Object VRCSDK3DynamicsPhysBoneComponentsVRCPhysBone
- Kind:
Object - OdinSerializer:
VRC.SDK3.Dynamics.PhysBone.Components.VRCPhysBone, VRC.SDK3.Dynamics.PhysBone - Documentation: https://udonsharp.docs.vrchat.com/vrchat-api/#vrcphysbone
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)