Struct KinematicaJob
Example of Burstable animation job that can be ran in a separate thread to execute Kinematica animation pass for best performances.
Namespace: Unity.Kinematica
Syntax
public struct KinematicaJob : IAnimationJob, IDisposable
Methods
Dispose()
Declaration
public void Dispose()
ProcessAnimation(AnimationStream)
Write the animated joints transforms computed by Kinematica during the last
ProcessRootMotion
call into the stream
Declaration
public void ProcessAnimation(AnimationStream stream)
Parameters
Type | Name | Description |
---|---|---|
AnimationStream | stream |
ProcessRootMotion(AnimationStream)
Run Kinematica pass that will run the task graph and eventually apply motion matching, and then output the resulting root motion.
Declaration
public void ProcessRootMotion(AnimationStream stream)
Parameters
Type | Name | Description |
---|---|---|
AnimationStream | stream |
Setup(Animator, Transform[], ref MotionSynthesizer, PropertySceneHandle)
Setup binding between character joints and animator stream, that will be written by Kinematica job
Declaration
public bool Setup(Animator animator, Transform[] transforms, ref MotionSynthesizer synthesizer, PropertySceneHandle deltaTimePropertyHandle)
Parameters
Type | Name | Description |
---|---|---|
Animator | animator | Unity animator associated with the animation job |
Transform[] | transforms | Character joint transforms |
MotionSynthesizer | synthesizer | Reference to motion synthesizer |
PropertySceneHandle | deltaTimePropertyHandle | Property handle for the deltaTime |
Returns
Type | Description |
---|---|
Boolean |