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Object VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone

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to array type

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__ApplyConfigurationChanges__SystemVoid

void ApplyConfigurationChanges();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__GetComponentInChildren__SystemBoolean__T

T GetComponentInChildren<T>(SystemBoolean);

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(SystemBoolean), In(SystemType), Out(UnityEngineObject)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__GetComponentInChildren__SystemType_SystemBoolean__UnityEngineComponent

UnityEngineComponent GetComponentInChildren(SystemType, SystemBoolean);

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(SystemType), In(SystemBoolean), Out(UnityEngineComponent)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__GetComponentInChildren__SystemType__UnityEngineComponent

UnityEngineComponent GetComponentInChildren(SystemType);

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(SystemType), Out(UnityEngineComponent)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__GetComponentInChildren__T

T GetComponentInChildren<T>();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(SystemType), Out(UnityEngineObject)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__GetComponentInParent__SystemBoolean__T

T GetComponentInParent<T>(SystemBoolean);

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(SystemBoolean), In(SystemType), Out(UnityEngineObject)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__GetComponentInParent__SystemType_SystemBoolean__UnityEngineComponent

UnityEngineComponent GetComponentInParent(SystemType, SystemBoolean);

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(SystemType), In(SystemBoolean), Out(UnityEngineComponent)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__GetComponentInParent__SystemType__UnityEngineComponent

UnityEngineComponent GetComponentInParent(SystemType);

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(SystemType), Out(UnityEngineComponent)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__GetComponentInParent__T

T GetComponentInParent<T>();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(SystemType), Out(UnityEngineObject)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__GetComponent__SystemString__UnityEngineComponent

UnityEngineComponent GetComponent(SystemString);

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(SystemString), Out(UnityEngineComponent)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__GetComponent__SystemType__UnityEngineComponent

UnityEngineComponent GetComponent(SystemType);

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(SystemType), Out(UnityEngineComponent)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__GetComponent__T

T GetComponent<T>();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(SystemType), Out(UnityEngineObject)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__GetComponentsInChildren__ListT__SystemVoid

void GetComponentsInChildren<T>(ListT);

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(SystemCollectionsGenericListUnityEngineObject), In(SystemType)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__GetComponentsInChildren__SystemBoolean_ListT__SystemVoid

void GetComponentsInChildren(SystemBoolean, ListT);

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(SystemBoolean), In(SystemCollectionsGenericListUnityEngineObject)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__GetComponentsInChildren__SystemBoolean__TArray

TArray GetComponentsInChildren<T>(SystemBoolean);

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(SystemBoolean), In(SystemType), Out(UnityEngineObjectArray)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__GetComponentsInChildren__SystemType_SystemBoolean__UnityEngineComponentArray

UnityEngineComponentArray GetComponentsInChildren(SystemType, SystemBoolean);

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(SystemType), In(SystemBoolean), Out(UnityEngineComponentArray)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__GetComponentsInChildren__SystemType__UnityEngineComponentArray

UnityEngineComponentArray GetComponentsInChildren(SystemType);

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(SystemType), Out(UnityEngineComponentArray)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__GetComponentsInChildren__TArray

TArray GetComponentsInChildren<T>();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(SystemType), Out(UnityEngineObjectArray)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__GetComponentsInParent__SystemBoolean_ListT__SystemVoid

void GetComponentsInParent(SystemBoolean, ListT);

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(SystemBoolean), In(SystemCollectionsGenericListUnityEngineObject)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__GetComponentsInParent__SystemBoolean__TArray

TArray GetComponentsInParent<T>(SystemBoolean);

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(SystemBoolean), In(SystemType), Out(UnityEngineObjectArray)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__GetComponentsInParent__SystemType_SystemBoolean__UnityEngineComponentArray

UnityEngineComponentArray GetComponentsInParent(SystemType, SystemBoolean);

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(SystemType), In(SystemBoolean), Out(UnityEngineComponentArray)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__GetComponentsInParent__SystemType__UnityEngineComponentArray

UnityEngineComponentArray GetComponentsInParent(SystemType);

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(SystemType), Out(UnityEngineComponentArray)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__GetComponentsInParent__TArray

TArray GetComponentsInParent<T>();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(SystemType), Out(UnityEngineObjectArray)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__GetComponents__ListT__SystemVoid

void GetComponents<T>(ListT);

