnityEngineAnimationsRotationConstraint), In(SystemType), In(SystemBoolean), Out(UnityEngineComponent)

UnityEngineAnimationsRotationConstraint.__GetComponentInChildren__SystemType__UnityEngineComponent

UnityEngineComponent GetComponentInChildren(SystemType);

Raw: In(UnityEngineAnimationsRotationConstraint), In(SystemType), Out(UnityEngineComponent)

UnityEngineAnimationsRotationConstraint.__GetComponentInChildren__T

T GetComponentInChildren<T>();

Raw: In(UnityEngineAnimationsRotationConstraint), In(SystemType), Out(UnityEngineObject)

UnityEngineAnimationsRotationConstraint.__GetComponentInParent__SystemBoolean__T

T GetComponentInParent<T>(SystemBoolean);

Raw: In(UnityEngineAnimationsRotationConstraint), In(SystemBoolean), In(SystemType), Out(UnityEngineObject)

UnityEngineAnimationsRotationConstraint.__GetComponentInParent__SystemType_SystemBoolean__UnityEngineComponent

UnityEngineComponent GetComponentInParent(SystemType, SystemBoolean);

Raw: In(UnityEngineAnimationsRotationConstraint), In(SystemType), In(SystemBoolean), Out(UnityEngineComponent)

UnityEngineAnimationsRotationConstraint.__GetComponentInParent__SystemType__UnityEngineComponent

UnityEngineComponent GetComponentInParent(SystemType);

Raw: In(UnityEngineAnimationsRotationConstraint), In(SystemType), Out(UnityEngineComponent)

UnityEngineAnimationsRotationConstraint.__GetComponentInParent__T

T GetComponentInParent<T>();

Raw: In(UnityEngineAnimationsRotationConstraint), In(SystemType), Out(UnityEngineObject)

UnityEngineAnimationsRotationConstraint.__GetComponent__SystemString__UnityEngineComponent

UnityEngineComponent GetComponent(SystemString);

Raw: In(UnityEngineAnimationsRotationConstraint), In(SystemString), Out(UnityEngineComponent)

UnityEngineAnimationsRotationConstraint.__GetComponent__SystemType__UnityEngineComponent

UnityEngineComponent GetComponent(SystemType);

Raw: In(UnityEngineAnimationsRotationConstraint), In(SystemType), Out(UnityEngineComponent)

UnityEngineAnimationsRotationConstraint.__GetComponent__T

T GetComponent<T>();

Raw: In(UnityEngineAnimationsRotationConstraint), In(SystemType), Out(UnityEngineObject)

UnityEngineAnimationsRotationConstraint.__GetComponentsInChildren__ListT__SystemVoid

void GetComponentsInChildren<T>(ListT);

Raw: In(UnityEngineAnimationsRotationConstraint), In(SystemCollectionsGenericListUnityEngineObject), In(SystemType)

UnityEngineAnimationsRotationConstraint.__GetComponentsInChildren__SystemBoolean_ListT__SystemVoid

void GetComponentsInChildren(SystemBoolean, ListT);

Raw: In(UnityEngineAnimationsRotationConstraint), In(SystemBoolean), In(SystemCollectionsGenericListUnityEngineObject)

UnityEngineAnimationsRotationConstraint.__GetComponentsInChildren__SystemBoolean__TArray

TArray GetComponentsInChildren<T>(SystemBoolean);

Raw: In(UnityEngineAnimationsRotationConstraint), In(SystemBoolean), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineAnimationsRotationConstraint.__GetComponentsInChildren__SystemType_SystemBoolean__UnityEngineComponentArray

UnityEngineComponentArray GetComponentsInChildren(SystemType, SystemBoolean);

Raw: In(UnityEngineAnimationsRotationConstraint), In(SystemType), In(SystemBoolean), Out(UnityEngineComponentArray)

UnityEngineAnimationsRotationConstraint.__GetComponentsInChildren__SystemType__UnityEngineComponentArray

UnityEngineComponentArray GetComponentsInChildren(SystemType);

Raw: In(UnityEngineAnimationsRotationConstraint), In(SystemType), Out(UnityEngineComponentArray)

UnityEngineAnimationsRotationConstraint.__GetComponentsInChildren__TArray

TArray GetComponentsInChildren<T>();

Raw: In(UnityEngineAnimationsRotationConstraint), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineAnimationsRotationConstraint.__GetComponentsInParent__SystemBoolean_ListT__SystemVoid

void GetComponentsInParent(SystemBoolean, ListT);

Raw: In(UnityEngineAnimationsRotationConstraint), In(SystemBoolean), In(SystemCollectionsGenericListUnityEngineObject)

UnityEngineAnimationsRotationConstraint.__GetComponentsInParent__SystemBoolean__TArray

TArray GetComponentsInParent<T>(SystemBoolean);

Raw: In(UnityEngineAnimationsRotationConstraint), In(SystemBoolean), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineAnimationsRotationConstraint.__GetComponentsInParent__SystemType_SystemBoolean__UnityEngineComponentArray

UnityEngineComponentArray GetComponentsInParent(SystemType, SystemBoolean);

Raw: In(UnityEngineAnimationsRotationConstraint), In(SystemType), In(SystemBoolean), Out(UnityEngineComponentArray)

UnityEngineAnimationsRotationConstraint.__GetComponentsInParent__SystemType__UnityEngineComponentArray

UnityEngineComponentArray GetComponentsInParent(SystemType);

Raw: In(UnityEngineAnimationsRotationConstraint), In(SystemType), Out(UnityEngineComponentArray)

UnityEngineAnimationsRotationConstraint.__GetComponentsInParent__TArray

TArray GetComponentsInParent<T>();

Raw: In(UnityEngineAnimationsRotationConstraint), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineAnimationsRotationConstraint.__GetComponents__ListT__SystemVoid

void GetComponents<T>(ListT);

Raw: In(UnityEngineAnimationsRotationConstraint), In(SystemCollectionsGenericListUnityEngineObject), In(SystemType)

UnityEngineAnimationsRotationConstraint.__GetComponents__SystemType_SystemCollectionsGenericListUnityEngineComponent__SystemVoid

void GetComponents(SystemType, SystemCollectionsGenericListUnityEngineComponent);

Raw: In(UnityEngineAnimationsRotationConstraint), In(SystemType), In(SystemCollectionsGenericListUnityEngineComponent)

UnityEngineAnimationsRotationConstraint.__GetComponents__SystemType__UnityEngineComponentArray

UnityEngineComponentArray GetComponents(SystemType);

Raw: In(UnityEngineAnimationsRotationConstraint), In(SystemType), Out(UnityEngineComponentArray)

UnityEngineAnimationsRotationConstraint.__GetComponents__TArray

TArray GetComponents<T>();

Raw: In(UnityEngineAnimationsRotationConstraint), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineAnimationsRotationConstraint.__GetHashCode__SystemInt32

SystemInt32 GetHashCode();

Raw: In(UnityEngineAnimationsRotationConstraint), Out(SystemInt32)

UnityEngineAnimationsRotationConstraint.__GetInstanceID__SystemInt32

SystemInt32 GetInstanceID();

Raw: In(UnityEngineAnimationsRotationConstraint), Out(SystemInt32)

UnityEngineAnimationsRotationConstraint.__GetSource__SystemInt32__UnityEngineAnimationsConstraintSource

UnityEngineAnimationsConstraintSource GetSource(SystemInt32);

Raw: In(UnityEngineAnimationsRotationConstraint), In(SystemInt32), Out(UnityEngineAnimationsConstraintSource)

UnityEngineAnimationsRotationConstraint.__GetSources__SystemCollectionsGenericListUnityEngineAnimationsConstraintSource__SystemVoid

void GetSources(SystemCollectionsGenericListUnityEngineAnimationsConstraintSource);

Raw: In(UnityEngineAnimationsRotationConstraint), In(SystemCollectionsGenericListUnityEngineAnimationsConstraintSource)

UnityEngineAnimationsRotationConstraint.__GetType__SystemType

SystemType GetType();

Raw: In(UnityEngineAnimationsRotationConstraint), Out(SystemType)

UnityEngineAnimationsRotationConstraint.__RemoveSource__SystemInt32__SystemVoid

void RemoveSource(SystemInt32);

Raw: In(UnityEngineAnimationsRotationConstraint), In(SystemInt32)

UnityEngineAnimationsRotationConstraint.__SetSource__SystemInt32_UnityEngineAnimationsConstraintSource__SystemVoid

void SetSource(SystemInt32, UnityEngineAnimationsConstraintSource);

Raw: In(UnityEngineAnimationsRotationConstraint), In(SystemInt32), In(UnityEngineAnimationsConstraintSource)

UnityEngineAnimationsRotationConstraint.__SetSources__SystemCollectionsGenericListUnityEngineAnimationsConstraintSource__SystemVoid

void SetSources(SystemCollectionsGenericListUnityEngineAnimationsConstraintSource);

Raw: In(UnityEngineAnimationsRotationConstraint), In(SystemCollectionsGenericListUnityEngineAnimationsConstraintSource)

UnityEngineAnimationsRotationConstraint.__ToString__SystemString

SystemString ToString();

Raw: In(UnityEngineAnimationsRotationConstraint), Out(SystemString)

UnityEngineAnimationsRotationConstraint.__get_constraintActive__SystemBoolean

SystemBoolean get_constraintActive();

Raw: In(UnityEngineAnimationsRotationConstraint), Out(SystemBoolean)

UnityEngineAnimationsRotationConstraint.__get_enabled__SystemBoolean

SystemBoolean get_enabled();

Raw: In(UnityEngineAnimationsRotationConstraint), Out(SystemBoolean)

UnityEngineAnimationsRotationConstraint.__get_gameObject__UnityEngineGameObject

UnityEngineGameObject get_gameObject();

Raw: In(UnityEngineAnimationsRotationConstraint), Out(UnityEngineGameObject)

UnityEngineAnimationsRotationConstraint.__get_isActiveAndEnabled__SystemBoolean

SystemBoolean get_isActiveAndEnabled();

Raw: In(UnityEngineAnimationsRotationConstraint), Out(SystemBoolean)

UnityEngineAnimationsRotationConstraint.__get_locked__SystemBoolean

SystemBoolean get_locked();

Raw: In(UnityEngineAnimationsRotationConstraint), Out(SystemBoolean)

UnityEngineAnimationsRotationConstraint.__get_name__SystemString

SystemString get_name();

Raw: In(UnityEngineAnimationsRotationConstraint), Out(SystemString)

UnityEngineAnimationsRotationConstraint.__get_rotationAtRest__UnityEngineVector3

UnityEngineVector3 get_rotationAtRest();

Raw: In(UnityEngineAnimationsRotationConstraint), Out(UnityEngineVector3)

UnityEngineAnimationsRotationConstraint.__get_rotationAxis__UnityEngineAnimationsAxis

UnityEngineAnimationsAxis get_rotationAxis();

Raw: In(UnityEngineAnimationsRotationConstraint), Out(UnityEngineAnimationsAxis)

UnityEngineAnimationsRotationConstraint.__get_rotationOffset__UnityEngineVector3

UnityEngineVector3 get_rotationOffset();

Raw: In(UnityEngineAnimationsRotationConstraint), Out(UnityEngineVector3)

UnityEngineAnimationsRotationConstraint.__get_sourceCount__SystemInt32

SystemInt32 get_sourceCount();

Raw: In(UnityEngineAnimationsRotationConstraint), Out(SystemInt32)

UnityEngineAnimationsRotationConstraint.__get_transform__UnityEngineTransform

UnityEngineTransform get_transform();

Raw: In(UnityEngineAnimationsRotationConstraint), Out(UnityEngineTransform)

UnityEngineAnimationsRotationConstraint.__get_weight__SystemSingle

SystemSingle get_weight();

Raw: In(UnityEngineAnimationsRotationConstraint), Out(SystemSingle)

UnityEngineAnimationsRotationConstraint.__op_Equality__UnityEngineObject_UnityEngineObject__SystemBoolean

static SystemBoolean op_Equality(UnityEngineObject, UnityEngineObject);

Raw: In(UnityEngineObject), In(UnityEngineObject), Out(SystemBoolean)

UnityEngineAnimationsRotationConstraint.__op_Implicit__UnityEngineObject__SystemBoolean

static SystemBoolean op_Implicit(UnityEngineObject);

Raw: In(UnityEngineObject), Out(SystemBoolean)

UnityEngineAnimationsRotationConstraint.__op_Inequality__UnityEngineObject_UnityEngineObject__SystemBoolean

static SystemBoolean op_Inequality(UnityEngineObject, UnityEngineObject);

Raw: In(UnityEngineObject), In(UnityEngineObject), Out(SystemBoolean)

UnityEngineAnimationsRotationConstraint.__set_constraintActive__SystemBoolean__SystemVoid

void set_constraintActive(SystemBoolean);

Raw: In(UnityEngineAnimationsRotationConstraint), In(SystemBoolean)

UnityEngineAnimationsRotationConstraint.__set_enabled__SystemBoolean__SystemVoid

void set_enabled(SystemBoolean);

Raw: In(UnityEngineAnimationsRotationConstraint), In(SystemBoolean)

UnityEngineAnimationsRotationConstraint.__set_locked__SystemBoolean__SystemVoid

void set_locked(SystemBoolean);

Raw: In(UnityEngineAnimationsRotationConstraint), In(SystemBoolean)

UnityEngineAnimationsRotationConstraint.__set_name__SystemString__SystemVoid

void set_name(SystemString);

Raw: In(UnityEngineAnimationsRotationConstraint), In(SystemString)

UnityEngineAnimationsRotationConstraint.__set_rotationAtRest__UnityEngineVector3__SystemVoid

void set_rotationAtRest(UnityEngineVector3);

Raw: In(UnityEngineAnimationsRotationConstraint), In(UnityEngineVector3)

UnityEngineAnimationsRotationConstraint.__set_rotationAxis__UnityEngineAnimationsAxis__SystemVoid

void set_rotationAxis(UnityEngineAnimationsAxis);

Raw: In(UnityEngineAnimationsRotationConstraint), In(UnityEngineAnimationsAxis)

UnityEngineAnimationsRotationConstraint.__set_rotationOffset__UnityEngineVector3__SystemVoid

void set_rotationOffset(UnityEngineVector3);

Raw: In(UnityEngineAnimationsRotationConstraint), In(UnityEngineVector3)

UnityEngineAnimationsRotationConstraint.__set_weight__SystemSingle__SystemVoid

void set_weight(SystemSingle);

Raw: In(UnityEngineAnimationsRotationConstraint), In(SystemSingle)

Object UnityEngineAnimationsScaleConstraint

back to assembly

to array type

UnityEngineAnimationsScaleConstraint.__AddSource__UnityEngineAnimationsConstraintSource__SystemInt32

SystemInt32 AddSource(UnityEngineAnimationsConstraintSource);

Raw: In(UnityEngineAnimationsScaleConstraint), In(UnityEngineAnimationsConstraintSource), Out(SystemInt32)

UnityEngineAnimationsScaleConstraint.__Equals__SystemObject__SystemBoolean

SystemBoolean Equals(SystemObject);

Raw: In(UnityEngineAnimationsScaleConstraint), In(SystemObject), Out(SystemBoolean)

UnityEngineAnimationsScaleConstraint.__GetComponentInChildren__SystemBoolean__T

T GetComponentInChildren<T>(SystemBoolean);

Raw: In(UnityEngineAnimationsScaleConstraint), In(SystemBoolean), In(SystemType), Out(UnityEngineObject)

UnityEngineAnimationsScaleConstraint.__GetComponentInChildren__SystemType_SystemBoolean__UnityEngineComponent

UnityEngineComponent GetComponentInChildren(SystemType, SystemBoolean);

Raw: In(UnityEngineAnimationsScaleConstraint), In(SystemType), In(SystemBoolean), Out(UnityEngineComponent)

UnityEngineAnimationsScaleConstraint.__GetComponentInChildren__SystemType__UnityEngineComponent

UnityEngineComponent GetComponentInChildren(SystemType);

Raw: In(UnityEngineAnimationsScaleConstraint), In(SystemType), Out(UnityEngineComponent)

UnityEngineAnimationsScaleConstraint.__GetComponentInChildren__T

T GetComponentInChildren<T>();

Raw: In(UnityEngineAnimationsScaleConstraint), In(SystemType), Out(UnityEngineObject)

UnityEngineAnimationsScaleConstraint.__GetComponentInParent__SystemBoolean__T

T GetComponentInParent<T>(SystemBoolean);

Raw: In(UnityEngineAnimationsScaleConstraint), In(SystemBoolean), In(SystemType), Out(UnityEngineObject)

UnityEngineAnimationsScaleConstraint.__GetComponentInParent__SystemType_SystemBoolean__UnityEngineComponent

UnityEngineComponent GetComponentInParent(SystemType, SystemBoolean);

Raw: In(UnityEngineAnimationsScaleConstraint), In(SystemType), In(SystemBoolean), Out(UnityEngineComponent)

UnityEngineAnimationsScaleConstraint.__GetComponentInParent__SystemType__UnityEngineComponent

UnityEngineComponent GetComponentInParent(SystemType);

Raw: In(UnityEngineAnimationsScaleConstraint), In(SystemType), Out(UnityEngineComponent)

