Frame.pose ​Contract 2.0.0 · package sha256
a857eca95b35921109faf997094bb4192f12527d9d0fcd4be7e97f06425bad6e· generated fromconfigurator-runtime.d.tsbyservices/onsite-scripter/scripts/build-contract-docs.mjs; edit the source, not this file.
Method of Frame · stable · since 2.0.0
pose(target: Part | Parts, pose: PoseInput | null): void;
The part's local pose, as PartState.pose (for a model root, node(id): its world pose),
moving its subtree and the parts hung under it (see above). Joints too. null releases. One rotation: a Pose read is not a PoseInput.
On a part that casts, or on a light that casts shadows, a change of its drawn pose (a release
or a removed hook included) refreshes shadows in that frame, at most once a frame; an equal
write refreshes nothing.
Not for: a pose that should stay, which is set({ pose }) or a scene-model write.
| Rule | Result |
|---|---|
| 1. Neutral name | pass: pose names no product |
| 2. A precedent | pass: Unity MonoBehaviour.LateUpdate (row G3); Unity Transform.RotateAround (row K5); Babylon.js TransformNode.setPivotPoint (row K5) |
| 3. Two apps, or labs | pass: 21 apps (ledger: app-4f16d2f6da, app-c1384707fc, app-ceb4eccc72, app-f9a32142f1, app-fc07850558, app-fc306ec3dc; fleet cross-check: app-04c2774145, app-0c773a4ee3, app-378d190f1b, app-4762caacdc, app-4f16d2f6da, app-510d750508, app-59c5b5751e, app-b362a81c85 and 13 more) |
| 4. The cheaper fix first | decided per need in Appendix B: rows G3, K5 at tier stable (a member only where no rule, data, asset or app code serves the need) |