AvatarMask is used to mask out humanoid body parts and transforms.
They can be used when importing animation or in an animator controller layer.
| transformCount | Number of transforms. | 
| AvatarMask | Creates a new AvatarMask. | 
| AddTransformPath | Adds a transform path into the AvatarMask. | 
| GetHumanoidBodyPartActive | Returns true if the humanoid body part at the given index is active. | 
| GetTransformActive | Returns true if the transform at the given index is active. | 
| GetTransformPath | Returns the path of the transform at the given index. | 
| RemoveTransformPath | Removes a transform path from the AvatarMask. | 
| SetHumanoidBodyPartActive | Sets the humanoid body part at the given index to active or not. | 
| SetTransformActive | Sets the tranform at the given index to active or not. | 
| SetTransformPath | Sets the path of the transform at the given index. | 
| hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? | 
| name | The name of the object. | 
| GetInstanceID | Returns the instance id of the object. | 
| ToString | Returns the name of the GameObject. | 
| Destroy | Removes a gameobject, component or asset. | 
| DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. | 
| DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. | 
| FindObjectOfType | Returns the first active loaded object of Type type. | 
| FindObjectsOfType | Returns a list of all active loaded objects of Type type. | 
| Instantiate | Clones the object original and returns the clone. | 
| bool | Does the object exist? | 
| operator != | Compares if two objects refer to a different object. | 
| operator == | Compares two object references to see if they refer to the same object. |