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. |