Unity Manual (R1): IK works backwards from a goal so the end effector reaches it, useful "if you want a character to grab an object or stand on an uneven" surface; API: SetIKPositionWeight, SetIKRotationWeight, SetIKPosition, SetIKRotation, SetLookAtPosition, bodyPosition, bodyRotation; setup:...
Unity Manual (R1): IK works backwards from a goal so the end effector reaches it, useful "if you want a character to grab an object or stand on an uneven" surface; API: SetIKPositionWeight, SetIKRotationWeight, SetIKPosition, SetIKRotation, SetLookAtPosition, bodyPosition, bodyRotation; setup: valid humanoid Avatar, Animator Controller, enable IK Pass on the layer (which sends OnAnimatorIK), then a script sets goals and weights each frame. R2: animation states with humanoid clips expose "Foot IK" ("Enable to respect Foot IK for this state"). Compared with Unreal's documented plant/unplant thresholds and pelvis limits (C3-B567-01), Unity's built-in layer provides the IK solve and weights but leaves contact detection (raycasts), lock/release hysteresis and pelvis lowering to user code or add-on packages (inference from the API surface; Animation Rigging package not read).
Structured fields
{
"citations": [
{
"url": "https://docs.unity3d.com/Manual/InverseKinematics.html",
"note": "IK Pass step; Foot IK"
},
{
"url": "https://docs.unity3d.com/Manual/class-State.html",
"note": "IK Pass step; Foot IK"
}
]
}Evidence claims
- [sourced_fact] Unity Manual (R1): IK works backwards from a goal so the end effector reaches it, useful "if you want a character to grab an object or stand on an uneven" surface; API: SetIKPositionWeight, SetIKRotationWeight, SetIKPosition, SetIKRotation, SetLookAtPosition, bodyPosition, bodyRotation; setup: valid humanoid Avatar, Animator Controller, enable IK Pass on the layer (which sends OnAnimatorIK), then a script sets goals and weights each frame. R2: animation states with humanoid clips expose "Foot IK" ("Enable to respect Foot IK for this state"). Compared with Unreal's documented plant/unplant thresholds and pelvis limits (C3-B567-01), Unity's built-in layer provides the IK solve and weights but leaves contact detection (raycasts), lock/release hysteresis and pelvis lowering to user code or add-on packages (inference from the API surface; Animation Rigging package not read). · locator: IK Pass step; Foot IK source
Rights
| component | license | hosting | redistribution | modification | training | Evidence and notes |
|---|---|---|---|---|---|---|
| documentation | unknown | permitted | permitted | unknown | unknown | Applies to this original summary only, not to the cited sources. |