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    Class Kinematica

    This component is a wrapper around the motion synthesizer.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    SnapshotProvider
    Kinematica
    Implements
    Serializable
    IFrameDebugProvider
    IMotionSynthesizerProvider
    Inherited Members
    SnapshotProvider.identifier
    SnapshotProvider.aggregate
    SnapshotProvider.Awake()
    SnapshotProvider.RequirePostProcess
    SnapshotProvider.OnWritePostProcess(Buffer)
    SnapshotProvider.OnReadPostProcess(Buffer)
    SnapshotProvider.WriteVariables(Buffer)
    SnapshotProvider.ReadVariables(Buffer)
    SnapshotProvider.CollectVariables()
    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.StopCoroutine(IEnumerator)
    MonoBehaviour.StopCoroutine(Coroutine)
    MonoBehaviour.StopCoroutine(string)
    MonoBehaviour.StopAllCoroutines()
    MonoBehaviour.print(object)
    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)
    Component.GetComponentInParent<T>()
    Component.GetComponentsInParent(Type, bool)
    Component.GetComponentsInParent(Type)
    Component.GetComponentsInParent<T>(bool)
    Component.GetComponentsInParent<T>(bool, List<T>)
    Component.GetComponentsInParent<T>()
    Component.GetComponents(Type)
    Component.GetComponents(Type, List<Component>)
    Component.GetComponents<T>(List<T>)
    Component.GetComponents<T>()
    Component.CompareTag(string)
    Component.SendMessageUpwards(string, object, SendMessageOptions)
    Component.SendMessageUpwards(string, object)
    Component.SendMessageUpwards(string)
    Component.SendMessageUpwards(string, SendMessageOptions)
    Component.SendMessage(string, object)
    Component.SendMessage(string)
    Component.SendMessage(string, object, SendMessageOptions)
    Component.SendMessage(string, SendMessageOptions)
    Component.BroadcastMessage(string, object, SendMessageOptions)
    Component.BroadcastMessage(string, object)
    Component.BroadcastMessage(string)
    Component.BroadcastMessage(string, SendMessageOptions)
    Component.transform
    Component.gameObject
    Component.tag
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    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.DontDestroyOnLoad(Object)
    Object.FindObjectsOfType<T>()
    Object.FindObjectOfType<T>()
    Object.FindObjectOfType(Type)
    Object.ToString()
    Object.name
    Object.hideFlags
    Namespace: Unity.Kinematica
    Assembly: solution.dll
    Syntax
    [DisallowMultipleComponent]
    [RequireComponent(typeof(Animator))]
    [AddComponentMenu("Kinematica/Kinematica")]
    public class Kinematica : SnapshotProvider, Serializable, IFrameDebugProvider, IMotionSynthesizerProvider
    Remarks

    The motion synthesizer represents the actual core implementation of Kinematica which can be used in a pure DOTS environment directly. It provides a raw transform buffer which represents the current character pose and does not provide any infrastructure to feed the current pose to the character.

    The Kinematica component is a wrapper around the motion synthesizer that can be used in scenarios where Kinematica is to be used in conjunction with stock Unity Game Objects.

    It establishes a Playable graph that forwards the character pose to the Animator component. It also provides automatic snapshots and rewind functionality, i.e. no additional user code is required to support snapshot debugging of the Kinematica component.

    The Kinematica component is not necessary to run Kinematica and all its associated tools (execution graph, snapshot debugger...), it is provided as an example on how to use Kinematica inside a component.

    Fields

    Name Description
    _deltaTime

    Denotes the delta time in seconds to be used during this frame.

    applyRootMotion
    blendDuration

    Denotes the default blend duration for the motion synthesizer.

    resource

    Allows access to the underlying Kinematica runtime asset.

    Properties

    Name Description
    Binary

    Allows direct access to the underlying Kinematica runtime asset.

    IsSynthesizerInitialized
    Query

    Generates a new semantic query.

    Synthesizer

    Allows direct access to the motion synthesizer.

    Methods

    Name Description
    AddJobDependency(JobHandle)

    Schedules the job handle passed as argument as a dependency of the Animator component.

    EarlyUpdate()

    This callback will be automatically invoked during UnityEngine.PlayerLoop.EarlyUpdate().

    GetDisplayName()
    GetUniqueIdentifier()
    LateUpdate()

    return the currently active animation frames

    OnAnimatorMove()

    Handler method which gets invoked during the animator update.

    OnDisable()

    Override for OnDisable()

    OnEarlyUpdate(bool)

    Override for OnEarlyUpdate() which will be invoked as part of the snapshot debugger infrastructure during the execution of UnityEngine.PlayerLoop.EarlyUpdate.

    OnEnable()

    Override for OnEnable().

    PlayFirstSequence(QueryResult)

    Play the first sequence from

    queryResult
    ReadFromStream(Buffer)

    Retrieves the contents of the Kinematica component from the buffer passed as argument.

    Update()

    Called during the regular game object update loop.

    WriteToStream(Buffer)

    Stores the contents of the Kinematica component in the buffer passed as argument.

    See Also

    MotionSynthesizer
    In This Article
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