BoingBones
Applies spring-based motion to a chain of bones.
Inherits from: BoingBase → BoingBehavior → BoingReactor
Fields
BoneChains
public BoingBones.Chain[] BoneChainsType: BoingBones.Chain[]
Each bone chain builds a chain (or tree if a bone has multiple children) of bouncy bones starting from the specified roots.
Each root is a Transform object. It can be that of a game object or of a bone.
TwistPropagation
public bool TwistPropagationType: bool
If checked, relative bone twists will be propagated down bone chains from parents to children.
If unchecked, relative bone twists between parents and children will be immediately eliminated.
BoingColliders
public BoingBoneCollider[] BoingCollidersType: BoingBoneCollider[]
List of Boing Colliders, Boing Kit's own implementation of lightweight colliders, that collide with bones.
UnityColliders
public Collider[] UnityCollidersType: Collider[]
List of Unity colliders that collide with bones.
DebugDrawRawBones
public bool DebugDrawRawBonesType: bool
Draw bones before any effects are applied.
DebugDrawTargetBones
public bool DebugDrawTargetBonesType: bool
Draw target bones that boing bones spring towards.
DebugDrawBoingBones
public bool DebugDrawBoingBonesType: bool
Draw internal boing bones.
DebugDrawFinalBones
public bool DebugDrawFinalBonesType: bool
Draw final bones after animation blend.
DebugDrawColliders
public bool DebugDrawCollidersType: bool
Draw bone colliders.
DebugDrawChainBounds
public bool DebugDrawChainBoundsType: bool
Draw AABB bounds of bone chains.
DebugDrawBoneNames
public bool DebugDrawBoneNamesType: bool
Draw bone names.
DebugDrawLengthFromRoot
public bool DebugDrawLengthFromRootType: bool
Draw chain length to each bone.
Methods
HandleTeleport()
public override void HandleTeleport()Call this to handle teleporting of the whole rig. This will reset all the bone springs to their current transforms to prevent any weird spring behavior caused by sudden large changes in bone transforms.