UnityEngineAnimationsScaleConstraint.__GetComponentInParent__T

T GetComponentInParent<T>();

Raw: In(UnityEngineAnimationsScaleConstraint), In(SystemType), Out(UnityEngineObject)

UnityEngineAnimationsScaleConstraint.__GetComponent__SystemString__UnityEngineComponent

UnityEngineComponent GetComponent(SystemString);

Raw: In(UnityEngineAnimationsScaleConstraint), In(SystemString), Out(UnityEngineComponent)

UnityEngineAnimationsScaleConstraint.__GetComponent__SystemType__UnityEngineComponent

UnityEngineComponent GetComponent(SystemType);

Raw: In(UnityEngineAnimationsScaleConstraint), In(SystemType), Out(UnityEngineComponent)

UnityEngineAnimationsScaleConstraint.__GetComponent__T

T GetComponent<T>();

Raw: In(UnityEngineAnimationsScaleConstraint), In(SystemType), Out(UnityEngineObject)

UnityEngineAnimationsScaleConstraint.__GetComponentsInChildren__ListT__SystemVoid

void GetComponentsInChildren<T>(ListT);

Raw: In(UnityEngineAnimationsScaleConstraint), In(SystemCollectionsGenericListUnityEngineObject), In(SystemType)

UnityEngineAnimationsScaleConstraint.__GetComponentsInChildren__SystemBoolean_ListT__SystemVoid

void GetComponentsInChildren(SystemBoolean, ListT);

Raw: In(UnityEngineAnimationsScaleConstraint), In(SystemBoolean), In(SystemCollectionsGenericListUnityEngineObject)

UnityEngineAnimationsScaleConstraint.__GetComponentsInChildren__SystemBoolean__TArray

TArray GetComponentsInChildren<T>(SystemBoolean);

Raw: In(UnityEngineAnimationsScaleConstraint), In(SystemBoolean), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineAnimationsScaleConstraint.__GetComponentsInChildren__SystemType_SystemBoolean__UnityEngineComponentArray

UnityEngineComponentArray GetComponentsInChildren(SystemType, SystemBoolean);

Raw: In(UnityEngineAnimationsScaleConstraint), In(SystemType), In(SystemBoolean), Out(UnityEngineComponentArray)

UnityEngineAnimationsScaleConstraint.__GetComponentsInChildren__SystemType__UnityEngineComponentArray

UnityEngineComponentArray GetComponentsInChildren(SystemType);

Raw: In(UnityEngineAnimationsScaleConstraint), In(SystemType), Out(UnityEngineComponentArray)

UnityEngineAnimationsScaleConstraint.__GetComponentsInChildren__TArray

TArray GetComponentsInChildren<T>();

Raw: In(UnityEngineAnimationsScaleConstraint), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineAnimationsScaleConstraint.__GetComponentsInParent__SystemBoolean_ListT__SystemVoid

void GetComponentsInParent(SystemBoolean, ListT);

Raw: In(UnityEngineAnimationsScaleConstraint), In(SystemBoolean), In(SystemCollectionsGenericListUnityEngineObject)

UnityEngineAnimationsScaleConstraint.__GetComponentsInParent__SystemBoolean__TArray

TArray GetComponentsInParent<T>(SystemBoolean);

Raw: In(UnityEngineAnimationsScaleConstraint), In(SystemBoolean), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineAnimationsScaleConstraint.__GetComponentsInParent__SystemType_SystemBoolean__UnityEngineComponentArray

UnityEngineComponentArray GetComponentsInParent(SystemType, SystemBoolean);

Raw: In(UnityEngineAnimationsScaleConstraint), In(SystemType), In(SystemBoolean), Out(UnityEngineComponentArray)

UnityEngineAnimationsScaleConstraint.__GetComponentsInParent__SystemType__UnityEngineComponentArray

UnityEngineComponentArray GetComponentsInParent(SystemType);

Raw: In(UnityEngineAnimationsScaleConstraint), In(SystemType), Out(UnityEngineComponentArray)

UnityEngineAnimationsScaleConstraint.__GetComponentsInParent__TArray

TArray GetComponentsInParent<T>();

Raw: In(UnityEngineAnimationsScaleConstraint), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineAnimationsScaleConstraint.__GetComponents__ListT__SystemVoid

void GetComponents<T>(ListT);

Raw: In(UnityEngineAnimationsScaleConstraint), In(SystemCollectionsGenericListUnityEngineObject), In(SystemType)

UnityEngineAnimationsScaleConstraint.__GetComponents__SystemType_SystemCollectionsGenericListUnityEngineComponent__SystemVoid

void GetComponents(SystemType, SystemCollectionsGenericListUnityEngineComponent);

Raw: In(UnityEngineAnimationsScaleConstraint), In(SystemType), In(SystemCollectionsGenericListUnityEngineComponent)

UnityEngineAnimationsScaleConstraint.__GetComponents__SystemType__UnityEngineComponentArray

UnityEngineComponentArray GetComponents(SystemType);

Raw: In(UnityEngineAnimationsScaleConstraint), In(SystemType), Out(UnityEngineComponentArray)

UnityEngineAnimationsScaleConstraint.__GetComponents__TArray

TArray GetComponents<T>();

Raw: In(UnityEngineAnimationsScaleConstraint), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineAnimationsScaleConstraint.__GetHashCode__SystemInt32

SystemInt32 GetHashCode();

Raw: In(UnityEngineAnimationsScaleConstraint), Out(SystemInt32)

UnityEngineAnimationsScaleConstraint.__GetInstanceID__SystemInt32

SystemInt32 GetInstanceID();

Raw: In(UnityEngineAnimationsScaleConstraint), Out(SystemInt32)

UnityEngineAnimationsScaleConstraint.__GetSource__SystemInt32__UnityEngineAnimationsConstraintSource

UnityEngineAnimationsConstraintSource GetSource(SystemInt32);

Raw: In(UnityEngineAnimationsScaleConstraint), In(SystemInt32), Out(UnityEngineAnimationsConstraintSource)

UnityEngineAnimationsScaleConstraint.__GetSources__SystemCollectionsGenericListUnityEngineAnimationsConstraintSource__SystemVoid

void GetSources(SystemCollectionsGenericListUnityEngineAnimationsConstraintSource);

Raw: In(UnityEngineAnimationsScaleConstraint), In(SystemCollectionsGenericListUnityEngineAnimationsConstraintSource)

UnityEngineAnimationsScaleConstraint.__GetType__SystemType

SystemType GetType();

Raw: In(UnityEngineAnimationsScaleConstraint), Out(SystemType)

UnityEngineAnimationsScaleConstraint.__RemoveSource__SystemInt32__SystemVoid

void RemoveSource(SystemInt32);

Raw: In(UnityEngineAnimationsScaleConstraint), In(SystemInt32)

UnityEngineAnimationsScaleConstraint.__SetSource__SystemInt32_UnityEngineAnimationsConstraintSource__SystemVoid

void SetSource(SystemInt32, UnityEngineAnimationsConstraintSource);

Raw: In(UnityEngineAnimationsScaleConstraint), In(SystemInt32), In(UnityEngineAnimationsConstraintSource)

UnityEngineAnimationsScaleConstraint.__SetSources__SystemCollectionsGenericListUnityEngineAnimationsConstraintSource__SystemVoid

void SetSources(SystemCollectionsGenericListUnityEngineAnimationsConstraintSource);

Raw: In(UnityEngineAnimationsScaleConstraint), In(SystemCollectionsGenericListUnityEngineAnimationsConstraintSource)

UnityEngineAnimationsScaleConstraint.__ToString__SystemString

SystemString ToString();

Raw: In(UnityEngineAnimationsScaleConstraint), Out(SystemString)

UnityEngineAnimationsScaleConstraint.__get_constraintActive__SystemBoolean

SystemBoolean get_constraintActive();

Raw: In(UnityEngineAnimationsScaleConstraint), Out(SystemBoolean)

UnityEngineAnimationsScaleConstraint.__get_enabled__SystemBoolean

SystemBoolean get_enabled();

Raw: In(UnityEngineAnimationsScaleConstraint), Out(SystemBoolean)

UnityEngineAnimationsScaleConstraint.__get_gameObject__UnityEngineGameObject

UnityEngineGameObject get_gameObject();

Raw: In(UnityEngineAnimationsScaleConstraint), Out(UnityEngineGameObject)

UnityEngineAnimationsScaleConstraint.__get_isActiveAndEnabled__SystemBoolean

SystemBoolean get_isActiveAndEnabled();

Raw: In(UnityEngineAnimationsScaleConstraint), Out(SystemBoolean)

UnityEngineAnimationsScaleConstraint.__get_locked__SystemBoolean

SystemBoolean get_locked();

Raw: In(UnityEngineAnimationsScaleConstraint), Out(SystemBoolean)

UnityEngineAnimationsScaleConstraint.__get_name__SystemString

SystemString get_name();

Raw: In(UnityEngineAnimationsScaleConstraint), Out(SystemString)

UnityEngineAnimationsScaleConstraint.__get_scaleAtRest__UnityEngineVector3

UnityEngineVector3 get_scaleAtRest();

Raw: In(UnityEngineAnimationsScaleConstraint), Out(UnityEngineVector3)

UnityEngineAnimationsScaleConstraint.__get_scaleOffset__UnityEngineVector3

UnityEngineVector3 get_scaleOffset();

Raw: In(UnityEngineAnimationsScaleConstraint), Out(UnityEngineVector3)

UnityEngineAnimationsScaleConstraint.__get_scalingAxis__UnityEngineAnimationsAxis

UnityEngineAnimationsAxis get_scalingAxis();

Raw: In(UnityEngineAnimationsScaleConstraint), Out(UnityEngineAnimationsAxis)

UnityEngineAnimationsScaleConstraint.__get_sourceCount__SystemInt32

SystemInt32 get_sourceCount();

Raw: In(UnityEngineAnimationsScaleConstraint), Out(SystemInt32)

UnityEngineAnimationsScaleConstraint.__get_transform__UnityEngineTransform

UnityEngineTransform get_transform();

Raw: In(UnityEngineAnimationsScaleConstraint), Out(UnityEngineTransform)

UnityEngineAnimationsScaleConstraint.__get_weight__SystemSingle

SystemSingle get_weight();

Raw: In(UnityEngineAnimationsScaleConstraint), Out(SystemSingle)

UnityEngineAnimationsScaleConstraint.__op_Equality__UnityEngineObject_UnityEngineObject__SystemBoolean

static SystemBoolean op_Equality(UnityEngineObject, UnityEngineObject);

Raw: In(UnityEngineObject), In(UnityEngineObject), Out(SystemBoolean)

UnityEngineAnimationsScaleConstraint.__op_Implicit__UnityEngineObject__SystemBoolean

static SystemBoolean op_Implicit(UnityEngineObject);

Raw: In(UnityEngineObject), Out(SystemBoolean)

UnityEngineAnimationsScaleConstraint.__op_Inequality__UnityEngineObject_UnityEngineObject__SystemBoolean

static SystemBoolean op_Inequality(UnityEngineObject, UnityEngineObject);

Raw: In(UnityEngineObject), In(UnityEngineObject), Out(SystemBoolean)

UnityEngineAnimationsScaleConstraint.__set_constraintActive__SystemBoolean__SystemVoid

void set_constraintActive(SystemBoolean);

Raw: In(UnityEngineAnimationsScaleConstraint), In(SystemBoolean)

UnityEngineAnimationsScaleConstraint.__set_enabled__SystemBoolean__SystemVoid

void set_enabled(SystemBoolean);

Raw: In(UnityEngineAnimationsScaleConstraint), In(SystemBoolean)

UnityEngineAnimationsScaleConstraint.__set_locked__SystemBoolean__SystemVoid

void set_locked(SystemBoolean);

Raw: In(UnityEngineAnimationsScaleConstraint), In(SystemBoolean)

UnityEngineAnimationsScaleConstraint.__set_name__SystemString__SystemVoid

void set_name(SystemString);

Raw: In(UnityEngineAnimationsScaleConstraint), In(SystemString)

UnityEngineAnimationsScaleConstraint.__set_scaleAtRest__UnityEngineVector3__SystemVoid

void set_scaleAtRest(UnityEngineVector3);

Raw: In(UnityEngineAnimationsScaleConstraint), In(UnityEngineVector3)

UnityEngineAnimationsScaleConstraint.__set_scaleOffset__UnityEngineVector3__SystemVoid

void set_scaleOffset(UnityEngineVector3);

Raw: In(UnityEngineAnimationsScaleConstraint), In(UnityEngineVector3)

UnityEngineAnimationsScaleConstraint.__set_scalingAxis__UnityEngineAnimationsAxis__SystemVoid

void set_scalingAxis(UnityEngineAnimationsAxis);

Raw: In(UnityEngineAnimationsScaleConstraint), In(UnityEngineAnimationsAxis)

UnityEngineAnimationsScaleConstraint.__set_weight__SystemSingle__SystemVoid

void set_weight(SystemSingle);

Raw: In(UnityEngineAnimationsScaleConstraint), In(SystemSingle)

Object UnityEngineAnimator

back to assembly

to array type

UnityEngineAnimator.__ApplyBuiltinRootMotion__SystemVoid

void ApplyBuiltinRootMotion();

Raw: In(UnityEngineAnimator)

UnityEngineAnimator.__CrossFadeInFixedTime__SystemInt32_SystemSingle_SystemInt32_SystemSingle_SystemSingle__SystemVoid

void CrossFadeInFixedTime(SystemInt32, SystemSingle, SystemInt32, SystemSingle, SystemSingle);

Raw: In(UnityEngineAnimator), In(SystemInt32), In(SystemSingle), In(SystemInt32), In(SystemSingle), In(SystemSingle)

UnityEngineAnimator.__CrossFadeInFixedTime__SystemInt32_SystemSingle_SystemInt32_SystemSingle__SystemVoid

void CrossFadeInFixedTime(SystemInt32, SystemSingle, SystemInt32, SystemSingle);

Raw: In(UnityEngineAnimator), In(SystemInt32), In(SystemSingle), In(SystemInt32), In(SystemSingle)

UnityEngineAnimator.__CrossFadeInFixedTime__SystemInt32_SystemSingle_SystemInt32__SystemVoid

void CrossFadeInFixedTime(SystemInt32, SystemSingle, SystemInt32);

Raw: In(UnityEngineAnimator), In(SystemInt32), In(SystemSingle), In(SystemInt32)

UnityEngineAnimator.__CrossFadeInFixedTime__SystemInt32_SystemSingle__SystemVoid

void CrossFadeInFixedTime(SystemInt32, SystemSingle);

Raw: In(UnityEngineAnimator), In(SystemInt32), In(SystemSingle)

UnityEngineAnimator.__CrossFadeInFixedTime__SystemString_SystemSingle_SystemInt32_SystemSingle_SystemSingle__SystemVoid

void CrossFadeInFixedTime(SystemString, SystemSingle, SystemInt32, SystemSingle, SystemSingle);

Raw: In(UnityEngineAnimator), In(SystemString), In(SystemSingle), In(SystemInt32), In(SystemSingle), In(SystemSingle)

UnityEngineAnimator.__CrossFadeInFixedTime__SystemString_SystemSingle_SystemInt32_SystemSingle__SystemVoid

void CrossFadeInFixedTime(SystemString, SystemSingle, SystemInt32, SystemSingle);

Raw: In(UnityEngineAnimator), In(SystemString), In(SystemSingle), In(SystemInt32), In(SystemSingle)

UnityEngineAnimator.__CrossFadeInFixedTime__SystemString_SystemSingle_SystemInt32__SystemVoid

void CrossFadeInFixedTime(SystemString, SystemSingle, SystemInt32);

Raw: In(UnityEngineAnimator), In(SystemString), In(SystemSingle), In(SystemInt32)

UnityEngineAnimator.__CrossFadeInFixedTime__SystemString_SystemSingle__SystemVoid

void CrossFadeInFixedTime(SystemString, SystemSingle);

Raw: In(UnityEngineAnimator), In(SystemString), In(SystemSingle)

UnityEngineAnimator.__CrossFade__SystemInt32_SystemSingle_SystemInt32_SystemSingle_SystemSingle__SystemVoid

void CrossFade(SystemInt32, SystemSingle, SystemInt32, SystemSingle, SystemSingle);

Raw: In(UnityEngineAnimator), In(SystemInt32), In(SystemSingle), In(SystemInt32), In(SystemSingle), In(SystemSingle)

UnityEngineAnimator.__CrossFade__SystemInt32_SystemSingle_SystemInt32_SystemSingle__SystemVoid

void CrossFade(SystemInt32, SystemSingle, SystemInt32, SystemSingle);

Raw: In(UnityEngineAnimator), In(SystemInt32), In(SystemSingle), In(SystemInt32), In(SystemSingle)

UnityEngineAnimator.__CrossFade__SystemInt32_SystemSingle_SystemInt32__SystemVoid

void CrossFade(SystemInt32, SystemSingle, SystemInt32);

Raw: In(UnityEngineAnimator), In(SystemInt32), In(SystemSingle), In(SystemInt32)

UnityEngineAnimator.__CrossFade__SystemInt32_SystemSingle__SystemVoid

void CrossFade(SystemInt32, SystemSingle);

Raw: In(UnityEngineAnimator), In(SystemInt32), In(SystemSingle)

