class ModelPhysics
Physics for a model. This is primarily used for ragdolls and other physics driven models, otherwise you should be using a Rigidbody.
public bool MotionEnabled { get; set; }
Enable to drive renderer from physics, disable to drive physics from renderer.
public void CopyBonesFrom( SkinnedModelRenderer source, bool teleport )
Copy the bone positions and velocities from a different SkinnedModelRenderer
public T GetOrAddComponent( bool startEnabled = True )
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public IEnumerable<T> GetComponents( bool includeDisabled = False )
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public IEnumerable<T> GetComponentsInChildren( bool includeDisabled = False, bool includeSelf = True )
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public T GetComponentInChildren( bool includeDisabled = False, bool includeSelf = True )
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public IEnumerable<T> GetComponentsInParent( bool includeDisabled = False, bool includeSelf = True )
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public T GetComponentInParent( bool includeDisabled = False, bool includeSelf = True )
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public Guid Id { get; }
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public Transform LocalTransform { get; set; }
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public Vector3 LocalPosition { get; set; }
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public Rotation LocalRotation { get; set; }
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public Vector3 LocalScale { get; set; }
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public GameObject.NetworkAccessor Network { get; }
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public JsonNode Serialize( GameObject.SerializeOptions options = null )
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public T GetComponent( bool includeDisabled = False )
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public void Deserialize( JsonObject node )
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public void DeserializeImmediately( JsonObject node )
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public int ComponentVersion { get; }
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public Transform WorldTransform { get; set; }
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public Vector3 WorldPosition { get; set; }
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public Rotation WorldRotation { get; set; }
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public Vector3 WorldScale { get; set; }
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public Type GetType( )
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public string ToString( )
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public bool Equals( object obj )
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public bool IsProxy { get; }
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public ModelPhysics( )
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public ComponentFlags Flags { get; set; }
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public Model Model { get; set; }
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public SkinnedModelRenderer Renderer { get; set; }
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public RigidbodyFlags RigidbodyFlags { get; set; }
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public PhysicsGroup PhysicsGroup { get; }
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public PhysicsLock Locking { get; set; }
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public Scene Scene { get; }
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public GameTransform Transform { get; }
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public GameObject GameObject { get; }
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public ComponentList Components { get; }
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public bool Enabled { get; set; }
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public bool Active { get; }
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public bool IsValid { get; }
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public T AddComponent( bool startEnabled = True )
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public Action OnComponentEnabled { get; set; }
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public Action OnComponentUpdate { get; set; }
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public Action OnComponentFixedUpdate { get; set; }
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public Action OnComponentDisabled { get; set; }
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public Action OnComponentDestroy { get; set; }
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public void Destroy( )
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public void DestroyGameObject( )
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public void Reset( )
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public void EditLog( string name, object source )
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public ITagSet Tags { get; }
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public void Invoke( float secondsDelay, Action action, CancellationToken ct = null )
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public DebugOverlaySystem DebugOverlay { get; }
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public Action OnComponentStart { get; set; }
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public int GetHashCode( )
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