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(SystemCollectionsGenericListUnityEngineObject), In(SystemType)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__GetComponents__SystemType_SystemCollectionsGenericListUnityEngineComponent__SystemVoid

void GetComponents(SystemType, SystemCollectionsGenericListUnityEngineComponent);

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(SystemType), In(SystemCollectionsGenericListUnityEngineComponent)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__GetComponents__SystemType__UnityEngineComponentArray

UnityEngineComponentArray GetComponents(SystemType);

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(SystemType), Out(UnityEngineComponentArray)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__GetComponents__TArray

TArray GetComponents<T>();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(SystemType), Out(UnityEngineObjectArray)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__ReleaseGrabs__SystemVoid

void ReleaseGrabs();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__ReleasePoses__SystemVoid

void ReleasePoses();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__get_Angle__SystemSingle

SystemSingle get_Angle();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), Out(SystemSingle)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__get_IsGrabbed__SystemBoolean

SystemBoolean get_IsGrabbed();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), Out(SystemBoolean)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__get_IsPosed__SystemBoolean

SystemBoolean get_IsPosed();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), Out(SystemBoolean)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__get_Squish__SystemSingle

SystemSingle get_Squish();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), Out(SystemSingle)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__get_Stretch__SystemSingle

SystemSingle get_Stretch();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), Out(SystemSingle)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__get_allowCollision__VRCDynamicsVRCPhysBoneBaseAdvancedBool

VRCDynamicsVRCPhysBoneBaseAdvancedBool get_allowCollision();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), Out(VRCDynamicsVRCPhysBoneBaseAdvancedBool)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__get_allowGrabbing__VRCDynamicsVRCPhysBoneBaseAdvancedBool

VRCDynamicsVRCPhysBoneBaseAdvancedBool get_allowGrabbing();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), Out(VRCDynamicsVRCPhysBoneBaseAdvancedBool)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__get_allowPosing__VRCDynamicsVRCPhysBoneBaseAdvancedBool

VRCDynamicsVRCPhysBoneBaseAdvancedBool get_allowPosing();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), Out(VRCDynamicsVRCPhysBoneBaseAdvancedBool)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__get_enabled__SystemBoolean

SystemBoolean get_enabled();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), Out(SystemBoolean)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__get_gameObject__UnityEngineGameObject

UnityEngineGameObject get_gameObject();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), Out(UnityEngineGameObject)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__get_grabMovement__SystemSingle

SystemSingle get_grabMovement();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), Out(SystemSingle)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__get_gravityCurve__UnityEngineAnimationCurve

UnityEngineAnimationCurve get_gravityCurve();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), Out(UnityEngineAnimationCurve)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__get_gravityFalloffCurve__UnityEngineAnimationCurve

UnityEngineAnimationCurve get_gravityFalloffCurve();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), Out(UnityEngineAnimationCurve)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__get_gravityFalloff__SystemSingle

SystemSingle get_gravityFalloff();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), Out(SystemSingle)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__get_gravity__SystemSingle

SystemSingle get_gravity();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), Out(SystemSingle)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__get_immobileCurve__UnityEngineAnimationCurve

UnityEngineAnimationCurve get_immobileCurve();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), Out(UnityEngineAnimationCurve)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__get_immobileType__VRCDynamicsVRCPhysBoneBaseImmobileType

VRCDynamicsVRCPhysBoneBaseImmobileType get_immobileType();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), Out(VRCDynamicsVRCPhysBoneBaseImmobileType)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__get_immobile__SystemSingle

SystemSingle get_immobile();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), Out(SystemSingle)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__get_limitRotationXCurve__UnityEngineAnimationCurve

UnityEngineAnimationCurve get_limitRotationXCurve();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), Out(UnityEngineAnimationCurve)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__get_limitRotationYCurve__UnityEngineAnimationCurve

UnityEngineAnimationCurve get_limitRotationYCurve();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), Out(UnityEngineAnimationCurve)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__get_limitRotationZCurve__UnityEngineAnimationCurve

UnityEngineAnimationCurve get_limitRotationZCurve();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), Out(UnityEngineAnimationCurve)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__get_limitRotation__UnityEngineVector3

UnityEngineVector3 get_limitRotation();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), Out(UnityEngineVector3)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__get_limitType__VRCDynamicsVRCPhysBoneBaseLimitType