UnityEngineAnimator.__CrossFade__SystemString_SystemSingle_SystemInt32_SystemSingle_SystemSingle__SystemVoid

void CrossFade(SystemString, SystemSingle, SystemInt32, SystemSingle, SystemSingle);

Raw: In(UnityEngineAnimator), In(SystemString), In(SystemSingle), In(SystemInt32), In(SystemSingle), In(SystemSingle)

UnityEngineAnimator.__CrossFade__SystemString_SystemSingle_SystemInt32_SystemSingle__SystemVoid

void CrossFade(SystemString, SystemSingle, SystemInt32, SystemSingle);

Raw: In(UnityEngineAnimator), In(SystemString), In(SystemSingle), In(SystemInt32), In(SystemSingle)

UnityEngineAnimator.__CrossFade__SystemString_SystemSingle_SystemInt32__SystemVoid

void CrossFade(SystemString, SystemSingle, SystemInt32);

Raw: In(UnityEngineAnimator), In(SystemString), In(SystemSingle), In(SystemInt32)

UnityEngineAnimator.__CrossFade__SystemString_SystemSingle__SystemVoid

void CrossFade(SystemString, SystemSingle);

Raw: In(UnityEngineAnimator), In(SystemString), In(SystemSingle)

UnityEngineAnimator.__Equals__SystemObject__SystemBoolean

SystemBoolean Equals(SystemObject);

Raw: In(UnityEngineAnimator), In(SystemObject), Out(SystemBoolean)

UnityEngineAnimator.__GetAnimatorTransitionInfo__SystemInt32__UnityEngineAnimatorTransitionInfo

UnityEngineAnimatorTransitionInfo GetAnimatorTransitionInfo(SystemInt32);

Raw: In(UnityEngineAnimator), In(SystemInt32), Out(UnityEngineAnimatorTransitionInfo)

UnityEngineAnimator.__GetBoneTransform__UnityEngineHumanBodyBones__UnityEngineTransform

UnityEngineTransform GetBoneTransform(UnityEngineHumanBodyBones);

Raw: In(UnityEngineAnimator), In(UnityEngineHumanBodyBones), Out(UnityEngineTransform)

UnityEngineAnimator.__GetBool__SystemInt32__SystemBoolean

SystemBoolean GetBool(SystemInt32);

Raw: In(UnityEngineAnimator), In(SystemInt32), Out(SystemBoolean)

UnityEngineAnimator.__GetBool__SystemString__SystemBoolean

SystemBoolean GetBool(SystemString);

Raw: In(UnityEngineAnimator), In(SystemString), Out(SystemBoolean)

UnityEngineAnimator.__GetComponentInChildren__SystemBoolean__T

T GetComponentInChildren<T>(SystemBoolean);

Raw: In(UnityEngineAnimator), In(SystemBoolean), In(SystemType), Out(UnityEngineObject)

UnityEngineAnimator.__GetComponentInChildren__SystemType_SystemBoolean__UnityEngineComponent

UnityEngineComponent GetComponentInChildren(SystemType, SystemBoolean);

Raw: In(UnityEngineAnimator), In(SystemType), In(SystemBoolean), Out(UnityEngineComponent)

UnityEngineAnimator.__GetComponentInChildren__SystemType__UnityEngineComponent

UnityEngineComponent GetComponentInChildren(SystemType);

Raw: In(UnityEngineAnimator), In(SystemType), Out(UnityEngineComponent)

UnityEngineAnimator.__GetComponentInChildren__T

T GetComponentInChildren<T>();

Raw: In(UnityEngineAnimator), In(SystemType), Out(UnityEngineObject)

UnityEngineAnimator.__GetComponentInParent__SystemBoolean__T

T GetComponentInParent<T>(SystemBoolean);

Raw: In(UnityEngineAnimator), In(SystemBoolean), In(SystemType), Out(UnityEngineObject)

UnityEngineAnimator.__GetComponentInParent__SystemType_SystemBoolean__UnityEngineComponent

UnityEngineComponent GetComponentInParent(SystemType, SystemBoolean);

Raw: In(UnityEngineAnimator), In(SystemType), In(SystemBoolean), Out(UnityEngineComponent)

UnityEngineAnimator.__GetComponentInParent__SystemType__UnityEngineComponent

UnityEngineComponent GetComponentInParent(SystemType);

Raw: In(UnityEngineAnimator), In(SystemType), Out(UnityEngineComponent)

UnityEngineAnimator.__GetComponentInParent__T

T GetComponentInParent<T>();

Raw: In(UnityEngineAnimator), In(SystemType), Out(UnityEngineObject)

UnityEngineAnimator.__GetComponent__SystemString__UnityEngineComponent

UnityEngineComponent GetComponent(SystemString);

Raw: In(UnityEngineAnimator), In(SystemString), Out(UnityEngineComponent)

UnityEngineAnimator.__GetComponent__SystemType__UnityEngineComponent

UnityEngineComponent GetComponent(SystemType);

Raw: In(UnityEngineAnimator), In(SystemType), Out(UnityEngineComponent)

UnityEngineAnimator.__GetComponent__T

T GetComponent<T>();

Raw: In(UnityEngineAnimator), In(SystemType), Out(UnityEngineObject)

UnityEngineAnimator.__GetComponentsInChildren__ListT__SystemVoid

void GetComponentsInChildren<T>(ListT);

Raw: In(UnityEngineAnimator), In(SystemCollectionsGenericListUnityEngineObject), In(SystemType)

UnityEngineAnimator.__GetComponentsInChildren__SystemBoolean_ListT__SystemVoid

void GetComponentsInChildren(SystemBoolean, ListT);

Raw: In(UnityEngineAnimator), In(SystemBoolean), In(SystemCollectionsGenericListUnityEngineObject)

UnityEngineAnimator.__GetComponentsInChildren__SystemBoolean__TArray

TArray GetComponentsInChildren<T>(SystemBoolean);

Raw: In(UnityEngineAnimator), In(SystemBoolean), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineAnimator.__GetComponentsInChildren__SystemType_SystemBoolean__UnityEngineComponentArray

UnityEngineComponentArray GetComponentsInChildren(SystemType, SystemBoolean);

Raw: In(UnityEngineAnimator), In(SystemType), In(SystemBoolean), Out(UnityEngineComponentArray)

UnityEngineAnimator.__GetComponentsInChildren__SystemType__UnityEngineComponentArray

UnityEngineComponentArray GetComponentsInChildren(SystemType);

Raw: In(UnityEngineAnimator), In(SystemType), Out(UnityEngineComponentArray)

UnityEngineAnimator.__GetComponentsInChildren__TArray

TArray GetComponentsInChildren<T>();

Raw: In(UnityEngineAnimator), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineAnimator.__GetComponentsInParent__SystemBoolean_ListT__SystemVoid

void GetComponentsInParent(SystemBoolean, ListT);

Raw: In(UnityEngineAnimator), In(SystemBoolean), In(SystemCollectionsGenericListUnityEngineObject)

UnityEngineAnimator.__GetComponentsInParent__SystemBoolean__TArray

TArray GetComponentsInParent<T>(SystemBoolean);

Raw: In(UnityEngineAnimator), In(SystemBoolean), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineAnimator.__GetComponentsInParent__SystemType_SystemBoolean__UnityEngineComponentArray

UnityEngineComponentArray GetComponentsInParent(SystemType, SystemBoolean);

Raw: In(UnityEngineAnimator), In(SystemType), In(SystemBoolean), Out(UnityEngineComponentArray)

UnityEngineAnimator.__GetComponentsInParent__SystemType__UnityEngineComponentArray

UnityEngineComponentArray GetComponentsInParent(SystemType);

Raw: In(UnityEngineAnimator), In(SystemType), Out(UnityEngineComponentArray)

UnityEngineAnimator.__GetComponentsInParent__TArray

TArray GetComponentsInParent<T>();

Raw: In(UnityEngineAnimator), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineAnimator.__GetComponents__ListT__SystemVoid

void GetComponents<T>(ListT);

Raw: In(UnityEngineAnimator), In(SystemCollectionsGenericListUnityEngineObject), In(SystemType)

UnityEngineAnimator.__GetComponents__SystemType_SystemCollectionsGenericListUnityEngineComponent__SystemVoid

void GetComponents(SystemType, SystemCollectionsGenericListUnityEngineComponent);

Raw: In(UnityEngineAnimator), In(SystemType), In(SystemCollectionsGenericListUnityEngineComponent)

UnityEngineAnimator.__GetComponents__SystemType__UnityEngineComponentArray

UnityEngineComponentArray GetComponents(SystemType);

Raw: In(UnityEngineAnimator), In(SystemType), Out(UnityEngineComponentArray)

UnityEngineAnimator.__GetComponents__TArray

TArray GetComponents<T>();

Raw: In(UnityEngineAnimator), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineAnimator.__GetCurrentAnimatorClipInfoCount__SystemInt32__SystemInt32

SystemInt32 GetCurrentAnimatorClipInfoCount(SystemInt32);

Raw: In(UnityEngineAnimator), In(SystemInt32), Out(SystemInt32)

UnityEngineAnimator.__GetCurrentAnimatorClipInfo__SystemInt32_SystemCollectionsGenericListUnityEngineAnimatorClipInfo__SystemVoid

void GetCurrentAnimatorClipInfo(SystemInt32, SystemCollectionsGenericListUnityEngineAnimatorClipInfo);

Raw: In(UnityEngineAnimator), In(SystemInt32), In(SystemCollectionsGenericListUnityEngineAnimatorClipInfo)

UnityEngineAnimator.__GetCurrentAnimatorClipInfo__SystemInt32__UnityEngineAnimatorClipInfoArray

UnityEngineAnimatorClipInfoArray GetCurrentAnimatorClipInfo(SystemInt32);

Raw: In(UnityEngineAnimator), In(SystemInt32), Out(UnityEngineAnimatorClipInfoArray)

UnityEngineAnimator.__GetCurrentAnimatorStateInfo__SystemInt32__UnityEngineAnimatorStateInfo

UnityEngineAnimatorStateInfo GetCurrentAnimatorStateInfo(SystemInt32);

Raw: In(UnityEngineAnimator), In(SystemInt32), Out(UnityEngineAnimatorStateInfo)

UnityEngineAnimator.__GetFloat__SystemInt32__SystemSingle

SystemSingle GetFloat(SystemInt32);

Raw: In(UnityEngineAnimator), In(SystemInt32), Out(SystemSingle)

UnityEngineAnimator.__GetFloat__SystemString__SystemSingle

SystemSingle GetFloat(SystemString);

Raw: In(UnityEngineAnimator), In(SystemString), Out(SystemSingle)

UnityEngineAnimator.__GetHashCode__SystemInt32

SystemInt32 GetHashCode();

Raw: In(UnityEngineAnimator), Out(SystemInt32)

UnityEngineAnimator.__GetIKHintPositionWeight__UnityEngineAvatarIKHint__SystemSingle

SystemSingle GetIKHintPositionWeight(UnityEngineAvatarIKHint);

Raw: In(UnityEngineAnimator), In(UnityEngineAvatarIKHint), Out(SystemSingle)

UnityEngineAnimator.__GetIKHintPosition__UnityEngineAvatarIKHint__UnityEngineVector3

UnityEngineVector3 GetIKHintPosition(UnityEngineAvatarIKHint);

Raw: In(UnityEngineAnimator), In(UnityEngineAvatarIKHint), Out(UnityEngineVector3)

UnityEngineAnimator.__GetIKPositionWeight__UnityEngineAvatarIKGoal__SystemSingle

SystemSingle GetIKPositionWeight(UnityEngineAvatarIKGoal);

Raw: In(UnityEngineAnimator), In(UnityEngineAvatarIKGoal), Out(SystemSingle)

UnityEngineAnimator.__GetIKPosition__UnityEngineAvatarIKGoal__UnityEngineVector3

UnityEngineVector3 GetIKPosition(UnityEngineAvatarIKGoal);

Raw: In(UnityEngineAnimator), In(UnityEngineAvatarIKGoal), Out(UnityEngineVector3)

UnityEngineAnimator.__GetIKRotationWeight__UnityEngineAvatarIKGoal__SystemSingle

SystemSingle GetIKRotationWeight(UnityEngineAvatarIKGoal);

Raw: In(UnityEngineAnimator), In(UnityEngineAvatarIKGoal), Out(SystemSingle)

UnityEngineAnimator.__GetIKRotation__UnityEngineAvatarIKGoal__UnityEngineQuaternion

UnityEngineQuaternion GetIKRotation(UnityEngineAvatarIKGoal);

Raw: In(UnityEngineAnimator), In(UnityEngineAvatarIKGoal), Out(UnityEngineQuaternion)

UnityEngineAnimator.__GetInstanceID__SystemInt32

SystemInt32 GetInstanceID();

Raw: In(UnityEngineAnimator), Out(SystemInt32)

UnityEngineAnimator.__GetInteger__SystemInt32__SystemInt32

SystemInt32 GetInteger(SystemInt32);

Raw: In(UnityEngineAnimator), In(SystemInt32), Out(SystemInt32)

UnityEngineAnimator.__GetInteger__SystemString__SystemInt32

SystemInt32 GetInteger(SystemString);

Raw: In(UnityEngineAnimator), In(SystemString), Out(SystemInt32)

UnityEngineAnimator.__GetLayerIndex__SystemString__SystemInt32

SystemInt32 GetLayerIndex(SystemString);

Raw: In(UnityEngineAnimator), In(SystemString), Out(SystemInt32)

UnityEngineAnimator.__GetLayerName__SystemInt32__SystemString

SystemString GetLayerName(SystemInt32);

Raw: In(UnityEngineAnimator), In(SystemInt32), Out(SystemString)

UnityEngineAnimator.__GetLayerWeight__SystemInt32__SystemSingle

SystemSingle GetLayerWeight(SystemInt32);

Raw: In(UnityEngineAnimator), In(SystemInt32), Out(SystemSingle)

UnityEngineAnimator.__GetNextAnimatorClipInfoCount__SystemInt32__SystemInt32

SystemInt32 GetNextAnimatorClipInfoCount(SystemInt32);

Raw: In(UnityEngineAnimator), In(SystemInt32), Out(SystemInt32)

UnityEngineAnimator.__GetNextAnimatorClipInfo__SystemInt32_SystemCollectionsGenericListUnityEngineAnimatorClipInfo__SystemVoid

void GetNextAnimatorClipInfo(SystemInt32, SystemCollectionsGenericListUnityEngineAnimatorClipInfo);

Raw: In(UnityEngineAnimator), In(SystemInt32), In(SystemCollectionsGenericListUnityEngineAnimatorClipInfo)

UnityEngineAnimator.__GetNextAnimatorClipInfo__SystemInt32__UnityEngineAnimatorClipInfoArray

UnityEngineAnimatorClipInfoArray GetNextAnimatorClipInfo(SystemInt32);

Raw: In(UnityEngineAnimator), In(SystemInt32), Out(UnityEngineAnimatorClipInfoArray)

UnityEngineAnimator.__GetNextAnimatorStateInfo__SystemInt32__UnityEngineAnimatorStateInfo

UnityEngineAnimatorStateInfo GetNextAnimatorStateInfo(SystemInt32);

Raw: In(UnityEngineAnimator), In(SystemInt32), Out(UnityEngineAnimatorStateInfo)

UnityEngineAnimator.__GetParameter__SystemInt32__UnityEngineAnimatorControllerParameter

UnityEngineAnimatorControllerParameter GetParameter(SystemInt32);

Raw: In(UnityEngineAnimator), In(SystemInt32), Out(UnityEngineAnimatorControllerParameter)

UnityEngineAnimator.__GetType__SystemType

SystemType GetType();

Raw: In(UnityEngineAnimator), Out(SystemType)

UnityEngineAnimator.__HasState__SystemInt32_SystemInt32__SystemBoolean

SystemBoolean HasState(SystemInt32, SystemInt32);

Raw: In(UnityEngineAnimator), In(SystemInt32), In(SystemInt32), Out(SystemBoolean)

UnityEngineAnimator.__InterruptMatchTarget__SystemBoolean__SystemVoid

void InterruptMatchTarget(SystemBoolean);

Raw: In(UnityEngineAnimator), In(SystemBoolean)

UnityEngineAnimator.__InterruptMatchTarget__SystemVoid

void InterruptMatchTarget();

Raw: In(UnityEngineAnimator)

UnityEngineAnimator.__IsInTransition__SystemInt32__SystemBoolean

SystemBoolean IsInTransition(SystemInt32);

Raw: In(UnityEngineAnimator), In(SystemInt32), Out(SystemBoolean)

UnityEngineAnimator.__IsParameterControlledByCurve__SystemInt32__SystemBoolean

SystemBoolean IsParameterControlledByCurve(SystemInt32);

Raw: In(UnityEngineAnimator), In(SystemInt32), Out(SystemBoolean)

UnityEngineAnimator.__IsParameterControlledByCurve__SystemString__SystemBoolean

SystemBoolean IsParameterControlledByCurve(SystemString);

Raw: In(UnityEngineAnimator), In(SystemString), Out(SystemBoolean)

