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AnimatorUtility.cs
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33 lines (30 loc) · 1.41 KB
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// Decompiled with JetBrains decompiler
// Type: UnityEngine.AnimatorUtility
// Assembly: UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
// MVID: A8FF7A2C-E4EE-4232-AB17-3FCABEC16496
// Assembly location: C:\Users\Blake\sandbox\unity\test-project\Library\UnityAssemblies\UnityEngine.dll
using System.Runtime.CompilerServices;
namespace UnityEngine
{
/// <summary>
/// <para>Various utilities for animator manipulation.</para>
/// </summary>
public sealed class AnimatorUtility
{
/// <summary>
/// <para>This function will remove all transform hierarchy under GameObject, the animator will write directly transform matrices into the skin mesh matrices saving alot of CPU cycles.</para>
/// </summary>
/// <param name="go">GameObject to Optimize.</param>
/// <param name="exposedTransforms">List of transform name to expose.</param>
[WrapperlessIcall]
[MethodImpl(MethodImplOptions.InternalCall)]
public static extern void OptimizeTransformHierarchy(GameObject go, string[] exposedTransforms);
/// <summary>
/// <para>This function will recreate all transform hierarchy under GameObject.</para>
/// </summary>
/// <param name="go">GameObject to Deoptimize.</param>
[WrapperlessIcall]
[MethodImpl(MethodImplOptions.InternalCall)]
public static extern void DeoptimizeTransformHierarchy(GameObject go);
}
}