VRCDynamicsVRCPhysBoneBaseLimitType get_limitType();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), Out(VRCDynamicsVRCPhysBoneBaseLimitType)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__get_maxAngleXCurve__UnityEngineAnimationCurve

UnityEngineAnimationCurve get_maxAngleXCurve();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), Out(UnityEngineAnimationCurve)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__get_maxAngleX__SystemSingle

SystemSingle get_maxAngleX();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), Out(SystemSingle)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__get_maxAngleZCurve__UnityEngineAnimationCurve

UnityEngineAnimationCurve get_maxAngleZCurve();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), Out(UnityEngineAnimationCurve)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__get_maxAngleZ__SystemSingle

SystemSingle get_maxAngleZ();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), Out(SystemSingle)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__get_maxSquishCurve__UnityEngineAnimationCurve

UnityEngineAnimationCurve get_maxSquishCurve();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), Out(UnityEngineAnimationCurve)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__get_maxSquish__SystemSingle

SystemSingle get_maxSquish();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), Out(SystemSingle)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__get_maxStretchCurve__UnityEngineAnimationCurve

UnityEngineAnimationCurve get_maxStretchCurve();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), Out(UnityEngineAnimationCurve)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__get_maxStretch__SystemSingle

SystemSingle get_maxStretch();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), Out(SystemSingle)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__get_pullCurve__UnityEngineAnimationCurve

UnityEngineAnimationCurve get_pullCurve();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), Out(UnityEngineAnimationCurve)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__get_pull__SystemSingle

SystemSingle get_pull();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), Out(SystemSingle)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__get_radiusCurve__UnityEngineAnimationCurve

UnityEngineAnimationCurve get_radiusCurve();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), Out(UnityEngineAnimationCurve)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__get_radius__SystemSingle

SystemSingle get_radius();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), Out(SystemSingle)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__get_snapToHand__SystemBoolean

SystemBoolean get_snapToHand();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), Out(SystemBoolean)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__get_springCurve__UnityEngineAnimationCurve

UnityEngineAnimationCurve get_springCurve();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), Out(UnityEngineAnimationCurve)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__get_spring__SystemSingle

SystemSingle get_spring();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), Out(SystemSingle)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__get_stiffnessCurve__UnityEngineAnimationCurve

UnityEngineAnimationCurve get_stiffnessCurve();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), Out(UnityEngineAnimationCurve)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__get_stiffness__SystemSingle

SystemSingle get_stiffness();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), Out(SystemSingle)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__get_stretchMotionCurve__UnityEngineAnimationCurve

UnityEngineAnimationCurve get_stretchMotionCurve();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), Out(UnityEngineAnimationCurve)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__get_stretchMotion__SystemSingle

SystemSingle get_stretchMotion();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), Out(SystemSingle)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__get_transform__UnityEngineTransform

UnityEngineTransform get_transform();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), Out(UnityEngineTransform)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__op_Equality__UnityEngineObject_UnityEngineObject__SystemBoolean

static SystemBoolean op_Equality(UnityEngineObject, UnityEngineObject);

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

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__op_Implicit__UnityEngineObject__SystemBoolean

static SystemBoolean op_Implicit(UnityEngineObject);

Raw: In(UnityEngineObject), Out(SystemBoolean)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__op_Inequality__UnityEngineObject_UnityEngineObject__SystemBoolean

static SystemBoolean op_Inequality(UnityEngineObject, UnityEngineObject);

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

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__set_allowCollision__VRCDynamicsVRCPhysBoneBaseAdvancedBool

VRCDynamicsVRCPhysBoneBaseAdvancedBool set_allowCollision();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(VRCDynamicsVRCPhysBoneBaseAdvancedBool)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__set_allowGrabbing__VRCDynamicsVRCPhysBoneBaseAdvancedBool

VRCDynamicsVRCPhysBoneBaseAdvancedBool set_allowGrabbing();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(VRCDynamicsVRCPhysBoneBaseAdvancedBool)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__set_allowPosing__VRCDynamicsVRCPhysBoneBaseAdvancedBool

VRCDynamicsVRCPhysBoneBaseAdvancedBool set_allowPosing();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(VRCDynamicsVRCPhysBoneBaseAdvancedBool)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__set_enabled__SystemBoolean__SystemVoid

void set_enabled(SystemBoolean);

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(SystemBoolean)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__set_grabMovement__SystemSingle

SystemSingle set_grabMovement();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(SystemSingle)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__set_gravityCurve__UnityEngineAnimationCurve