UnityEngineAnimator.__MatchTarget__UnityEngineVector3_UnityEngineQuaternion_UnityEngineAvatarTarget_UnityEngineMatchTargetWeightMask_SystemSingle_SystemSingle_SystemBoolean__SystemVoid

void MatchTarget(UnityEngineVector3, UnityEngineQuaternion, UnityEngineAvatarTarget, UnityEngineMatchTargetWeightMask, SystemSingle, SystemSingle, SystemBoolean);

Raw: In(UnityEngineAnimator), In(UnityEngineVector3), In(UnityEngineQuaternion), In(UnityEngineAvatarTarget), In(UnityEngineMatchTargetWeightMask), In(SystemSingle), In(SystemSingle), In(SystemBoolean)

UnityEngineAnimator.__MatchTarget__UnityEngineVector3_UnityEngineQuaternion_UnityEngineAvatarTarget_UnityEngineMatchTargetWeightMask_SystemSingle_SystemSingle__SystemVoid

void MatchTarget(UnityEngineVector3, UnityEngineQuaternion, UnityEngineAvatarTarget, UnityEngineMatchTargetWeightMask, SystemSingle, SystemSingle);

Raw: In(UnityEngineAnimator), In(UnityEngineVector3), In(UnityEngineQuaternion), In(UnityEngineAvatarTarget), In(UnityEngineMatchTargetWeightMask), In(SystemSingle), In(SystemSingle)

UnityEngineAnimator.__MatchTarget__UnityEngineVector3_UnityEngineQuaternion_UnityEngineAvatarTarget_UnityEngineMatchTargetWeightMask_SystemSingle__SystemVoid

void MatchTarget(UnityEngineVector3, UnityEngineQuaternion, UnityEngineAvatarTarget, UnityEngineMatchTargetWeightMask, SystemSingle);

Raw: In(UnityEngineAnimator), In(UnityEngineVector3), In(UnityEngineQuaternion), In(UnityEngineAvatarTarget), In(UnityEngineMatchTargetWeightMask), In(SystemSingle)

UnityEngineAnimator.__PlayInFixedTime__SystemInt32_SystemInt32_SystemSingle__SystemVoid

void PlayInFixedTime(SystemInt32, SystemInt32, SystemSingle);

Raw: In(UnityEngineAnimator), In(SystemInt32), In(SystemInt32), In(SystemSingle)

UnityEngineAnimator.__PlayInFixedTime__SystemInt32_SystemInt32__SystemVoid

void PlayInFixedTime(SystemInt32, SystemInt32);

Raw: In(UnityEngineAnimator), In(SystemInt32), In(SystemInt32)

UnityEngineAnimator.__PlayInFixedTime__SystemInt32__SystemVoid

void PlayInFixedTime(SystemInt32);

Raw: In(UnityEngineAnimator), In(SystemInt32)

UnityEngineAnimator.__PlayInFixedTime__SystemString_SystemInt32_SystemSingle__SystemVoid

void PlayInFixedTime(SystemString, SystemInt32, SystemSingle);

Raw: In(UnityEngineAnimator), In(SystemString), In(SystemInt32), In(SystemSingle)

UnityEngineAnimator.__PlayInFixedTime__SystemString_SystemInt32__SystemVoid

void PlayInFixedTime(SystemString, SystemInt32);

Raw: In(UnityEngineAnimator), In(SystemString), In(SystemInt32)

UnityEngineAnimator.__PlayInFixedTime__SystemString__SystemVoid

void PlayInFixedTime(SystemString);

Raw: In(UnityEngineAnimator), In(SystemString)

UnityEngineAnimator.__Play__SystemInt32_SystemInt32_SystemSingle__SystemVoid

void Play(SystemInt32, SystemInt32, SystemSingle);

Raw: In(UnityEngineAnimator), In(SystemInt32), In(SystemInt32), In(SystemSingle)

UnityEngineAnimator.__Play__SystemInt32_SystemInt32__SystemVoid

void Play(SystemInt32, SystemInt32);

Raw: In(UnityEngineAnimator), In(SystemInt32), In(SystemInt32)

UnityEngineAnimator.__Play__SystemInt32__SystemVoid

void Play(SystemInt32);

Raw: In(UnityEngineAnimator), In(SystemInt32)

UnityEngineAnimator.__Play__SystemString_SystemInt32_SystemSingle__SystemVoid

void Play(SystemString, SystemInt32, SystemSingle);

Raw: In(UnityEngineAnimator), In(SystemString), In(SystemInt32), In(SystemSingle)

UnityEngineAnimator.__Play__SystemString_SystemInt32__SystemVoid

void Play(SystemString, SystemInt32);

Raw: In(UnityEngineAnimator), In(SystemString), In(SystemInt32)

UnityEngineAnimator.__Play__SystemString__SystemVoid

void Play(SystemString);

Raw: In(UnityEngineAnimator), In(SystemString)

UnityEngineAnimator.__Rebind__SystemVoid

void Rebind();

Raw: In(UnityEngineAnimator)

UnityEngineAnimator.__ResetTrigger__SystemInt32__SystemVoid

void ResetTrigger(SystemInt32);

Raw: In(UnityEngineAnimator), In(SystemInt32)

UnityEngineAnimator.__ResetTrigger__SystemString__SystemVoid

void ResetTrigger(SystemString);

Raw: In(UnityEngineAnimator), In(SystemString)

UnityEngineAnimator.__SetBoneLocalRotation__UnityEngineHumanBodyBones_UnityEngineQuaternion__SystemVoid

void SetBoneLocalRotation(UnityEngineHumanBodyBones, UnityEngineQuaternion);

Raw: In(UnityEngineAnimator), In(UnityEngineHumanBodyBones), In(UnityEngineQuaternion)

UnityEngineAnimator.__SetBool__SystemInt32_SystemBoolean__SystemVoid

void SetBool(SystemInt32, SystemBoolean);

Raw: In(UnityEngineAnimator), In(SystemInt32), In(SystemBoolean)

UnityEngineAnimator.__SetBool__SystemString_SystemBoolean__SystemVoid

void SetBool(SystemString, SystemBoolean);

Raw: In(UnityEngineAnimator), In(SystemString), In(SystemBoolean)

UnityEngineAnimator.__SetFloat__SystemInt32_SystemSingle_SystemSingle_SystemSingle__SystemVoid

void SetFloat(SystemInt32, SystemSingle, SystemSingle, SystemSingle);

Raw: In(UnityEngineAnimator), In(SystemInt32), In(SystemSingle), In(SystemSingle), In(SystemSingle)

UnityEngineAnimator.__SetFloat__SystemInt32_SystemSingle__SystemVoid

void SetFloat(SystemInt32, SystemSingle);

Raw: In(UnityEngineAnimator), In(SystemInt32), In(SystemSingle)

UnityEngineAnimator.__SetFloat__SystemString_SystemSingle_SystemSingle_SystemSingle__SystemVoid

void SetFloat(SystemString, SystemSingle, SystemSingle, SystemSingle);

Raw: In(UnityEngineAnimator), In(SystemString), In(SystemSingle), In(SystemSingle), In(SystemSingle)

UnityEngineAnimator.__SetFloat__SystemString_SystemSingle__SystemVoid

void SetFloat(SystemString, SystemSingle);

Raw: In(UnityEngineAnimator), In(SystemString), In(SystemSingle)

UnityEngineAnimator.__SetIKHintPositionWeight__UnityEngineAvatarIKHint_SystemSingle__SystemVoid

void SetIKHintPositionWeight(UnityEngineAvatarIKHint, SystemSingle);

Raw: In(UnityEngineAnimator), In(UnityEngineAvatarIKHint), In(SystemSingle)

UnityEngineAnimator.__SetIKHintPosition__UnityEngineAvatarIKHint_UnityEngineVector3__SystemVoid

void SetIKHintPosition(UnityEngineAvatarIKHint, UnityEngineVector3);

Raw: In(UnityEngineAnimator), In(UnityEngineAvatarIKHint), In(UnityEngineVector3)

UnityEngineAnimator.__SetIKPositionWeight__UnityEngineAvatarIKGoal_SystemSingle__SystemVoid

void SetIKPositionWeight(UnityEngineAvatarIKGoal, SystemSingle);

Raw: In(UnityEngineAnimator), In(UnityEngineAvatarIKGoal), In(SystemSingle)

UnityEngineAnimator.__SetIKPosition__UnityEngineAvatarIKGoal_UnityEngineVector3__SystemVoid

void SetIKPosition(UnityEngineAvatarIKGoal, UnityEngineVector3);

Raw: In(UnityEngineAnimator), In(UnityEngineAvatarIKGoal), In(UnityEngineVector3)

UnityEngineAnimator.__SetIKRotationWeight__UnityEngineAvatarIKGoal_SystemSingle__SystemVoid

void SetIKRotationWeight(UnityEngineAvatarIKGoal, SystemSingle);

Raw: In(UnityEngineAnimator), In(UnityEngineAvatarIKGoal), In(SystemSingle)

UnityEngineAnimator.__SetIKRotation__UnityEngineAvatarIKGoal_UnityEngineQuaternion__SystemVoid

void SetIKRotation(UnityEngineAvatarIKGoal, UnityEngineQuaternion);

Raw: In(UnityEngineAnimator), In(UnityEngineAvatarIKGoal), In(UnityEngineQuaternion)

UnityEngineAnimator.__SetInteger__SystemInt32_SystemInt32__SystemVoid

void SetInteger(SystemInt32, SystemInt32);

Raw: In(UnityEngineAnimator), In(SystemInt32), In(SystemInt32)

UnityEngineAnimator.__SetInteger__SystemString_SystemInt32__SystemVoid

void SetInteger(SystemString, SystemInt32);

Raw: In(UnityEngineAnimator), In(SystemString), In(SystemInt32)

UnityEngineAnimator.__SetLayerWeight__SystemInt32_SystemSingle__SystemVoid

void SetLayerWeight(SystemInt32, SystemSingle);

Raw: In(UnityEngineAnimator), In(SystemInt32), In(SystemSingle)

UnityEngineAnimator.__SetLookAtPosition__UnityEngineVector3__SystemVoid

void SetLookAtPosition(UnityEngineVector3);

Raw: In(UnityEngineAnimator), In(UnityEngineVector3)

UnityEngineAnimator.__SetLookAtWeight__SystemSingle_SystemSingle_SystemSingle_SystemSingle_SystemSingle__SystemVoid

void SetLookAtWeight(SystemSingle, SystemSingle, SystemSingle, SystemSingle, SystemSingle);

Raw: In(UnityEngineAnimator), In(SystemSingle), In(SystemSingle), In(SystemSingle), In(SystemSingle), In(SystemSingle)

UnityEngineAnimator.__SetLookAtWeight__SystemSingle_SystemSingle_SystemSingle_SystemSingle__SystemVoid

void SetLookAtWeight(SystemSingle, SystemSingle, SystemSingle, SystemSingle);

Raw: In(UnityEngineAnimator), In(SystemSingle), In(SystemSingle), In(SystemSingle), In(SystemSingle)

UnityEngineAnimator.__SetLookAtWeight__SystemSingle_SystemSingle_SystemSingle__SystemVoid

void SetLookAtWeight(SystemSingle, SystemSingle, SystemSingle);

Raw: In(UnityEngineAnimator), In(SystemSingle), In(SystemSingle), In(SystemSingle)

UnityEngineAnimator.__SetLookAtWeight__SystemSingle_SystemSingle__SystemVoid

void SetLookAtWeight(SystemSingle, SystemSingle);

Raw: In(UnityEngineAnimator), In(SystemSingle), In(SystemSingle)

UnityEngineAnimator.__SetLookAtWeight__SystemSingle__SystemVoid

void SetLookAtWeight(SystemSingle);

Raw: In(UnityEngineAnimator), In(SystemSingle)

UnityEngineAnimator.__SetTarget__UnityEngineAvatarTarget_SystemSingle__SystemVoid

void SetTarget(UnityEngineAvatarTarget, SystemSingle);

Raw: In(UnityEngineAnimator), In(UnityEngineAvatarTarget), In(SystemSingle)

UnityEngineAnimator.__SetTrigger__SystemInt32__SystemVoid

void SetTrigger(SystemInt32);

Raw: In(UnityEngineAnimator), In(SystemInt32)

UnityEngineAnimator.__SetTrigger__SystemString__SystemVoid

void SetTrigger(SystemString);

Raw: In(UnityEngineAnimator), In(SystemString)

UnityEngineAnimator.__StartPlayback__SystemVoid

void StartPlayback();

Raw: In(UnityEngineAnimator)

UnityEngineAnimator.__StartRecording__SystemInt32__SystemVoid

void StartRecording(SystemInt32);

Raw: In(UnityEngineAnimator), In(SystemInt32)

UnityEngineAnimator.__StopPlayback__SystemVoid

void StopPlayback();

Raw: In(UnityEngineAnimator)

UnityEngineAnimator.__StopRecording__SystemVoid

void StopRecording();

Raw: In(UnityEngineAnimator)

UnityEngineAnimator.__StringToHash__SystemString__SystemInt32

static SystemInt32 StringToHash(SystemString);

Raw: In(SystemString), Out(SystemInt32)

UnityEngineAnimator.__ToString__SystemString

SystemString ToString();

Raw: In(UnityEngineAnimator), Out(SystemString)

UnityEngineAnimator.__Update__SystemSingle__SystemVoid

void Update(SystemSingle);

Raw: In(UnityEngineAnimator), In(SystemSingle)

UnityEngineAnimator.__WriteDefaultValues__SystemVoid

void WriteDefaultValues();

Raw: In(UnityEngineAnimator)

UnityEngineAnimator.__get_angularVelocity__UnityEngineVector3

UnityEngineVector3 get_angularVelocity();

Raw: In(UnityEngineAnimator), Out(UnityEngineVector3)

UnityEngineAnimator.__get_applyRootMotion__SystemBoolean

SystemBoolean get_applyRootMotion();

Raw: In(UnityEngineAnimator), Out(SystemBoolean)

UnityEngineAnimator.__get_avatarRoot__UnityEngineTransform

UnityEngineTransform get_avatarRoot();

Raw: In(UnityEngineAnimator), Out(UnityEngineTransform)

UnityEngineAnimator.__get_avatar__UnityEngineAvatar

UnityEngineAvatar get_avatar();

Raw: In(UnityEngineAnimator), Out(UnityEngineAvatar)

UnityEngineAnimator.__get_bodyPosition__UnityEngineVector3

UnityEngineVector3 get_bodyPosition();

Raw: In(UnityEngineAnimator), Out(UnityEngineVector3)

UnityEngineAnimator.__get_bodyRotation__UnityEngineQuaternion

UnityEngineQuaternion get_bodyRotation();

Raw: In(UnityEngineAnimator), Out(UnityEngineQuaternion)

UnityEngineAnimator.__get_cullingMode__UnityEngineAnimatorCullingMode

UnityEngineAnimatorCullingMode get_cullingMode();

Raw: In(UnityEngineAnimator), Out(UnityEngineAnimatorCullingMode)

UnityEngineAnimator.__get_deltaPosition__UnityEngineVector3

UnityEngineVector3 get_deltaPosition();

Raw: In(UnityEngineAnimator), Out(UnityEngineVector3)

UnityEngineAnimator.__get_deltaRotation__UnityEngineQuaternion

UnityEngineQuaternion get_deltaRotation();

Raw: In(UnityEngineAnimator), Out(UnityEngineQuaternion)

UnityEngineAnimator.__get_enabled__SystemBoolean

SystemBoolean get_enabled();

Raw: In(UnityEngineAnimator), Out(SystemBoolean)

UnityEngineAnimator.__get_feetPivotActive__SystemSingle

SystemSingle get_feetPivotActive();

Raw: In(UnityEngineAnimator), Out(SystemSingle)

UnityEngineAnimator.__get_gameObject__UnityEngineGameObject

UnityEngineGameObject get_gameObject();

Raw: In(UnityEngineAnimator), Out(UnityEngineGameObject)

UnityEngineAnimator.__get_gravityWeight__SystemSingle

SystemSingle get_gravityWeight();

Raw: In(UnityEngineAnimator), Out(SystemSingle)

UnityEngineAnimator.__get_hasRootMotion__SystemBoolean

SystemBoolean get_hasRootMotion();

Raw: In(UnityEngineAnimator), Out(SystemBoolean)

UnityEngineAnimator.__get_hasTransformHierarchy__SystemBoolean

SystemBoolean get_hasTransformHierarchy();

Raw: In(UnityEngineAnimator), Out(SystemBoolean)

UnityEngineAnimator.__get_humanScale__SystemSingle

SystemSingle get_humanScale();

Raw: In(UnityEngineAnimator), Out(SystemSingle)

UnityEngineAnimator.__get_isActiveAndEnabled__SystemBoolean

SystemBoolean get_isActiveAndEnabled();

Raw: In(UnityEngineAnimator), Out(SystemBoolean)

UnityEngineAnimator.__get_isHuman__SystemBoolean

SystemBoolean get_isHuman();

Raw: In(UnityEngineAnimator), Out(SystemBoolean)

UnityEngineAnimator.__get_isInitialized__SystemBoolean

SystemBoolean get_isInitialized();

Raw: In(UnityEngineAnimator), Out(SystemBoolean)

UnityEngineAnimator.__get_isMatchingTarget__SystemBoolean

SystemBoolean get_isMatchingTarget();

Raw: In(UnityEngineAnimator), Out(SystemBoolean)

UnityEngineAnimator.__get_isOptimizable__SystemBoolean

SystemBoolean get_isOptimizable();

