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Unity Engine


SetLookAtWeight

Set look at weights.
Read time 2 minutesLast updated 10 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.AnimationModule

SetLookAtWeight(float)

Set look at weights.
public void SetLookAtWeight(float weight)

Parameters

weight

(0-1) the global weight of the LookAt, multiplier for other parameters.

SetLookAtWeight(float, float)

Set look at weights.
public void SetLookAtWeight(float weight, float bodyWeight)

Parameters

weight

(0-1) the global weight of the LookAt, multiplier for other parameters.

bodyWeight

(0-1) determines how much the body is involved in the LookAt.

SetLookAtWeight(float, float, float)

Set look at weights.
public void SetLookAtWeight(float weight, float bodyWeight, float headWeight)

Parameters

weight

(0-1) the global weight of the LookAt, multiplier for other parameters.

bodyWeight

(0-1) determines how much the body is involved in the LookAt.

headWeight

(0-1) determines how much the head is involved in the LookAt.

SetLookAtWeight(float, float, float, float)

Set look at weights.
public void SetLookAtWeight(float weight, float bodyWeight, float headWeight, float eyesWeight)

Parameters

weight

(0-1) the global weight of the LookAt, multiplier for other parameters.

bodyWeight

(0-1) determines how much the body is involved in the LookAt.

headWeight

(0-1) determines how much the head is involved in the LookAt.

eyesWeight

(0-1) determines how much the eyes are involved in the LookAt.

SetLookAtWeight(float, float, float, float, float)

Set look at weights.
public void SetLookAtWeight(float weight, float bodyWeight, float headWeight, float eyesWeight, float clampWeight)

Parameters

weight

(0-1) the global weight of the LookAt, multiplier for other parameters.

bodyWeight

(0-1) determines how much the body is involved in the LookAt.

headWeight

(0-1) determines how much the head is involved in the LookAt.

eyesWeight

(0-1) determines how much the eyes are involved in the LookAt.

clampWeight

(0-1) 0.0 means the character is unrestrained in motion. 1.0 means the character is clamped (look at becomes impossible). 0.5 means the character is able to move on half of the possible range (180 degrees).