Solver.SnapTo Method
Definition
Important
Some information relates to prerelease product that may be substantially modified before it’s released. Microsoft makes no warranties, express or implied, with respect to the information provided here.
Overloads
SnapTo(Vector3, Quaternion) |
Obsolete.
Snaps the solver to the desired pose. |
SnapTo(Vector3, Quaternion, Vector3) |
Snaps the solver to the desired pose. |
SnapTo(Vector3, Quaternion)
Caution
Use SnapTo(Vector3, Quaternion, Vector3) instead.
Snaps the solver to the desired pose.
public:
virtual void SnapTo(UnityEngine::Vector3 position, UnityEngine::Quaternion rotation);
[System.Obsolete("Use SnapTo(Vector3, Quaternion, Vector3) instead.")]
public virtual void SnapTo (UnityEngine.Vector3 position, UnityEngine.Quaternion rotation);
[<System.Obsolete("Use SnapTo(Vector3, Quaternion, Vector3) instead.")>]
abstract member SnapTo : UnityEngine.Vector3 * UnityEngine.Quaternion -> unit
override this.SnapTo : UnityEngine.Vector3 * UnityEngine.Quaternion -> unit
Public Overridable Sub SnapTo (position As Vector3, rotation As Quaternion)
Parameters
- position
- UnityEngine.Vector3
- rotation
- UnityEngine.Quaternion
- Attributes
Remarks
SnapTo may be used to bypass smoothing to a certain position if the object is teleported or spawned.
Applies to
SnapTo(Vector3, Quaternion, Vector3)
Snaps the solver to the desired pose.
public:
virtual void SnapTo(UnityEngine::Vector3 position, UnityEngine::Quaternion rotation, UnityEngine::Vector3 scale);
public virtual void SnapTo (UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.Vector3 scale);
abstract member SnapTo : UnityEngine.Vector3 * UnityEngine.Quaternion * UnityEngine.Vector3 -> unit
override this.SnapTo : UnityEngine.Vector3 * UnityEngine.Quaternion * UnityEngine.Vector3 -> unit
Public Overridable Sub SnapTo (position As Vector3, rotation As Quaternion, scale As Vector3)
Parameters
- position
- UnityEngine.Vector3
- rotation
- UnityEngine.Quaternion
- scale
- UnityEngine.Vector3
Remarks
SnapTo may be used to bypass smoothing to a certain position if the object is teleported or spawned.