Raw: In(UnityEngineAnimator), Out(SystemBoolean)

UnityEngineAnimator.__get_keepAnimatorControllerStateOnDisable__SystemBoolean

SystemBoolean get_keepAnimatorControllerStateOnDisable();

Raw: In(UnityEngineAnimator), Out(SystemBoolean)

UnityEngineAnimator.__get_keepAnimatorStateOnDisable__SystemBoolean

SystemBoolean get_keepAnimatorStateOnDisable();

Raw: In(UnityEngineAnimator), Out(SystemBoolean)

UnityEngineAnimator.__get_layerCount__SystemInt32

SystemInt32 get_layerCount();

Raw: In(UnityEngineAnimator), Out(SystemInt32)

UnityEngineAnimator.__get_layersAffectMassCenter__SystemBoolean

SystemBoolean get_layersAffectMassCenter();

Raw: In(UnityEngineAnimator), Out(SystemBoolean)

UnityEngineAnimator.__get_leftFeetBottomHeight__SystemSingle

SystemSingle get_leftFeetBottomHeight();

Raw: In(UnityEngineAnimator), Out(SystemSingle)

UnityEngineAnimator.__get_logWarnings__SystemBoolean

SystemBoolean get_logWarnings();

Raw: In(UnityEngineAnimator), Out(SystemBoolean)

UnityEngineAnimator.__get_name__SystemString

SystemString get_name();

Raw: In(UnityEngineAnimator), Out(SystemString)

UnityEngineAnimator.__get_parameterCount__SystemInt32

SystemInt32 get_parameterCount();

Raw: In(UnityEngineAnimator), Out(SystemInt32)

UnityEngineAnimator.__get_parameters__UnityEngineAnimatorControllerParameterArray

UnityEngineAnimatorControllerParameterArray get_parameters();

Raw: In(UnityEngineAnimator), Out(UnityEngineAnimatorControllerParameterArray)

UnityEngineAnimator.__get_pivotPosition__UnityEngineVector3

UnityEngineVector3 get_pivotPosition();

Raw: In(UnityEngineAnimator), Out(UnityEngineVector3)

UnityEngineAnimator.__get_pivotWeight__SystemSingle

SystemSingle get_pivotWeight();

Raw: In(UnityEngineAnimator), Out(SystemSingle)

UnityEngineAnimator.__get_playbackTime__SystemSingle

SystemSingle get_playbackTime();

Raw: In(UnityEngineAnimator), Out(SystemSingle)

UnityEngineAnimator.__get_recorderMode__UnityEngineAnimatorRecorderMode

UnityEngineAnimatorRecorderMode get_recorderMode();

Raw: In(UnityEngineAnimator), Out(UnityEngineAnimatorRecorderMode)

UnityEngineAnimator.__get_recorderStartTime__SystemSingle

SystemSingle get_recorderStartTime();

Raw: In(UnityEngineAnimator), Out(SystemSingle)

UnityEngineAnimator.__get_recorderStopTime__SystemSingle

SystemSingle get_recorderStopTime();

Raw: In(UnityEngineAnimator), Out(SystemSingle)

UnityEngineAnimator.__get_rightFeetBottomHeight__SystemSingle

SystemSingle get_rightFeetBottomHeight();

Raw: In(UnityEngineAnimator), Out(SystemSingle)

UnityEngineAnimator.__get_rootPosition__UnityEngineVector3

UnityEngineVector3 get_rootPosition();

Raw: In(UnityEngineAnimator), Out(UnityEngineVector3)

UnityEngineAnimator.__get_rootRotation__UnityEngineQuaternion

UnityEngineQuaternion get_rootRotation();

Raw: In(UnityEngineAnimator), Out(UnityEngineQuaternion)

UnityEngineAnimator.__get_runtimeAnimatorController__UnityEngineRuntimeAnimatorController

UnityEngineRuntimeAnimatorController get_runtimeAnimatorController();

Raw: In(UnityEngineAnimator), Out(UnityEngineRuntimeAnimatorController)

UnityEngineAnimator.__get_speed__SystemSingle

SystemSingle get_speed();

Raw: In(UnityEngineAnimator), Out(SystemSingle)

UnityEngineAnimator.__get_stabilizeFeet__SystemBoolean

SystemBoolean get_stabilizeFeet();

Raw: In(UnityEngineAnimator), Out(SystemBoolean)

UnityEngineAnimator.__get_targetPosition__UnityEngineVector3

UnityEngineVector3 get_targetPosition();

Raw: In(UnityEngineAnimator), Out(UnityEngineVector3)

UnityEngineAnimator.__get_targetRotation__UnityEngineQuaternion

UnityEngineQuaternion get_targetRotation();

Raw: In(UnityEngineAnimator), Out(UnityEngineQuaternion)

UnityEngineAnimator.__get_transform__UnityEngineTransform

UnityEngineTransform get_transform();

Raw: In(UnityEngineAnimator), Out(UnityEngineTransform)

UnityEngineAnimator.__get_updateMode__UnityEngineAnimatorUpdateMode

UnityEngineAnimatorUpdateMode get_updateMode();

Raw: In(UnityEngineAnimator), Out(UnityEngineAnimatorUpdateMode)

UnityEngineAnimator.__get_velocity__UnityEngineVector3

UnityEngineVector3 get_velocity();

Raw: In(UnityEngineAnimator), Out(UnityEngineVector3)

UnityEngineAnimator.__get_writeDefaultValuesOnDisable__SystemBoolean

SystemBoolean get_writeDefaultValuesOnDisable();

Raw: In(UnityEngineAnimator), Out(SystemBoolean)

UnityEngineAnimator.__op_Equality__UnityEngineObject_UnityEngineObject__SystemBoolean

static SystemBoolean op_Equality(UnityEngineObject, UnityEngineObject);

Raw: In(UnityEngineObject), In(UnityEngineObject), Out(SystemBoolean)

UnityEngineAnimator.__op_Implicit__UnityEngineObject__SystemBoolean

static SystemBoolean op_Implicit(UnityEngineObject);

Raw: In(UnityEngineObject), Out(SystemBoolean)

UnityEngineAnimator.__op_Inequality__UnityEngineObject_UnityEngineObject__SystemBoolean

static SystemBoolean op_Inequality(UnityEngineObject, UnityEngineObject);

Raw: In(UnityEngineObject), In(UnityEngineObject), Out(SystemBoolean)

UnityEngineAnimator.__set_applyRootMotion__SystemBoolean__SystemVoid

void set_applyRootMotion(SystemBoolean);

Raw: In(UnityEngineAnimator), In(SystemBoolean)

UnityEngineAnimator.__set_avatar__UnityEngineAvatar__SystemVoid

void set_avatar(UnityEngineAvatar);

Raw: In(UnityEngineAnimator), In(UnityEngineAvatar)

UnityEngineAnimator.__set_bodyPosition__UnityEngineVector3__SystemVoid

void set_bodyPosition(UnityEngineVector3);

Raw: In(UnityEngineAnimator), In(UnityEngineVector3)

UnityEngineAnimator.__set_bodyRotation__UnityEngineQuaternion__SystemVoid

void set_bodyRotation(UnityEngineQuaternion);

Raw: In(UnityEngineAnimator), In(UnityEngineQuaternion)

UnityEngineAnimator.__set_cullingMode__UnityEngineAnimatorCullingMode__SystemVoid

void set_cullingMode(UnityEngineAnimatorCullingMode);

Raw: In(UnityEngineAnimator), In(UnityEngineAnimatorCullingMode)

UnityEngineAnimator.__set_enabled__SystemBoolean__SystemVoid

void set_enabled(SystemBoolean);

Raw: In(UnityEngineAnimator), In(SystemBoolean)

UnityEngineAnimator.__set_feetPivotActive__SystemSingle__SystemVoid

void set_feetPivotActive(SystemSingle);

Raw: In(UnityEngineAnimator), In(SystemSingle)

UnityEngineAnimator.__set_keepAnimatorControllerStateOnDisable__SystemBoolean__SystemVoid

void set_keepAnimatorControllerStateOnDisable(SystemBoolean);

Raw: In(UnityEngineAnimator), In(SystemBoolean)

UnityEngineAnimator.__set_keepAnimatorStateOnDisable__SystemBoolean__SystemVoid

void set_keepAnimatorStateOnDisable(SystemBoolean);

Raw: In(UnityEngineAnimator), In(SystemBoolean)

UnityEngineAnimator.__set_layersAffectMassCenter__SystemBoolean__SystemVoid

void set_layersAffectMassCenter(SystemBoolean);

Raw: In(UnityEngineAnimator), In(SystemBoolean)

UnityEngineAnimator.__set_logWarnings__SystemBoolean__SystemVoid

void set_logWarnings(SystemBoolean);

Raw: In(UnityEngineAnimator), In(SystemBoolean)

UnityEngineAnimator.__set_name__SystemString__SystemVoid

void set_name(SystemString);

Raw: In(UnityEngineAnimator), In(SystemString)

UnityEngineAnimator.__set_playbackTime__SystemSingle__SystemVoid

void set_playbackTime(SystemSingle);

Raw: In(UnityEngineAnimator), In(SystemSingle)

UnityEngineAnimator.__set_recorderStartTime__SystemSingle__SystemVoid

void set_recorderStartTime(SystemSingle);

Raw: In(UnityEngineAnimator), In(SystemSingle)

UnityEngineAnimator.__set_recorderStopTime__SystemSingle__SystemVoid

void set_recorderStopTime(SystemSingle);

Raw: In(UnityEngineAnimator), In(SystemSingle)

UnityEngineAnimator.__set_rootPosition__UnityEngineVector3__SystemVoid

void set_rootPosition(UnityEngineVector3);

Raw: In(UnityEngineAnimator), In(UnityEngineVector3)

UnityEngineAnimator.__set_rootRotation__UnityEngineQuaternion__SystemVoid

void set_rootRotation(UnityEngineQuaternion);

Raw: In(UnityEngineAnimator), In(UnityEngineQuaternion)

UnityEngineAnimator.__set_runtimeAnimatorController__UnityEngineRuntimeAnimatorController__SystemVoid

void set_runtimeAnimatorController(UnityEngineRuntimeAnimatorController);

Raw: In(UnityEngineAnimator), In(UnityEngineRuntimeAnimatorController)

UnityEngineAnimator.__set_speed__SystemSingle__SystemVoid

void set_speed(SystemSingle);

Raw: In(UnityEngineAnimator), In(SystemSingle)

UnityEngineAnimator.__set_stabilizeFeet__SystemBoolean__SystemVoid

void set_stabilizeFeet(SystemBoolean);

Raw: In(UnityEngineAnimator), In(SystemBoolean)

UnityEngineAnimator.__set_updateMode__UnityEngineAnimatorUpdateMode__SystemVoid

void set_updateMode(UnityEngineAnimatorUpdateMode);

Raw: In(UnityEngineAnimator), In(UnityEngineAnimatorUpdateMode)

UnityEngineAnimator.__set_writeDefaultValuesOnDisable__SystemBoolean__SystemVoid

void set_writeDefaultValuesOnDisable(SystemBoolean);

Raw: In(UnityEngineAnimator), In(SystemBoolean)

Struct UnityEngineAnimatorClipInfo

back to assembly

to array type

UnityEngineAnimatorClipInfo.__Equals__SystemObject__SystemBoolean

SystemBoolean Equals(SystemObject);

Raw: In(UnityEngineAnimatorClipInfo), In(SystemObject), Out(SystemBoolean)

UnityEngineAnimatorClipInfo.__GetHashCode__SystemInt32

SystemInt32 GetHashCode();

Raw: In(UnityEngineAnimatorClipInfo), Out(SystemInt32)

UnityEngineAnimatorClipInfo.__GetType__SystemType

SystemType GetType();

Raw: In(UnityEngineAnimatorClipInfo), Out(SystemType)

UnityEngineAnimatorClipInfo.__ToString__SystemString

SystemString ToString();

Raw: In(UnityEngineAnimatorClipInfo), Out(SystemString)

UnityEngineAnimatorClipInfo.__get_clip__UnityEngineAnimationClip

UnityEngineAnimationClip get_clip();

Raw: In(UnityEngineAnimatorClipInfo), Out(UnityEngineAnimationClip)

UnityEngineAnimatorClipInfo.__get_weight__SystemSingle

SystemSingle get_weight();

Raw: In(UnityEngineAnimatorClipInfo), Out(SystemSingle)

Object UnityEngineAnimatorControllerParameter

back to assembly

to array type

UnityEngineAnimatorControllerParameter.__Equals__SystemObject__SystemBoolean

SystemBoolean Equals(SystemObject);

Raw: In(UnityEngineAnimatorControllerParameter), In(SystemObject), Out(SystemBoolean)

UnityEngineAnimatorControllerParameter.__GetHashCode__SystemInt32

SystemInt32 GetHashCode();

Raw: In(UnityEngineAnimatorControllerParameter), Out(SystemInt32)

UnityEngineAnimatorControllerParameter.__GetType__SystemType

SystemType GetType();

Raw: In(UnityEngineAnimatorControllerParameter), Out(SystemType)

UnityEngineAnimatorControllerParameter.__ToString__SystemString

SystemString ToString();

Raw: In(UnityEngineAnimatorControllerParameter), Out(SystemString)

UnityEngineAnimatorControllerParameter.__ctor____UnityEngineAnimatorControllerParameter

static UnityEngineAnimatorControllerParameter ctor();

Raw: Out(UnityEngineAnimatorControllerParameter)

UnityEngineAnimatorControllerParameter.__get_defaultBool__SystemBoolean

SystemBoolean get_defaultBool();

Raw: In(UnityEngineAnimatorControllerParameter), Out(SystemBoolean)

UnityEngineAnimatorControllerParameter.__get_defaultFloat__SystemSingle

SystemSingle get_defaultFloat();

Raw: In(UnityEngineAnimatorControllerParameter), Out(SystemSingle)

UnityEngineAnimatorControllerParameter.__get_defaultInt__SystemInt32

SystemInt32 get_defaultInt();

Raw: In(UnityEngineAnimatorControllerParameter), Out(SystemInt32)

UnityEngineAnimatorControllerParameter.__get_nameHash__SystemInt32

SystemInt32 get_nameHash();

Raw: In(UnityEngineAnimatorControllerParameter), Out(SystemInt32)

UnityEngineAnimatorControllerParameter.__get_name__SystemString

SystemString get_name();

Raw: In(UnityEngineAnimatorControllerParameter), Out(SystemString)

UnityEngineAnimatorControllerParameter.__get_type__UnityEngineAnimatorControllerParameterType

UnityEngineAnimatorControllerParameterType get_type();

Raw: In(UnityEngineAnimatorControllerParameter), Out(UnityEngineAnimatorControllerParameterType)

UnityEngineAnimatorControllerParameter.__set_defaultBool__SystemBoolean__SystemVoid

void set_defaultBool(SystemBoolean);

Raw: In(UnityEngineAnimatorControllerParameter), In(SystemBoolean)

UnityEngineAnimatorControllerParameter.__set_defaultFloat__SystemSingle__SystemVoid

void set_defaultFloat(SystemSingle);

Raw: In(UnityEngineAnimatorControllerParameter), In(SystemSingle)

UnityEngineAnimatorControllerParameter.__set_defaultInt__SystemInt32__SystemVoid

void set_defaultInt(SystemInt32);

Raw: In(UnityEngineAnimatorControllerParameter), In(SystemInt32)

UnityEngineAnimatorControllerParameter.__set_type__UnityEngineAnimatorControllerParameterType__SystemVoid

void set_type(UnityEngineAnimatorControllerParameterType);

Raw: In(UnityEngineAnimatorControllerParameter), In(UnityEngineAnimatorControllerParameterType)

Enum UnityEngineAnimatorControllerParameterType

back to assembly

Enum values:

  • Bool = 4
  • Float = 1
  • Int = 3
  • Trigger = 9

Enum UnityEngineAnimatorCullingMode

back to assembly

Enum values:

  • AlwaysAnimate = 0
  • CullCompletely = 2
  • CullUpdateTransforms = 1

Object UnityEngineAnimatorOverrideController

back to assembly

to array type

UnityEngineAnimatorOverrideController.__ApplyOverrides__SystemCollectionsGenericIListSystemCollectionsGenericKeyValuePairUnityEngineAnimationClipUnityEngineAnimationClip__SystemVoid

void ApplyOverrides(SystemCollectionsGenericIListSystemCollectionsGenericKeyValuePairUnityEngineAnimationClipUnityEngineAnimationClip);

Raw: In(UnityEngineAnimatorOverrideController), In(SystemCollectionsGenericIListSystemCollectionsGenericKeyValuePairUnityEngineAnimationClipUnityEngineAnimationClip)

UnityEngineAnimatorOverrideController.__Equals__SystemObject__SystemBoolean

SystemBoolean Equals(SystemObject);

Raw: In(UnityEngineAnimatorOverrideController), In(SystemObject), Out(SystemBoolean)

UnityEngineAnimatorOverrideController.__GetHashCode__SystemInt32

SystemInt32 GetHashCode();

Raw: In(UnityEngineAnimatorOverrideController), Out(SystemInt32)

UnityEngineAnimatorOverrideController.__GetInstanceID__SystemInt32

SystemInt32 GetInstanceID();

