| Transform get_constrainedObject() | PublicFinal+3 flags | | 0x08 |
| void set_constrainedObject(Transform value) | Public+1 flags | | 0x08 |
| WeightedTransformArray get_sourceObjects() | PublicFinal+3 flags | | 0x88 |
| void set_sourceObjects(const WeightedTransformArray& value) | Public+1 flags | | 0x88 |
| bool get_maintainOffset() | PublicFinal+3 flags | | 0x01 |
| void set_maintainOffset(bool value) | Public+1 flags | | 0x01 |
| Vector3 get_offset() | Public+1 flags | | 0x0C |
| void set_offset(const Vector3& value) | Public+1 flags | | 0x0C |
| Vector2 get_limits() | Public+1 flags | | 0x08 |
| void set_limits(const Vector2& value) | Public+1 flags | | 0x08 |
| Axis get_aimAxis() | Public+1 flags | | 0x04 |
| void set_aimAxis(const Axis& value) | Public+1 flags | | 0x04 |
| Axis get_upAxis() | Public+1 flags | | 0x04 |
| void set_upAxis(const Axis& value) | Public+1 flags | | 0x04 |
| WorldUpType get_worldUpType() | Public+1 flags | | 0x04 |
| void set_worldUpType(const WorldUpType& value) | Public+1 flags | | 0x04 |
| Axis get_worldUpAxis() | Public+1 flags | | 0x04 |
| void set_worldUpAxis(const Axis& value) | Public+1 flags | | 0x04 |
| Transform get_worldUpObject() | PublicFinal+3 flags | | 0x08 |
| void set_worldUpObject(Transform value) | Public+1 flags | | 0x08 |
| bool get_constrainedXAxis() | PublicFinal+3 flags | | 0x01 |
| void set_constrainedXAxis(bool value) | Public+1 flags | | 0x01 |
| bool get_constrainedYAxis() | PublicFinal+3 flags | | 0x01 |
| void set_constrainedYAxis(bool value) | Public+1 flags | | 0x01 |
| bool get_constrainedZAxis() | PublicFinal+3 flags | | 0x01 |
| void set_constrainedZAxis(bool value) | Public+1 flags | | 0x01 |
| Vector3 UnityEngine.Animations.Rigging.IMultiAimConstraintData.get_aimAxis() | PrivateFinal+3 flags | | 0x0C |
| Vector3 UnityEngine.Animations.Rigging.IMultiAimConstraintData.get_upAxis() | PrivateFinal+3 flags | | 0x0C |
| int UnityEngine.Animations.Rigging.IMultiAimConstraintData.get_worldUpType() | PrivateFinal+3 flags | | 0x04 |
| Vector3 UnityEngine.Animations.Rigging.IMultiAimConstraintData.get_worldUpAxis() | PrivateFinal+3 flags | | 0x0C |
| string UnityEngine.Animations.Rigging.IMultiAimConstraintData.get_offsetVector3Property() | PrivateFinal+3 flags | | 0x08 |
| string UnityEngine.Animations.Rigging.IMultiAimConstraintData.get_minLimitFloatProperty() | PrivateFinal+3 flags | | 0x08 |
| string UnityEngine.Animations.Rigging.IMultiAimConstraintData.get_maxLimitFloatProperty() | PrivateFinal+3 flags | | 0x08 |
| string UnityEngine.Animations.Rigging.IMultiAimConstraintData.get_sourceObjectsProperty() | PrivateFinal+3 flags | | 0x08 |
| bool UnityEngine.Animations.Rigging.IAnimationJobData.IsValid() | PrivateFinal+2 flags | | 0x01 |
| void UnityEngine.Animations.Rigging.IAnimationJobData.SetDefaultValues() | PrivateFinal+2 flags | | 0x00 |
| Vector3 Convert(const Axis& axis) | PrivateStatic | | 0x0C |