Description
The ProceduralBone
flag in the GameObjectFlags
enumeration is used to indicate that a bone should not be overridden by animations. Instead, the bone will maintain its local position, allowing for procedural adjustments or modifications to take precedence over animation data.
Usage
Use the ProceduralBone
flag when you want to ensure that a bone's position is controlled procedurally rather than by animations. This is particularly useful in scenarios where dynamic adjustments to bone positions are required, such as in procedural animation systems or when implementing custom bone transformations.
Example
// Example of using GameObjectFlags with ProceduralBone
GameObject myGameObject = new GameObject();
myGameObject.Flags |= GameObjectFlags.ProceduralBone;
// This ensures that the bone's local position is used instead of being overridden by animations.