Frame.pose ​

Contract 2.0.0 · package sha256 a857eca95b35921109faf997094bb4192f12527d9d0fcd4be7e97f06425bad6e · generated from configurator-runtime.d.ts by services/onsite-scripter/scripts/build-contract-docs.mjs; edit the source, not this file.

Method of Frame · stable · since 2.0.0

ts
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.

Generic-API test (spec 3.1) ​

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)