PartState.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.

Property of PartState · stable · since 2.0.0

ts
pose?: PoseInput | null;

A pose rule beats the scene model's pose, loses whole to a collection item's own at (spec section 6.10, R1), and is never saved. Reset it with null. To move a placed node and keep it, write its scene-model position instead (applyPatch or setSceneModel). Give one rotation: a Pose read is not a PoseInput. Local to the part's parent; on a model root (node(id)), world.

Default: unchanged

Generic-API test (spec 3.1) ​

Rule Result
1. Neutral name pass: pose names no product
2. A precedent pass: glTF 2.0 node hierarchy (row K1); Unity Object.Destroy (row K1)
3. Two apps, or labs pass: 28 apps (ledger: app-04c2774145, app-0c773a4ee3, app-37356bf09f, app-378d190f1b, app-4762caacdc, app-4f16d2f6da, app-4fd23bc869, app-510d750508 and 20 more; fleet cross-check: app-04c2774145, app-0c773a4ee3, app-37356bf09f, app-4762caacdc, app-4f16d2f6da, app-59c5b5751e, app-822bb9d6aa, app-8675b3225c and 11 more)
4. The cheaper fix first decided per need in Appendix B: rows K1 at tier stable (a member only where no rule, data, asset or app code serves the need)