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 |