Multi-Aim Constraint set source at runtime

splendid!

Hello! I’m having a similar issue but with the multi-parent constraint.

I’ve tested the script and running it OnEnable or Update doesn’t really do anything.

I essentially create the weighted transform and assign it a transform from a list, then use the sourceObjects.Add() to pop it in.

However, it doesn’t seem to actually add anything to the source list, I get no errors being thrown and the BuildI() method above doesn’t seem to make a difference to me.

Any help is appreciated. Using Unity 2021.3.13f1, Animation Rigging version 1.1.1

this solved my problem. thank you!

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It’s generally better to have a dummy transform than to change source objects at runtime imo. The dummy transform can mirror the position or positions of targeted transforms

I found that even though there’s a cost to this, it allows you to lerp between successive targets. For example, I have a turret animation rig using a multiaim constraint, and when a target is destroyed, you don’t want the turret head to immediately snap to the next target

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This fixed my issue! Thanks!