| bool get_isStepping() | Public+1 flags | | 0x01 |
| float get_stepProgress() | Public+1 flags | | 0x04 |
| void set_stepProgress(float value) | Private+1 flags | | 0x04 |
| void .ctor(const Quaternion& rootRotation, const Vector3& footPosition, const Quaternion& footRotation, const Vector3& characterSpaceOffset) | Public+1 flags | | 0x10 |
| void Reset(const Quaternion& rootRotation, const Vector3& footPosition, const Quaternion& footRotation) | Public | | 0x10 |
| void StepTo(const Vector3& p, const Quaternion& rootRotation, float stepThreshold) | Public | | 0x10 |
| void UpdateStepping(const Vector3& p, const Quaternion& rootRotation, float speed, float deltaTime) | Public | | 0x10 |
| void UpdateStanding(const Quaternion& rootRotation, float minAngle, float speed, float deltaTime) | Public | | 0x10 |
| void Update(const InterpolationMode& interpolation, UnityEvent onStep, float deltaTime) | Public | | 0x08 |