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The CharacterIK component will rotate and position the character’s limbs to face in the correct direction and stand on uneven surfaces. CharacterIK uses Unity's IK solution which requires Unity 5 or Unity 4 pro.

The CharacterIK component will rotate the upper body to look in the direction that the camera is facing. The body, head, and eyes can be influenced differently depending on how much weight each body part should have in looking at the target. CharacterIK will also position the character's feet to match the direction of the surface below them.

Besides positioning limbs, the CharacterIK component also positions of the character’s hips. This is used to lower the hip position when the character is standing on uneven ground. As an example, imagine that the character is standing on a set of stairs. The stairs has two sets of colliders: one collider which covers each step, and another collider is a plane at the same slope as the stairs. When the character is standing on top of the stairs, the character’s collider is going to be resting on the plane collider while the IK system will be trying to ensure the feet are resting on the stairs collider. In some cases the plane collider may be relatively far above the stair collider so the hip needs to be moved down to allow the character’s foot to hit the stair collider.

Debug Draw Look Ray
Draw a debug line to see the direction that the character is facing

LayerMask
The layers that the IK should be checking against

Hips Adjustment Speed
The speed at which the hips adjusts vertically

Look Ahead Distance
The distance to look ahead

Look At Offset
An offset to apply to the look at position

Look At Aim Body Weight
(0-1) determines how much the body is involved in the look at while aiming

Look At Body Weight
(0-1) determines how much the body is involved in the look at

Look At Head Weight
(0-1) determines how much the head is involved in the look at

Look At Eyes Weight
(0-1) determines how much the eyes are involved in the look at

Look At Clamp Weight
(0-1) 0.0 means the character is completely unrestrained in motion, 1.0 means the character motion completely clamped (look at becomes impossible)

Look AT IK Adjustment Speed
The speed at which the look at position should adjust between using IK and not using IK

Hand IK Weight
(0-1) determines how much the hands look at the target

Hand IK Adjustment Speed
The speed at which the hand position/rotation should adjust between using IK and not using IK

Foot Position Adjustment Speed
The speed at which the foot position should adjust between using IK and not using IK

Foot Rotation Adjustment Speed
The speed at which the foot rotation should adjust between using IK and not using IK

Foot Weight Adjustment Speed
The speed at which the foot weight should adjust


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