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    Class LimbSolver2D

    Component responsible for 2D Limb IK.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    Solver2D
    LimbSolver2D
    Inherited Members
    Solver2D.chainCount
    Solver2D.constrainRotation
    Solver2D.solveFromDefaultPose
    Solver2D.isValid
    Solver2D.allChainsHaveTargets
    Solver2D.weight
    Solver2D.Initialize()
    Solver2D.UpdateIK(float)
    Solver2D.UpdateIK(List<Vector3>, float)
    Solver2D.OnPreviewUpdate()
    MonoBehaviour.IsInvoking()
    MonoBehaviour.CancelInvoke()
    MonoBehaviour.Invoke(string, float)
    MonoBehaviour.InvokeRepeating(string, float, float)
    MonoBehaviour.CancelInvoke(string)
    MonoBehaviour.IsInvoking(string)
    MonoBehaviour.StartCoroutine(string)
    MonoBehaviour.StartCoroutine(string, object)
    MonoBehaviour.StartCoroutine(IEnumerator)
    MonoBehaviour.StartCoroutine_Auto(IEnumerator)
    MonoBehaviour.StopCoroutine(IEnumerator)
    MonoBehaviour.StopCoroutine(Coroutine)
    MonoBehaviour.StopCoroutine(string)
    MonoBehaviour.StopAllCoroutines()
    MonoBehaviour.print(object)
    MonoBehaviour.destroyCancellationToken
    MonoBehaviour.useGUILayout
    MonoBehaviour.runInEditMode
    Behaviour.enabled
    Behaviour.isActiveAndEnabled
    Component.GetComponent(Type)
    Component.GetComponent<T>()
    Component.TryGetComponent(Type, out Component)
    Component.TryGetComponent<T>(out T)
    Component.GetComponent(string)
    Component.GetComponentInChildren(Type, bool)
    Component.GetComponentInChildren(Type)
    Component.GetComponentInChildren<T>(bool)
    Component.GetComponentInChildren<T>()
    Component.GetComponentsInChildren(Type, bool)
    Component.GetComponentsInChildren(Type)
    Component.GetComponentsInChildren<T>(bool)
    Component.GetComponentsInChildren<T>(bool, List<T>)
    Component.GetComponentsInChildren<T>()
    Component.GetComponentsInChildren<T>(List<T>)
    Component.GetComponentInParent(Type, bool)
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    Component.CompareTag(string)
    Component.SendMessageUpwards(string, object, SendMessageOptions)
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    Component.SendMessage(string)
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    Component.transform
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    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Transform)
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    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.FindObjectsOfType(Type, bool)
    Object.FindObjectsByType(Type, FindObjectsSortMode)
    Object.FindObjectsByType(Type, FindObjectsInactive, FindObjectsSortMode)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
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    Object.FindObjectsOfType<T>(bool)
    Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
    Object.FindObjectOfType<T>()
    Object.FindObjectOfType<T>(bool)
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    Object.FindAnyObjectByType<T>()
    Object.FindFirstObjectByType<T>(FindObjectsInactive)
    Object.FindAnyObjectByType<T>(FindObjectsInactive)
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.FindFirstObjectByType(Type)
    Object.FindAnyObjectByType(Type)
    Object.FindObjectOfType(Type, bool)
    Object.FindFirstObjectByType(Type, FindObjectsInactive)
    Object.FindAnyObjectByType(Type, FindObjectsInactive)
    Object.ToString()
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.GetType()
    object.ReferenceEquals(object, object)
    Namespace: UnityEngine.U2D.IK
    Assembly: Unity.2D.IK.Runtime.dll
    Syntax
    [MovedFrom("UnityEngine.Experimental.U2D.IK")]
    [Solver2DMenu("Limb")]
    [Icon("Packages/com.unity.2d.animation/Editor/Assets/ComponentIcons/Animation.IKLimb.png")]
    public sealed class LimbSolver2D : Solver2D

    Properties

    flip

    Get and set the flip property.

    Declaration
    public bool flip { get; set; }
    Property Value
    Type Description
    bool

    Methods

    DoInitialize()

    Initializes the solver.

    Declaration
    protected override void DoInitialize()
    Overrides
    Solver2D.DoInitialize()

    DoPrepare()

    Prepares the data required for updating the solver.

    Declaration
    protected override void DoPrepare()
    Overrides
    Solver2D.DoPrepare()

    DoUpdateIK(List<Vector3>)

    Updates the IK and sets the chain's transform positions.

    Declaration
    protected override void DoUpdateIK(List<Vector3> targetPositions)
    Parameters
    Type Name Description
    List<Vector3> targetPositions

    List of target positions.

    Overrides
    Solver2D.DoUpdateIK(List<Vector3>)

    GetChain(int)

    Gets the chain in the solver at index.

    Declaration
    public override IKChain2D GetChain(int index)
    Parameters
    Type Name Description
    int index

    Index to query. Not used in this override.

    Returns
    Type Description
    IKChain2D

    Returns IKChain2D for the Solver.

    Overrides
    Solver2D.GetChain(int)

    GetChainCount()

    Returns the number of chains in the solver.

    Declaration
    protected override int GetChainCount()
    Returns
    Type Description
    int

    Returns 1, because Limb Solver has only one chain.

    Overrides
    Solver2D.GetChainCount()
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