UnityEngineAnimationCurve set_gravityCurve();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(UnityEngineAnimationCurve)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__set_gravityFalloffCurve__UnityEngineAnimationCurve

UnityEngineAnimationCurve set_gravityFalloffCurve();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(UnityEngineAnimationCurve)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__set_gravityFalloff__SystemSingle

SystemSingle set_gravityFalloff();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(SystemSingle)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__set_gravity__SystemSingle

SystemSingle set_gravity();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(SystemSingle)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__set_immobileCurve__UnityEngineAnimationCurve

UnityEngineAnimationCurve set_immobileCurve();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(UnityEngineAnimationCurve)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__set_immobileType__VRCDynamicsVRCPhysBoneBaseImmobileType

VRCDynamicsVRCPhysBoneBaseImmobileType set_immobileType();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(VRCDynamicsVRCPhysBoneBaseImmobileType)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__set_immobile__SystemSingle

SystemSingle set_immobile();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(SystemSingle)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__set_limitRotationXCurve__UnityEngineAnimationCurve

UnityEngineAnimationCurve set_limitRotationXCurve();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(UnityEngineAnimationCurve)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__set_limitRotationYCurve__UnityEngineAnimationCurve

UnityEngineAnimationCurve set_limitRotationYCurve();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(UnityEngineAnimationCurve)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__set_limitRotationZCurve__UnityEngineAnimationCurve

UnityEngineAnimationCurve set_limitRotationZCurve();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(UnityEngineAnimationCurve)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__set_limitRotation__UnityEngineVector3

UnityEngineVector3 set_limitRotation();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(UnityEngineVector3)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__set_limitType__VRCDynamicsVRCPhysBoneBaseLimitType

VRCDynamicsVRCPhysBoneBaseLimitType set_limitType();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(VRCDynamicsVRCPhysBoneBaseLimitType)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__set_maxAngleXCurve__UnityEngineAnimationCurve

UnityEngineAnimationCurve set_maxAngleXCurve();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(UnityEngineAnimationCurve)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__set_maxAngleX__SystemSingle

SystemSingle set_maxAngleX();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(SystemSingle)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__set_maxAngleZCurve__UnityEngineAnimationCurve

UnityEngineAnimationCurve set_maxAngleZCurve();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(UnityEngineAnimationCurve)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__set_maxAngleZ__SystemSingle

SystemSingle set_maxAngleZ();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(SystemSingle)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__set_maxSquishCurve__UnityEngineAnimationCurve

UnityEngineAnimationCurve set_maxSquishCurve();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(UnityEngineAnimationCurve)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__set_maxSquish__SystemSingle

SystemSingle set_maxSquish();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(SystemSingle)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__set_maxStretchCurve__UnityEngineAnimationCurve

UnityEngineAnimationCurve set_maxStretchCurve();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(UnityEngineAnimationCurve)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__set_maxStretch__SystemSingle

SystemSingle set_maxStretch();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(SystemSingle)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__set_pullCurve__UnityEngineAnimationCurve

UnityEngineAnimationCurve set_pullCurve();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(UnityEngineAnimationCurve)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__set_pull__SystemSingle

SystemSingle set_pull();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(SystemSingle)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__set_radiusCurve__UnityEngineAnimationCurve

UnityEngineAnimationCurve set_radiusCurve();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(UnityEngineAnimationCurve)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__set_radius__SystemSingle

SystemSingle set_radius();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(SystemSingle)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__set_snapToHand__SystemBoolean

SystemBoolean set_snapToHand();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(SystemBoolean)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__set_springCurve__UnityEngineAnimationCurve

UnityEngineAnimationCurve set_springCurve();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(UnityEngineAnimationCurve)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__set_spring__SystemSingle

SystemSingle set_spring();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(SystemSingle)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__set_stiffnessCurve__UnityEngineAnimationCurve

UnityEngineAnimationCurve set_stiffnessCurve();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(UnityEngineAnimationCurve)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__set_stiffness__SystemSingle

SystemSingle set_stiffness();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(SystemSingle)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__set_stretchMotionCurve__UnityEngineAnimationCurve

UnityEngineAnimationCurve set_stretchMotionCurve();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(UnityEngineAnimationCurve)

VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone.__set_stretchMotion__SystemSingle

SystemSingle set_stretchMotion();

Raw: In(VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone), In(SystemSingle)