| void Initiate(Transform transform, IKSolverFullBody solver) | Public | — | 0x08 |
| Vector3 get_swingDirection() | Public+1 flags | — | 0x0C |
| void StoreDefaultLocalState() | Public | — | 0x00 |
| void FixTransform(bool position) | Public | — | 0x01 |
| bool get_isNodeBone() | Public+1 flags | — | 0x01 |
| void SetLength(BoneMap nextBone) | Public | — | 0x08 |
| void SetLocalSwingAxis(BoneMap swingTarget) | Public | — | 0x08 |
| void SetLocalSwingAxis(BoneMap bone1, BoneMap bone2) | Public | | 0x08 |
| void SetLocalTwistAxis(const Vector3& twistDirection, const Vector3& normalDirection) | Public | | 0x0C |
| void SetPlane(IKSolverFullBody solver, Transform planeBone1, Transform planeBone2, Transform planeBone3) | Public | | 0x08 |
| void UpdatePlane(bool rotation, bool position) | Public | | 0x01 |
| void SetIKPosition() | Public | | 0x00 |
| void MaintainRotation() | Public | | 0x00 |
| void SetToIKPosition() | Public | | 0x00 |
| void FixToNode(IKSolverFullBody solver, float weight, Node fixNode) | Public | | 0x08 |
| Vector3 GetPlanePosition(IKSolverFullBody solver) | Public | | 0x0C |
| void PositionToPlane(IKSolverFullBody solver) | Public | | 0x08 |
| void RotateToPlane(IKSolverFullBody solver, float weight) | Public | | 0x08 |
| void Swing(const Vector3& swingTarget, float weight) | Public | | 0x0C |
| void Swing(const Vector3& pos1, const Vector3& pos2, float weight) | Public | | 0x0C |
| void Twist(const Vector3& twistDirection, const Vector3& normalDirection, float weight) | Public | | 0x0C |
| void RotateToMaintain(float weight) | Public | | 0x04 |
| void RotateToEffector(IKSolverFullBody solver, float weight) | Public | | 0x08 |
| Quaternion GetTargetRotation(IKSolverFullBody solver) | Private | | 0x10 |
| Quaternion get_lastAnimatedTargetRotation() | Private+1 flags | | 0x10 |
| void .ctor() | Public+1 flags | | 0x00 |