Raw: In(UnityEngineAnimatorOverrideController), Out(SystemInt32)

UnityEngineAnimatorOverrideController.__GetOverrides__SystemCollectionsGenericListSystemCollectionsGenericKeyValuePairUnityEngineAnimationClipUnityEngineAnimationClip__SystemVoid

void GetOverrides(SystemCollectionsGenericListSystemCollectionsGenericKeyValuePairUnityEngineAnimationClipUnityEngineAnimationClip);

Raw: In(UnityEngineAnimatorOverrideController), In(SystemCollectionsGenericListSystemCollectionsGenericKeyValuePairUnityEngineAnimationClipUnityEngineAnimationClip)

UnityEngineAnimatorOverrideController.__GetType__SystemType

SystemType GetType();

Raw: In(UnityEngineAnimatorOverrideController), Out(SystemType)

UnityEngineAnimatorOverrideController.__ToString__SystemString

SystemString ToString();

Raw: In(UnityEngineAnimatorOverrideController), Out(SystemString)

UnityEngineAnimatorOverrideController.__get_Item__SystemString__UnityEngineAnimationClip

UnityEngineAnimationClip get_Item(SystemString);

Raw: In(UnityEngineAnimatorOverrideController), In(SystemString), Out(UnityEngineAnimationClip)

UnityEngineAnimatorOverrideController.__get_Item__UnityEngineAnimationClip__UnityEngineAnimationClip

UnityEngineAnimationClip get_Item(UnityEngineAnimationClip);

Raw: In(UnityEngineAnimatorOverrideController), In(UnityEngineAnimationClip), Out(UnityEngineAnimationClip)

UnityEngineAnimatorOverrideController.__get_animationClips__UnityEngineAnimationClipArray

UnityEngineAnimationClipArray get_animationClips();

Raw: In(UnityEngineAnimatorOverrideController), Out(UnityEngineAnimationClipArray)

UnityEngineAnimatorOverrideController.__get_name__SystemString

SystemString get_name();

Raw: In(UnityEngineAnimatorOverrideController), Out(SystemString)

UnityEngineAnimatorOverrideController.__get_overridesCount__SystemInt32

SystemInt32 get_overridesCount();

Raw: In(UnityEngineAnimatorOverrideController), Out(SystemInt32)

UnityEngineAnimatorOverrideController.__get_runtimeAnimatorController__UnityEngineRuntimeAnimatorController

UnityEngineRuntimeAnimatorController get_runtimeAnimatorController();

Raw: In(UnityEngineAnimatorOverrideController), Out(UnityEngineRuntimeAnimatorController)

UnityEngineAnimatorOverrideController.__op_Equality__UnityEngineObject_UnityEngineObject__SystemBoolean

static SystemBoolean op_Equality(UnityEngineObject, UnityEngineObject);

Raw: In(UnityEngineObject), In(UnityEngineObject), Out(SystemBoolean)

UnityEngineAnimatorOverrideController.__op_Implicit__UnityEngineObject__SystemBoolean

static SystemBoolean op_Implicit(UnityEngineObject);

Raw: In(UnityEngineObject), Out(SystemBoolean)

UnityEngineAnimatorOverrideController.__op_Inequality__UnityEngineObject_UnityEngineObject__SystemBoolean

static SystemBoolean op_Inequality(UnityEngineObject, UnityEngineObject);

Raw: In(UnityEngineObject), In(UnityEngineObject), Out(SystemBoolean)

UnityEngineAnimatorOverrideController.__set_Item__SystemString_UnityEngineAnimationClip__SystemVoid

void set_Item(SystemString, UnityEngineAnimationClip);

Raw: In(UnityEngineAnimatorOverrideController), In(SystemString), In(UnityEngineAnimationClip)

UnityEngineAnimatorOverrideController.__set_Item__UnityEngineAnimationClip_UnityEngineAnimationClip__SystemVoid

void set_Item(UnityEngineAnimationClip, UnityEngineAnimationClip);

Raw: In(UnityEngineAnimatorOverrideController), In(UnityEngineAnimationClip), In(UnityEngineAnimationClip)

UnityEngineAnimatorOverrideController.__set_name__SystemString__SystemVoid

void set_name(SystemString);

Raw: In(UnityEngineAnimatorOverrideController), In(SystemString)

UnityEngineAnimatorOverrideController.__set_runtimeAnimatorController__UnityEngineRuntimeAnimatorController__SystemVoid

void set_runtimeAnimatorController(UnityEngineRuntimeAnimatorController);

Raw: In(UnityEngineAnimatorOverrideController), In(UnityEngineRuntimeAnimatorController)

Enum UnityEngineAnimatorRecorderMode

back to assembly

Enum values:

  • Offline = 0
  • Playback = 1
  • Record = 2

Struct UnityEngineAnimatorStateInfo

back to assembly

to array type

UnityEngineAnimatorStateInfo.__Equals__SystemObject__SystemBoolean

SystemBoolean Equals(SystemObject);

Raw: In(UnityEngineAnimatorStateInfo), In(SystemObject), Out(SystemBoolean)

UnityEngineAnimatorStateInfo.__GetHashCode__SystemInt32

SystemInt32 GetHashCode();

Raw: In(UnityEngineAnimatorStateInfo), Out(SystemInt32)

UnityEngineAnimatorStateInfo.__GetType__SystemType

SystemType GetType();

Raw: In(UnityEngineAnimatorStateInfo), Out(SystemType)

UnityEngineAnimatorStateInfo.__IsName__SystemString__SystemBoolean

SystemBoolean IsName(SystemString);

Raw: In(UnityEngineAnimatorStateInfo), In(SystemString), Out(SystemBoolean)

UnityEngineAnimatorStateInfo.__IsTag__SystemString__SystemBoolean

SystemBoolean IsTag(SystemString);

Raw: In(UnityEngineAnimatorStateInfo), In(SystemString), Out(SystemBoolean)

UnityEngineAnimatorStateInfo.__ToString__SystemString

SystemString ToString();

Raw: In(UnityEngineAnimatorStateInfo), Out(SystemString)

UnityEngineAnimatorStateInfo.__get_fullPathHash__SystemInt32

SystemInt32 get_fullPathHash();

Raw: In(UnityEngineAnimatorStateInfo), Out(SystemInt32)

UnityEngineAnimatorStateInfo.__get_length__SystemSingle

SystemSingle get_length();

Raw: In(UnityEngineAnimatorStateInfo), Out(SystemSingle)

UnityEngineAnimatorStateInfo.__get_loop__SystemBoolean

SystemBoolean get_loop();

Raw: In(UnityEngineAnimatorStateInfo), Out(SystemBoolean)

UnityEngineAnimatorStateInfo.__get_normalizedTime__SystemSingle

SystemSingle get_normalizedTime();

Raw: In(UnityEngineAnimatorStateInfo), Out(SystemSingle)

UnityEngineAnimatorStateInfo.__get_shortNameHash__SystemInt32

SystemInt32 get_shortNameHash();

Raw: In(UnityEngineAnimatorStateInfo), Out(SystemInt32)

UnityEngineAnimatorStateInfo.__get_speedMultiplier__SystemSingle

SystemSingle get_speedMultiplier();

Raw: In(UnityEngineAnimatorStateInfo), Out(SystemSingle)

UnityEngineAnimatorStateInfo.__get_speed__SystemSingle

SystemSingle get_speed();

Raw: In(UnityEngineAnimatorStateInfo), Out(SystemSingle)

UnityEngineAnimatorStateInfo.__get_tagHash__SystemInt32

SystemInt32 get_tagHash();

Raw: In(UnityEngineAnimatorStateInfo), Out(SystemInt32)

Struct UnityEngineAnimatorTransitionInfo

back to assembly

to array type

UnityEngineAnimatorTransitionInfo.__Equals__SystemObject__SystemBoolean

SystemBoolean Equals(SystemObject);

Raw: In(UnityEngineAnimatorTransitionInfo), In(SystemObject), Out(SystemBoolean)

UnityEngineAnimatorTransitionInfo.__GetHashCode__SystemInt32

SystemInt32 GetHashCode();

Raw: In(UnityEngineAnimatorTransitionInfo), Out(SystemInt32)

UnityEngineAnimatorTransitionInfo.__GetType__SystemType

SystemType GetType();

Raw: In(UnityEngineAnimatorTransitionInfo), Out(SystemType)

UnityEngineAnimatorTransitionInfo.__IsName__SystemString__SystemBoolean

SystemBoolean IsName(SystemString);

Raw: In(UnityEngineAnimatorTransitionInfo), In(SystemString), Out(SystemBoolean)

UnityEngineAnimatorTransitionInfo.__IsUserName__SystemString__SystemBoolean

SystemBoolean IsUserName(SystemString);

Raw: In(UnityEngineAnimatorTransitionInfo), In(SystemString), Out(SystemBoolean)

UnityEngineAnimatorTransitionInfo.__ToString__SystemString

SystemString ToString();

Raw: In(UnityEngineAnimatorTransitionInfo), Out(SystemString)

UnityEngineAnimatorTransitionInfo.__get_anyState__SystemBoolean

SystemBoolean get_anyState();

Raw: In(UnityEngineAnimatorTransitionInfo), Out(SystemBoolean)

UnityEngineAnimatorTransitionInfo.__get_durationUnit__UnityEngineDurationUnit

UnityEngineDurationUnit get_durationUnit();

Raw: In(UnityEngineAnimatorTransitionInfo), Out(UnityEngineDurationUnit)

UnityEngineAnimatorTransitionInfo.__get_duration__SystemSingle

SystemSingle get_duration();

Raw: In(UnityEngineAnimatorTransitionInfo), Out(SystemSingle)

UnityEngineAnimatorTransitionInfo.__get_fullPathHash__SystemInt32

SystemInt32 get_fullPathHash();

Raw: In(UnityEngineAnimatorTransitionInfo), Out(SystemInt32)

UnityEngineAnimatorTransitionInfo.__get_nameHash__SystemInt32

SystemInt32 get_nameHash();

Raw: In(UnityEngineAnimatorTransitionInfo), Out(SystemInt32)

UnityEngineAnimatorTransitionInfo.__get_normalizedTime__SystemSingle

SystemSingle get_normalizedTime();

Raw: In(UnityEngineAnimatorTransitionInfo), Out(SystemSingle)

UnityEngineAnimatorTransitionInfo.__get_userNameHash__SystemInt32

SystemInt32 get_userNameHash();

Raw: In(UnityEngineAnimatorTransitionInfo), Out(SystemInt32)

Enum UnityEngineAnimatorUpdateMode

back to assembly

Enum values:

  • AnimatePhysics = 1
  • Normal = 0
  • UnscaledTime = 2

Object UnityEngineAnimatorUtility

back to assembly

to array type

UnityEngineAnimatorUtility.__DeoptimizeTransformHierarchy__UnityEngineGameObject__SystemVoid

static void DeoptimizeTransformHierarchy(UnityEngineGameObject);

Raw: In(UnityEngineGameObject)

UnityEngineAnimatorUtility.__Equals__SystemObject__SystemBoolean

SystemBoolean Equals(SystemObject);

Raw: In(UnityEngineAnimatorUtility), In(SystemObject), Out(SystemBoolean)

UnityEngineAnimatorUtility.__GetHashCode__SystemInt32

SystemInt32 GetHashCode();

Raw: In(UnityEngineAnimatorUtility), Out(SystemInt32)

UnityEngineAnimatorUtility.__GetType__SystemType

SystemType GetType();

Raw: In(UnityEngineAnimatorUtility), Out(SystemType)

UnityEngineAnimatorUtility.__OptimizeTransformHierarchy__UnityEngineGameObject_SystemStringArray__SystemVoid

static void OptimizeTransformHierarchy(UnityEngineGameObject, SystemStringArray);

Raw: In(UnityEngineGameObject), In(SystemStringArray)

UnityEngineAnimatorUtility.__ToString__SystemString

SystemString ToString();

Raw: In(UnityEngineAnimatorUtility), Out(SystemString)

UnityEngineAnimatorUtility.__ctor____UnityEngineAnimatorUtility

static UnityEngineAnimatorUtility ctor();

Raw: Out(UnityEngineAnimatorUtility)

Object UnityEngineAvatar

back to assembly

to array type

UnityEngineAvatar.__Equals__SystemObject__SystemBoolean

SystemBoolean Equals(SystemObject);

Raw: In(UnityEngineAvatar), In(SystemObject), Out(SystemBoolean)

UnityEngineAvatar.__GetHashCode__SystemInt32

SystemInt32 GetHashCode();

Raw: In(UnityEngineAvatar), Out(SystemInt32)

UnityEngineAvatar.__GetInstanceID__SystemInt32

SystemInt32 GetInstanceID();

Raw: In(UnityEngineAvatar), Out(SystemInt32)

UnityEngineAvatar.__GetType__SystemType

SystemType GetType();

Raw: In(UnityEngineAvatar), Out(SystemType)

UnityEngineAvatar.__ToString__SystemString

SystemString ToString();

Raw: In(UnityEngineAvatar), Out(SystemString)

UnityEngineAvatar.__get_humanDescription__UnityEngineHumanDescription

UnityEngineHumanDescription get_humanDescription();

Raw: In(UnityEngineAvatar), Out(UnityEngineHumanDescription)

UnityEngineAvatar.__get_isHuman__SystemBoolean

SystemBoolean get_isHuman();

Raw: In(UnityEngineAvatar), Out(SystemBoolean)

UnityEngineAvatar.__get_isValid__SystemBoolean

SystemBoolean get_isValid();

Raw: In(UnityEngineAvatar), Out(SystemBoolean)

UnityEngineAvatar.__get_name__SystemString

SystemString get_name();

Raw: In(UnityEngineAvatar), Out(SystemString)

UnityEngineAvatar.__op_Equality__UnityEngineObject_UnityEngineObject__SystemBoolean

static SystemBoolean op_Equality(UnityEngineObject, UnityEngineObject);

Raw: In(UnityEngineObject), In(UnityEngineObject), Out(SystemBoolean)

UnityEngineAvatar.__op_Implicit__UnityEngineObject__SystemBoolean

static SystemBoolean op_Implicit(UnityEngineObject);

Raw: In(UnityEngineObject), Out(SystemBoolean)

UnityEngineAvatar.__op_Inequality__UnityEngineObject_UnityEngineObject__SystemBoolean

static SystemBoolean op_Inequality(UnityEngineObject, UnityEngineObject);

Raw: In(UnityEngineObject), In(UnityEngineObject), Out(SystemBoolean)

UnityEngineAvatar.__set_name__SystemString__SystemVoid

void set_name(SystemString);

Raw: In(UnityEngineAvatar), In(SystemString)

Object UnityEngineAvatarBuilder

back to assembly

to array type

UnityEngineAvatarBuilder.__BuildGenericAvatar__UnityEngineGameObject_SystemString__UnityEngineAvatar

static UnityEngineAvatar BuildGenericAvatar(UnityEngineGameObject, SystemString);

Raw: In(UnityEngineGameObject), In(SystemString), Out(UnityEngineAvatar)

UnityEngineAvatarBuilder.__BuildHumanAvatar__UnityEngineGameObject_UnityEngineHumanDescription__UnityEngineAvatar

static UnityEngineAvatar BuildHumanAvatar(UnityEngineGameObject, UnityEngineHumanDescription);

Raw: In(UnityEngineGameObject), In(UnityEngineHumanDescription), Out(UnityEngineAvatar)

UnityEngineAvatarBuilder.__Equals__SystemObject__SystemBoolean

SystemBoolean Equals(SystemObject);

Raw: In(UnityEngineAvatarBuilder), In(SystemObject), Out(SystemBoolean)

UnityEngineAvatarBuilder.__GetHashCode__SystemInt32

SystemInt32 GetHashCode();

Raw: In(UnityEngineAvatarBuilder), Out(SystemInt32)

UnityEngineAvatarBuilder.__GetType__SystemType

SystemType GetType();

Raw: In(UnityEngineAvatarBuilder), Out(SystemType)

UnityEngineAvatarBuilder.__ToString__SystemString

SystemString ToString();

Raw: In(UnityEngineAvatarBuilder), Out(SystemString)

UnityEngineAvatarBuilder.__ctor____UnityEngineAvatarBuilder

static UnityEngineAvatarBuilder ctor();

Raw: Out(UnityEngineAvatarBuilder)

Enum UnityEngineAvatarIKGoal

back to assembly

Enum values:

  • LeftFoot = 0
  • LeftHand = 2
  • RightFoot = 1
  • RightHand = 3

Enum UnityEngineAvatarIKHint

back to assembly

Enum values:

  • LeftElbow = 2
  • LeftKnee = 0
  • RightElbow = 3
  • RightKnee = 1

Object UnityEngineAvatarMask

back to assembly

to array type

UnityEngineAvatarMask.__AddTransformPath__UnityEngineTransform_SystemBoolean__SystemVoid

void AddTransformPath(UnityEngineTransform, SystemBoolean);

Raw: In(UnityEngineAvatarMask), In(UnityEngineTransform), In(SystemBoolean)

UnityEngineAvatarMask.__AddTransformPath__UnityEngineTransform__SystemVoid

void AddTransformPath(UnityEngineTransform);

Raw: In(UnityEngineAvatarMask), In(UnityEngineTransform)

