// Apply all the settings to the FBBIK solver public void UpdateSettings() { leftArm.Apply(FullBodyBipedChain.LeftArm, ik1.solver); rightArm.Apply(FullBodyBipedChain.RightArm, ik1.solver); leftLeg.Apply(FullBodyBipedChain.LeftLeg, ik1.solver); rightLeg.Apply(FullBodyBipedChain.RightLeg, ik1.solver); ik1.solver.chain[0].pin = rootPin; ik1.solver.bodyEffector.effectChildNodes = bodyEffectChildNodes; leftArm.Apply(FullBodyBipedChain.LeftArm, ik2.solver); rightArm.Apply(FullBodyBipedChain.RightArm, ik2.solver); leftLeg.Apply(FullBodyBipedChain.LeftLeg, ik2.solver); rightLeg.Apply(FullBodyBipedChain.RightLeg, ik2.solver); ik2.solver.chain[0].pin = rootPin; ik2.solver.bodyEffector.effectChildNodes = bodyEffectChildNodes; }