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BoingBones

Applies spring-based motion to a chain of bones.

Inherits from: BoingBaseBoingBehaviorBoingReactor

Fields

BoneChains

csharp
public BoingBones.Chain[] BoneChains

Type: 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

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public bool TwistPropagation

Type: 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

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public BoingBoneCollider[] BoingColliders

Type: BoingBoneCollider[]

List of Boing Colliders, Boing Kit's own implementation of lightweight colliders, that collide with bones.

UnityColliders

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public Collider[] UnityColliders

Type: Collider[]

List of Unity colliders that collide with bones.

DebugDrawRawBones

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public bool DebugDrawRawBones

Type: bool

Draw bones before any effects are applied.

DebugDrawTargetBones

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public bool DebugDrawTargetBones

Type: bool

Draw target bones that boing bones spring towards.

DebugDrawBoingBones

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public bool DebugDrawBoingBones

Type: bool

Draw internal boing bones.

DebugDrawFinalBones

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public bool DebugDrawFinalBones

Type: bool

Draw final bones after animation blend.

DebugDrawColliders

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public bool DebugDrawColliders

Type: bool

Draw bone colliders.

DebugDrawChainBounds

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public bool DebugDrawChainBounds

Type: bool

Draw AABB bounds of bone chains.

DebugDrawBoneNames

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public bool DebugDrawBoneNames

Type: bool

Draw bone names.

DebugDrawLengthFromRoot

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public bool DebugDrawLengthFromRoot

Type: bool

Draw chain length to each bone.

Methods

HandleTeleport()

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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.