UnityEngineAvatarMask.__Equals__SystemObject__SystemBoolean

SystemBoolean Equals(SystemObject);

Raw: In(UnityEngineAvatarMask), In(SystemObject), Out(SystemBoolean)

UnityEngineAvatarMask.__GetHashCode__SystemInt32

SystemInt32 GetHashCode();

Raw: In(UnityEngineAvatarMask), Out(SystemInt32)

UnityEngineAvatarMask.__GetHumanoidBodyPartActive__UnityEngineAvatarMaskBodyPart__SystemBoolean

SystemBoolean GetHumanoidBodyPartActive(UnityEngineAvatarMaskBodyPart);

Raw: In(UnityEngineAvatarMask), In(UnityEngineAvatarMaskBodyPart), Out(SystemBoolean)

UnityEngineAvatarMask.__GetInstanceID__SystemInt32

SystemInt32 GetInstanceID();

Raw: In(UnityEngineAvatarMask), Out(SystemInt32)

UnityEngineAvatarMask.__GetTransformActive__SystemInt32__SystemBoolean

SystemBoolean GetTransformActive(SystemInt32);

Raw: In(UnityEngineAvatarMask), In(SystemInt32), Out(SystemBoolean)

UnityEngineAvatarMask.__GetTransformPath__SystemInt32__SystemString

SystemString GetTransformPath(SystemInt32);

Raw: In(UnityEngineAvatarMask), In(SystemInt32), Out(SystemString)

UnityEngineAvatarMask.__GetType__SystemType

SystemType GetType();

Raw: In(UnityEngineAvatarMask), Out(SystemType)

UnityEngineAvatarMask.__RemoveTransformPath__UnityEngineTransform_SystemBoolean__SystemVoid

void RemoveTransformPath(UnityEngineTransform, SystemBoolean);

Raw: In(UnityEngineAvatarMask), In(UnityEngineTransform), In(SystemBoolean)

UnityEngineAvatarMask.__RemoveTransformPath__UnityEngineTransform__SystemVoid

void RemoveTransformPath(UnityEngineTransform);

Raw: In(UnityEngineAvatarMask), In(UnityEngineTransform)

UnityEngineAvatarMask.__SetHumanoidBodyPartActive__UnityEngineAvatarMaskBodyPart_SystemBoolean__SystemVoid

void SetHumanoidBodyPartActive(UnityEngineAvatarMaskBodyPart, SystemBoolean);

Raw: In(UnityEngineAvatarMask), In(UnityEngineAvatarMaskBodyPart), In(SystemBoolean)

UnityEngineAvatarMask.__SetTransformActive__SystemInt32_SystemBoolean__SystemVoid

void SetTransformActive(SystemInt32, SystemBoolean);

Raw: In(UnityEngineAvatarMask), In(SystemInt32), In(SystemBoolean)

UnityEngineAvatarMask.__SetTransformPath__SystemInt32_SystemString__SystemVoid

void SetTransformPath(SystemInt32, SystemString);

Raw: In(UnityEngineAvatarMask), In(SystemInt32), In(SystemString)

UnityEngineAvatarMask.__ToString__SystemString

SystemString ToString();

Raw: In(UnityEngineAvatarMask), Out(SystemString)

UnityEngineAvatarMask.__get_name__SystemString

SystemString get_name();

Raw: In(UnityEngineAvatarMask), Out(SystemString)

UnityEngineAvatarMask.__get_transformCount__SystemInt32

SystemInt32 get_transformCount();

Raw: In(UnityEngineAvatarMask), Out(SystemInt32)

UnityEngineAvatarMask.__op_Equality__UnityEngineObject_UnityEngineObject__SystemBoolean

static SystemBoolean op_Equality(UnityEngineObject, UnityEngineObject);

Raw: In(UnityEngineObject), In(UnityEngineObject), Out(SystemBoolean)

UnityEngineAvatarMask.__op_Implicit__UnityEngineObject__SystemBoolean

static SystemBoolean op_Implicit(UnityEngineObject);

Raw: In(UnityEngineObject), Out(SystemBoolean)

UnityEngineAvatarMask.__op_Inequality__UnityEngineObject_UnityEngineObject__SystemBoolean

static SystemBoolean op_Inequality(UnityEngineObject, UnityEngineObject);

Raw: In(UnityEngineObject), In(UnityEngineObject), Out(SystemBoolean)

UnityEngineAvatarMask.__set_name__SystemString__SystemVoid

void set_name(SystemString);

Raw: In(UnityEngineAvatarMask), In(SystemString)

UnityEngineAvatarMask.__set_transformCount__SystemInt32__SystemVoid

void set_transformCount(SystemInt32);

Raw: In(UnityEngineAvatarMask), In(SystemInt32)

Enum UnityEngineAvatarMaskBodyPart

back to assembly

Enum values:

  • Body = 1
  • Head = 2
  • LastBodyPart = 13
  • LeftArm = 5
  • LeftFingers = 7
  • LeftFootIK = 9
  • LeftHandIK = 11
  • LeftLeg = 3
  • RightArm = 6
  • RightFingers = 8
  • RightFootIK = 10
  • RightHandIK = 12
  • RightLeg = 4
  • Root = 0

Enum UnityEngineAvatarTarget

back to assembly

Enum values:

  • Body = 1
  • LeftFoot = 2
  • LeftHand = 4
  • RightFoot = 3
  • RightHand = 5
  • Root = 0

Enum UnityEngineDurationUnit

back to assembly

Enum values:

  • Fixed = 0
  • Normalized = 1

Enum UnityEngineHumanBodyBones

back to assembly

Enum values:

  • Chest = 8
  • Head = 10
  • Hips = 0
  • Jaw = 23
  • LastBone = 55
  • LeftEye = 21
  • LeftFoot = 5
  • LeftHand = 17
  • LeftIndexDistal = 29
  • LeftIndexIntermediate = 28
  • LeftIndexProximal = 27
  • LeftLittleDistal = 38
  • LeftLittleIntermediate = 37
  • LeftLittleProximal = 36
  • LeftLowerArm = 15
  • LeftLowerLeg = 3
  • LeftMiddleDistal = 32
  • LeftMiddleIntermediate = 31
  • LeftMiddleProximal = 30
  • LeftRingDistal = 35
  • LeftRingIntermediate = 34
  • LeftRingProximal = 33
  • LeftShoulder = 11
  • LeftThumbDistal = 26
  • LeftThumbIntermediate = 25
  • LeftThumbProximal = 24
  • LeftToes = 19
  • LeftUpperArm = 13
  • LeftUpperLeg = 1
  • Neck = 9
  • RightEye = 22
  • RightFoot = 6
  • RightHand = 18
  • RightIndexDistal = 44
  • RightIndexIntermediate = 43
  • RightIndexProximal = 42
  • RightLittleDistal = 53
  • RightLittleIntermediate = 52
  • RightLittleProximal = 51
  • RightLowerArm = 16
  • RightLowerLeg = 4
  • RightMiddleDistal = 47
  • RightMiddleIntermediate = 46
  • RightMiddleProximal = 45
  • RightRingDistal = 50
  • RightRingIntermediate = 49
  • RightRingProximal = 48
  • RightShoulder = 12
  • RightThumbDistal = 41
  • RightThumbIntermediate = 40
  • RightThumbProximal = 39
  • RightToes = 20
  • RightUpperArm = 14
  • RightUpperLeg = 2
  • Spine = 7
  • UpperChest = 54

Struct UnityEngineHumanBone

back to assembly

to array type

UnityEngineHumanBone.__Equals__SystemObject__SystemBoolean

SystemBoolean Equals(SystemObject);

Raw: In(UnityEngineHumanBone), In(SystemObject), Out(SystemBoolean)

UnityEngineHumanBone.__GetHashCode__SystemInt32

SystemInt32 GetHashCode();

Raw: In(UnityEngineHumanBone), Out(SystemInt32)

UnityEngineHumanBone.__GetType__SystemType

SystemType GetType();

Raw: In(UnityEngineHumanBone), Out(SystemType)

UnityEngineHumanBone.__ToString__SystemString

SystemString ToString();

Raw: In(UnityEngineHumanBone), Out(SystemString)

UnityEngineHumanBone.__get_boneName__SystemString

SystemString get_boneName();

Raw: In(UnityEngineHumanBone), Out(SystemString)

UnityEngineHumanBone.__get_humanName__SystemString

SystemString get_humanName();

Raw: In(UnityEngineHumanBone), Out(SystemString)

UnityEngineHumanBone.__get_limit__UnityEngineHumanLimit

UnityEngineHumanLimit get_limit();

Raw: In(UnityEngineHumanBone), Out(UnityEngineHumanLimit)

UnityEngineHumanBone.__set_boneName__SystemString__SystemVoid

void set_boneName(SystemString);

Raw: In(UnityEngineHumanBone), In(SystemString)

UnityEngineHumanBone.__set_humanName__SystemString__SystemVoid

void set_humanName(SystemString);

Raw: In(UnityEngineHumanBone), In(SystemString)

UnityEngineHumanBone.__set_limit__UnityEngineHumanLimit

UnityEngineHumanLimit set_limit();

Raw: In(UnityEngineHumanBone), In(UnityEngineHumanLimit)

Struct UnityEngineHumanDescription

back to assembly

to array type

UnityEngineHumanDescription.__Equals__SystemObject__SystemBoolean

SystemBoolean Equals(SystemObject);

Raw: In(UnityEngineHumanDescription), In(SystemObject), Out(SystemBoolean)

UnityEngineHumanDescription.__GetHashCode__SystemInt32

SystemInt32 GetHashCode();

Raw: In(UnityEngineHumanDescription), Out(SystemInt32)

UnityEngineHumanDescription.__GetType__SystemType

SystemType GetType();

Raw: In(UnityEngineHumanDescription), Out(SystemType)

UnityEngineHumanDescription.__ToString__SystemString

SystemString ToString();

Raw: In(UnityEngineHumanDescription), Out(SystemString)

UnityEngineHumanDescription.__get_armStretch__SystemSingle

SystemSingle get_armStretch();

Raw: In(UnityEngineHumanDescription), Out(SystemSingle)

UnityEngineHumanDescription.__get_feetSpacing__SystemSingle

SystemSingle get_feetSpacing();

Raw: In(UnityEngineHumanDescription), Out(SystemSingle)

UnityEngineHumanDescription.__get_hasTranslationDoF__SystemBoolean

SystemBoolean get_hasTranslationDoF();

Raw: In(UnityEngineHumanDescription), Out(SystemBoolean)

UnityEngineHumanDescription.__get_human__UnityEngineHumanBoneArray

UnityEngineHumanBoneArray get_human();

Raw: In(UnityEngineHumanDescription), Out(UnityEngineHumanBoneArray)

UnityEngineHumanDescription.__get_legStretch__SystemSingle

SystemSingle get_legStretch();

Raw: In(UnityEngineHumanDescription), Out(SystemSingle)

UnityEngineHumanDescription.__get_lowerArmTwist__SystemSingle

SystemSingle get_lowerArmTwist();

Raw: In(UnityEngineHumanDescription), Out(SystemSingle)

UnityEngineHumanDescription.__get_lowerLegTwist__SystemSingle

SystemSingle get_lowerLegTwist();

Raw: In(UnityEngineHumanDescription), Out(SystemSingle)

UnityEngineHumanDescription.__get_skeleton__UnityEngineSkeletonBoneArray

UnityEngineSkeletonBoneArray get_skeleton();

Raw: In(UnityEngineHumanDescription), Out(UnityEngineSkeletonBoneArray)

UnityEngineHumanDescription.__get_upperArmTwist__SystemSingle

SystemSingle get_upperArmTwist();

Raw: In(UnityEngineHumanDescription), Out(SystemSingle)

UnityEngineHumanDescription.__get_upperLegTwist__SystemSingle

SystemSingle get_upperLegTwist();

Raw: In(UnityEngineHumanDescription), Out(SystemSingle)

UnityEngineHumanDescription.__set_armStretch__SystemSingle__SystemVoid

void set_armStretch(SystemSingle);

Raw: In(UnityEngineHumanDescription), In(SystemSingle)

UnityEngineHumanDescription.__set_feetSpacing__SystemSingle__SystemVoid

void set_feetSpacing(SystemSingle);

Raw: In(UnityEngineHumanDescription), In(SystemSingle)

UnityEngineHumanDescription.__set_hasTranslationDoF__SystemBoolean__SystemVoid

void set_hasTranslationDoF(SystemBoolean);

Raw: In(UnityEngineHumanDescription), In(SystemBoolean)

UnityEngineHumanDescription.__set_human__UnityEngineHumanBoneArray

UnityEngineHumanBoneArray set_human();

Raw: In(UnityEngineHumanDescription), In(UnityEngineHumanBoneArray)

UnityEngineHumanDescription.__set_legStretch__SystemSingle__SystemVoid

void set_legStretch(SystemSingle);

Raw: In(UnityEngineHumanDescription), In(SystemSingle)

UnityEngineHumanDescription.__set_lowerArmTwist__SystemSingle__SystemVoid

void set_lowerArmTwist(SystemSingle);

Raw: In(UnityEngineHumanDescription), In(SystemSingle)

UnityEngineHumanDescription.__set_lowerLegTwist__SystemSingle__SystemVoid

void set_lowerLegTwist(SystemSingle);

Raw: In(UnityEngineHumanDescription), In(SystemSingle)

UnityEngineHumanDescription.__set_skeleton__UnityEngineSkeletonBoneArray

UnityEngineSkeletonBoneArray set_skeleton();

Raw: In(UnityEngineHumanDescription), In(UnityEngineSkeletonBoneArray)

UnityEngineHumanDescription.__set_upperArmTwist__SystemSingle__SystemVoid

void set_upperArmTwist(SystemSingle);

Raw: In(UnityEngineHumanDescription), In(SystemSingle)

UnityEngineHumanDescription.__set_upperLegTwist__SystemSingle__SystemVoid

void set_upperLegTwist(SystemSingle);

Raw: In(UnityEngineHumanDescription), In(SystemSingle)

Struct UnityEngineHumanLimit

back to assembly

to array type

UnityEngineHumanLimit.__Equals__SystemObject__SystemBoolean

SystemBoolean Equals(SystemObject);

Raw: In(UnityEngineHumanLimit), In(SystemObject), Out(SystemBoolean)

UnityEngineHumanLimit.__GetHashCode__SystemInt32

SystemInt32 GetHashCode();

Raw: In(UnityEngineHumanLimit), Out(SystemInt32)

UnityEngineHumanLimit.__GetType__SystemType

SystemType GetType();

Raw: In(UnityEngineHumanLimit), Out(SystemType)

UnityEngineHumanLimit.__ToString__SystemString

SystemString ToString();

Raw: In(UnityEngineHumanLimit), Out(SystemString)

UnityEngineHumanLimit.__get_axisLength__SystemSingle

SystemSingle get_axisLength();

Raw: In(UnityEngineHumanLimit), Out(SystemSingle)

UnityEngineHumanLimit.__get_center__UnityEngineVector3

UnityEngineVector3 get_center();

Raw: In(UnityEngineHumanLimit), Out(UnityEngineVector3)

UnityEngineHumanLimit.__get_max__UnityEngineVector3

UnityEngineVector3 get_max();

Raw: In(UnityEngineHumanLimit), Out(UnityEngineVector3)

UnityEngineHumanLimit.__get_min__UnityEngineVector3

UnityEngineVector3 get_min();

Raw: In(UnityEngineHumanLimit), Out(UnityEngineVector3)

UnityEngineHumanLimit.__get_useDefaultValues__SystemBoolean

SystemBoolean get_useDefaultValues();

Raw: In(UnityEngineHumanLimit), Out(SystemBoolean)

UnityEngineHumanLimit.__set_axisLength__SystemSingle__SystemVoid

void set_axisLength(SystemSingle);

Raw: In(UnityEngineHumanLimit), In(SystemSingle)

UnityEngineHumanLimit.__set_center__UnityEngineVector3__SystemVoid

void set_center(UnityEngineVector3);

Raw: In(UnityEngineHumanLimit), In(UnityEngineVector3)

UnityEngineHumanLimit.__set_max__UnityEngineVector3__SystemVoid

void set_max(UnityEngineVector3);

Raw: In(UnityEngineHumanLimit), In(UnityEngineVector3)

UnityEngineHumanLimit.__set_min__UnityEngineVector3__SystemVoid

void set_min(UnityEngineVector3);

Raw: In(UnityEngineHumanLimit), In(UnityEngineVector3)

UnityEngineHumanLimit.__set_useDefaultValues__SystemBoolean__SystemVoid

void set_useDefaultValues(SystemBoolean);

Raw: In(UnityEngineHumanLimit), In(SystemBoolean)

Struct UnityEngineHumanPose

back to assembly

to array type

UnityEngineHumanPose.__Equals__SystemObject__SystemBoolean

SystemBoolean Equals(SystemObject);

Raw: In(UnityEngineHumanPose), In(SystemObject), Out(SystemBoolean)

UnityEngineHumanPose.__GetHashCode__SystemInt32

SystemInt32 GetHashCode();

Raw: In(UnityEngineHumanPose), Out(SystemInt32)

UnityEngineHumanPose.__GetType__SystemType

SystemType GetType();

Raw: In(UnityEngineHumanPose), Out(SystemType)

UnityEngineHumanPose.__ToString__SystemString

SystemString ToString();

