void Awake() { lookTarget.Disable(); interactionSystem = GetComponent <InteractionSystem>(); pickedUp = false; nearItem = false; destroyItems = new Transform[2]; }
// Use this for initialization void Start() { aim.Disable(); ik.Disable(); look.Disable(); ik.solver.OnPostUpdate += OnPostFBBIK; }
void Start() { // Set mixing Transforms for all the aim poses foreach (AimPoser.Pose pose in aimPoser.poses) { animation[pose.name].AddMixingTransform(recursiveMixingTransform, true); } // Disable IK components to manage their updating order aim.Disable(); lookAt.Disable(); }
void Start() { // Disable IK components to manage their updating order aim.Disable(); lookAt.Disable(); }