using UnityEngine; using System.Collections; namespace RootMotion.FinalIK { /// /// %Constraints to position in world space. /// [System.Serializable] public class ConstraintPosition : Constraint { #region Main Interface /// /// The target position. /// public Vector3 position; public override void UpdateConstraint() { if (weight <= 0) return; if (!isValid) return; // Lerping to position transform.position = Vector3.Lerp(transform.position, position, weight); } #endregion Main Interface public ConstraintPosition() {} public ConstraintPosition(Transform transform) { this.transform = transform; } } }