Raw: In(UnityEngineHumanPose), Out(SystemString)

UnityEngineHumanPose.__get_bodyPosition__UnityEngineVector3

UnityEngineVector3 get_bodyPosition();

Raw: In(UnityEngineHumanPose), Out(UnityEngineVector3)

UnityEngineHumanPose.__get_bodyRotation__UnityEngineQuaternion

UnityEngineQuaternion get_bodyRotation();

Raw: In(UnityEngineHumanPose), Out(UnityEngineQuaternion)

UnityEngineHumanPose.__get_muscles__SystemSingleArray

SystemSingleArray get_muscles();

Raw: In(UnityEngineHumanPose), Out(SystemSingleArray)

UnityEngineHumanPose.__set_bodyPosition__UnityEngineVector3

UnityEngineVector3 set_bodyPosition();

Raw: In(UnityEngineHumanPose), In(UnityEngineVector3)

UnityEngineHumanPose.__set_bodyRotation__UnityEngineQuaternion

UnityEngineQuaternion set_bodyRotation();

Raw: In(UnityEngineHumanPose), In(UnityEngineQuaternion)

UnityEngineHumanPose.__set_muscles__SystemSingleArray

SystemSingleArray set_muscles();

Raw: In(UnityEngineHumanPose), In(SystemSingleArray)

Object UnityEngineHumanPoseHandler

back to assembly

to array type

UnityEngineHumanPoseHandler.__Dispose__SystemVoid

void Dispose();

Raw: In(UnityEngineHumanPoseHandler)

UnityEngineHumanPoseHandler.__Equals__SystemObject__SystemBoolean

SystemBoolean Equals(SystemObject);

Raw: In(UnityEngineHumanPoseHandler), In(SystemObject), Out(SystemBoolean)

UnityEngineHumanPoseHandler.__GetHashCode__SystemInt32

SystemInt32 GetHashCode();

Raw: In(UnityEngineHumanPoseHandler), Out(SystemInt32)

UnityEngineHumanPoseHandler.__GetHumanPose__UnityEngineHumanPoseRef__SystemVoid

void GetHumanPose(ref UnityEngineHumanPose);

Raw: In(UnityEngineHumanPoseHandler), InOut(UnityEngineHumanPose)

UnityEngineHumanPoseHandler.__GetInternalHumanPose__UnityEngineHumanPoseRef__SystemVoid

void GetInternalHumanPose(ref UnityEngineHumanPose);

Raw: In(UnityEngineHumanPoseHandler), InOut(UnityEngineHumanPose)

UnityEngineHumanPoseHandler.__GetType__SystemType

SystemType GetType();

Raw: In(UnityEngineHumanPoseHandler), Out(SystemType)

UnityEngineHumanPoseHandler.__SetHumanPose__UnityEngineHumanPoseRef__SystemVoid

void SetHumanPose(ref UnityEngineHumanPose);

Raw: In(UnityEngineHumanPoseHandler), InOut(UnityEngineHumanPose)

UnityEngineHumanPoseHandler.__SetInternalHumanPose__UnityEngineHumanPoseRef__SystemVoid

void SetInternalHumanPose(ref UnityEngineHumanPose);

Raw: In(UnityEngineHumanPoseHandler), InOut(UnityEngineHumanPose)

UnityEngineHumanPoseHandler.__ToString__SystemString

SystemString ToString();

Raw: In(UnityEngineHumanPoseHandler), Out(SystemString)

UnityEngineHumanPoseHandler.__ctor__UnityEngineAvatar_SystemStringArray__UnityEngineHumanPoseHandler

static UnityEngineHumanPoseHandler ctor(UnityEngineAvatar, SystemStringArray);

Raw: In(UnityEngineAvatar), In(SystemStringArray), Out(UnityEngineHumanPoseHandler)

UnityEngineHumanPoseHandler.__ctor__UnityEngineAvatar_UnityEngineTransform__UnityEngineHumanPoseHandler

static UnityEngineHumanPoseHandler ctor(UnityEngineAvatar, UnityEngineTransform);

Raw: In(UnityEngineAvatar), In(UnityEngineTransform), Out(UnityEngineHumanPoseHandler)

Object UnityEngineHumanTrait

back to assembly

to array type

UnityEngineHumanTrait.__BoneFromMuscle__SystemInt32__SystemInt32

static SystemInt32 BoneFromMuscle(SystemInt32);

Raw: In(SystemInt32), Out(SystemInt32)

UnityEngineHumanTrait.__Equals__SystemObject__SystemBoolean

SystemBoolean Equals(SystemObject);

Raw: In(UnityEngineHumanTrait), In(SystemObject), Out(SystemBoolean)

UnityEngineHumanTrait.__GetBoneDefaultHierarchyMass__SystemInt32__SystemSingle

static SystemSingle GetBoneDefaultHierarchyMass(SystemInt32);

Raw: In(SystemInt32), Out(SystemSingle)

UnityEngineHumanTrait.__GetHashCode__SystemInt32

SystemInt32 GetHashCode();

Raw: In(UnityEngineHumanTrait), Out(SystemInt32)

UnityEngineHumanTrait.__GetMuscleDefaultMax__SystemInt32__SystemSingle

static SystemSingle GetMuscleDefaultMax(SystemInt32);

Raw: In(SystemInt32), Out(SystemSingle)

UnityEngineHumanTrait.__GetMuscleDefaultMin__SystemInt32__SystemSingle

static SystemSingle GetMuscleDefaultMin(SystemInt32);

Raw: In(SystemInt32), Out(SystemSingle)

UnityEngineHumanTrait.__GetParentBone__SystemInt32__SystemInt32

static SystemInt32 GetParentBone(SystemInt32);

Raw: In(SystemInt32), Out(SystemInt32)

UnityEngineHumanTrait.__GetType__SystemType

SystemType GetType();

Raw: In(UnityEngineHumanTrait), Out(SystemType)

UnityEngineHumanTrait.__MuscleFromBone__SystemInt32_SystemInt32__SystemInt32

static SystemInt32 MuscleFromBone(SystemInt32, SystemInt32);

Raw: In(SystemInt32), In(SystemInt32), Out(SystemInt32)

UnityEngineHumanTrait.__RequiredBone__SystemInt32__SystemBoolean

static SystemBoolean RequiredBone(SystemInt32);

Raw: In(SystemInt32), Out(SystemBoolean)

UnityEngineHumanTrait.__ToString__SystemString

SystemString ToString();

Raw: In(UnityEngineHumanTrait), Out(SystemString)

UnityEngineHumanTrait.__ctor____UnityEngineHumanTrait

static UnityEngineHumanTrait ctor();

Raw: Out(UnityEngineHumanTrait)

UnityEngineHumanTrait.__get_BoneCount__SystemInt32

static SystemInt32 get_BoneCount();

Raw: Out(SystemInt32)

UnityEngineHumanTrait.__get_BoneName__SystemStringArray

static SystemStringArray get_BoneName();

Raw: Out(SystemStringArray)

UnityEngineHumanTrait.__get_MuscleCount__SystemInt32

static SystemInt32 get_MuscleCount();

Raw: Out(SystemInt32)

UnityEngineHumanTrait.__get_MuscleName__SystemStringArray

static SystemStringArray get_MuscleName();

Raw: Out(SystemStringArray)

UnityEngineHumanTrait.__get_RequiredBoneCount__SystemInt32

static SystemInt32 get_RequiredBoneCount();

Raw: Out(SystemInt32)

Struct UnityEngineMatchTargetWeightMask

back to assembly

to array type

UnityEngineMatchTargetWeightMask.__Equals__SystemObject__SystemBoolean

SystemBoolean Equals(SystemObject);

Raw: In(UnityEngineMatchTargetWeightMask), In(SystemObject), Out(SystemBoolean)

UnityEngineMatchTargetWeightMask.__GetHashCode__SystemInt32

SystemInt32 GetHashCode();

Raw: In(UnityEngineMatchTargetWeightMask), Out(SystemInt32)

UnityEngineMatchTargetWeightMask.__GetType__SystemType

SystemType GetType();

Raw: In(UnityEngineMatchTargetWeightMask), Out(SystemType)

UnityEngineMatchTargetWeightMask.__ToString__SystemString

SystemString ToString();

Raw: In(UnityEngineMatchTargetWeightMask), Out(SystemString)

UnityEngineMatchTargetWeightMask.__ctor__UnityEngineVector3_SystemSingle__UnityEngineMatchTargetWeightMask

static UnityEngineMatchTargetWeightMask ctor(UnityEngineVector3, SystemSingle);

Raw: In(UnityEngineVector3), In(SystemSingle), Out(UnityEngineMatchTargetWeightMask)

UnityEngineMatchTargetWeightMask.__get_positionXYZWeight__UnityEngineVector3

UnityEngineVector3 get_positionXYZWeight();

Raw: In(UnityEngineMatchTargetWeightMask), Out(UnityEngineVector3)

UnityEngineMatchTargetWeightMask.__get_rotationWeight__SystemSingle

SystemSingle get_rotationWeight();

Raw: In(UnityEngineMatchTargetWeightMask), Out(SystemSingle)

UnityEngineMatchTargetWeightMask.__set_positionXYZWeight__UnityEngineVector3__SystemVoid

void set_positionXYZWeight(UnityEngineVector3);

Raw: In(UnityEngineMatchTargetWeightMask), In(UnityEngineVector3)

UnityEngineMatchTargetWeightMask.__set_rotationWeight__SystemSingle__SystemVoid

void set_rotationWeight(SystemSingle);

Raw: In(UnityEngineMatchTargetWeightMask), In(SystemSingle)

Object UnityEngineMotion

back to assembly

to array type

UnityEngineMotion.__Equals__SystemObject__SystemBoolean

SystemBoolean Equals(SystemObject);

Raw: In(UnityEngineMotion), In(SystemObject), Out(SystemBoolean)

UnityEngineMotion.__GetHashCode__SystemInt32

SystemInt32 GetHashCode();

Raw: In(UnityEngineMotion), Out(SystemInt32)

UnityEngineMotion.__GetInstanceID__SystemInt32

SystemInt32 GetInstanceID();

Raw: In(UnityEngineMotion), Out(SystemInt32)

UnityEngineMotion.__GetType__SystemType

SystemType GetType();

Raw: In(UnityEngineMotion), Out(SystemType)

UnityEngineMotion.__ToString__SystemString

SystemString ToString();

Raw: In(UnityEngineMotion), Out(SystemString)

UnityEngineMotion.__get_apparentSpeed__SystemSingle

SystemSingle get_apparentSpeed();

Raw: In(UnityEngineMotion), Out(SystemSingle)

UnityEngineMotion.__get_averageAngularSpeed__SystemSingle

SystemSingle get_averageAngularSpeed();

Raw: In(UnityEngineMotion), Out(SystemSingle)

UnityEngineMotion.__get_averageDuration__SystemSingle

SystemSingle get_averageDuration();

Raw: In(UnityEngineMotion), Out(SystemSingle)

UnityEngineMotion.__get_averageSpeed__UnityEngineVector3

UnityEngineVector3 get_averageSpeed();

Raw: In(UnityEngineMotion), Out(UnityEngineVector3)

UnityEngineMotion.__get_isHumanMotion__SystemBoolean

SystemBoolean get_isHumanMotion();

Raw: In(UnityEngineMotion), Out(SystemBoolean)

UnityEngineMotion.__get_isLooping__SystemBoolean

SystemBoolean get_isLooping();

Raw: In(UnityEngineMotion), Out(SystemBoolean)

UnityEngineMotion.__get_name__SystemString

SystemString get_name();

Raw: In(UnityEngineMotion), Out(SystemString)

UnityEngineMotion.__op_Equality__UnityEngineObject_UnityEngineObject__SystemBoolean

static SystemBoolean op_Equality(UnityEngineObject, UnityEngineObject);

Raw: In(UnityEngineObject), In(UnityEngineObject), Out(SystemBoolean)

UnityEngineMotion.__op_Implicit__UnityEngineObject__SystemBoolean

static SystemBoolean op_Implicit(UnityEngineObject);

Raw: In(UnityEngineObject), Out(SystemBoolean)

UnityEngineMotion.__op_Inequality__UnityEngineObject_UnityEngineObject__SystemBoolean

static SystemBoolean op_Inequality(UnityEngineObject, UnityEngineObject);

Raw: In(UnityEngineObject), In(UnityEngineObject), Out(SystemBoolean)

UnityEngineMotion.__set_name__SystemString__SystemVoid

void set_name(SystemString);

Raw: In(UnityEngineMotion), In(SystemString)

Object UnityEngineRuntimeAnimatorController

back to assembly

to array type

UnityEngineRuntimeAnimatorController.__Equals__SystemObject__SystemBoolean

SystemBoolean Equals(SystemObject);

Raw: In(UnityEngineRuntimeAnimatorController), In(SystemObject), Out(SystemBoolean)

UnityEngineRuntimeAnimatorController.__GetHashCode__SystemInt32

SystemInt32 GetHashCode();

Raw: In(UnityEngineRuntimeAnimatorController), Out(SystemInt32)

UnityEngineRuntimeAnimatorController.__GetInstanceID__SystemInt32

SystemInt32 GetInstanceID();

Raw: In(UnityEngineRuntimeAnimatorController), Out(SystemInt32)

UnityEngineRuntimeAnimatorController.__GetType__SystemType

SystemType GetType();

Raw: In(UnityEngineRuntimeAnimatorController), Out(SystemType)

UnityEngineRuntimeAnimatorController.__ToString__SystemString

SystemString ToString();

Raw: In(UnityEngineRuntimeAnimatorController), Out(SystemString)

UnityEngineRuntimeAnimatorController.__get_animationClips__UnityEngineAnimationClipArray

UnityEngineAnimationClipArray get_animationClips();

Raw: In(UnityEngineRuntimeAnimatorController), Out(UnityEngineAnimationClipArray)

UnityEngineRuntimeAnimatorController.__get_name__SystemString

SystemString get_name();

Raw: In(UnityEngineRuntimeAnimatorController), Out(SystemString)

UnityEngineRuntimeAnimatorController.__op_Equality__UnityEngineObject_UnityEngineObject__SystemBoolean

static SystemBoolean op_Equality(UnityEngineObject, UnityEngineObject);

Raw: In(UnityEngineObject), In(UnityEngineObject), Out(SystemBoolean)

UnityEngineRuntimeAnimatorController.__op_Implicit__UnityEngineObject__SystemBoolean

static SystemBoolean op_Implicit(UnityEngineObject);

Raw: In(UnityEngineObject), Out(SystemBoolean)

UnityEngineRuntimeAnimatorController.__op_Inequality__UnityEngineObject_UnityEngineObject__SystemBoolean

static SystemBoolean op_Inequality(UnityEngineObject, UnityEngineObject);

Raw: In(UnityEngineObject), In(UnityEngineObject), Out(SystemBoolean)

UnityEngineRuntimeAnimatorController.__set_name__SystemString__SystemVoid

void set_name(SystemString);

Raw: In(UnityEngineRuntimeAnimatorController), In(SystemString)

Struct UnityEngineSkeletonBone

back to assembly

to array type

UnityEngineSkeletonBone.__Equals__SystemObject__SystemBoolean

SystemBoolean Equals(SystemObject);

Raw: In(UnityEngineSkeletonBone), In(SystemObject), Out(SystemBoolean)

UnityEngineSkeletonBone.__GetHashCode__SystemInt32

SystemInt32 GetHashCode();

Raw: In(UnityEngineSkeletonBone), Out(SystemInt32)

UnityEngineSkeletonBone.__GetType__SystemType

SystemType GetType();

Raw: In(UnityEngineSkeletonBone), Out(SystemType)

UnityEngineSkeletonBone.__ToString__SystemString

SystemString ToString();

Raw: In(UnityEngineSkeletonBone), Out(SystemString)

UnityEngineSkeletonBone.__get_name__SystemString

SystemString get_name();

Raw: In(UnityEngineSkeletonBone), Out(SystemString)

UnityEngineSkeletonBone.__get_position__UnityEngineVector3

UnityEngineVector3 get_position();

Raw: In(UnityEngineSkeletonBone), Out(UnityEngineVector3)

UnityEngineSkeletonBone.__get_rotation__UnityEngineQuaternion

UnityEngineQuaternion get_rotation();

Raw: In(UnityEngineSkeletonBone), Out(UnityEngineQuaternion)

UnityEngineSkeletonBone.__get_scale__UnityEngineVector3

UnityEngineVector3 get_scale();

Raw: In(UnityEngineSkeletonBone), Out(UnityEngineVector3)

UnityEngineSkeletonBone.__set_name__SystemString

SystemString set_name();

Raw: In(UnityEngineSkeletonBone), In(SystemString)

UnityEngineSkeletonBone.__set_position__UnityEngineVector3

UnityEngineVector3 set_position();

Raw: In(UnityEngineSkeletonBone), In(UnityEngineVector3)

UnityEngineSkeletonBone.__set_rotation__UnityEngineQuaternion

UnityEngineQuaternion set_rotation();

Raw: In(UnityEngineSkeletonBone), In(UnityEngineQuaternion)

UnityEngineSkeletonBone.__set_scale__UnityEngineVector3

UnityEngineVector3 set_scale();

Raw: In(UnityEngineSkeletonBone), In(UnityEngineVector3)