MasterNinUNITY TOOLS

ECSANIMATOR / OPTIONAL TWO-BONE IK

Same animation.
A different target height.

Add gameplay-driven aim after Animator blending. Two arm chains adjust the crossbow's pitch and keep the support hand on the foregrip.

Preview 0.1.0 · October 7, 2026 · Asset Store review build

Actual Unity crossbow IK captures with a red target marker: low target and high target. The arms and weapon pitch change while the waist retains its animation.
Actual Unity captures with explanatory layout. Red dot: attack target. Red character: IK enabled. Blue character: original animation.

20 SECONDS / IN UNITY

Level. Low. High.
Then switch IK off.

The final two stages show the angle limit and the return to the source animation.

Recorded in Unity 2022.3.1f1 / Direct3D 11, October 7, 2026. The camera, red target color, target sequence and slow Attack Speed are presentation settings; animation and IK run through the supplied Demo14.

Silent video with English captions. Fixed 30 FPS capture is not a performance measurement. The target in the included sample is yellow.

Download the IK video

HOW IT FITS

Animation first.
Gameplay pose second.

01 / BLEND

Keep authored motion.

Animator states, transitions and layers supply the source skeletal pose.

02 / ADJUST

Feed a target height.

The sample solves the weapon hand, then the support hand. Correction fades with Attack and the chosen IK strength.

03 / PRESENT

Share the corrected pose.

GPU skinning and sockets consume the result. The visible muzzle ray is read from the committed attachment pose.

INTEGRATION AND LIMITS

An explicit ECS pose API.

Enable Require Pose Processing when converting your character, check prepared.SupportsPoseProcessing, and supply root-space targets through the preview business pose processor. Compact MatrixInline2 assets do not contain the local-pose data required for this operation.

Target height and forward distance drive vertical pitch. Body heading, waist and legs retain the original animation. Sideways target movement does not turn the character. Targets beyond the angle limit are clamped, so the weapon need not point exactly at an out-of-range target. Partial strength intentionally produces partial correction.

This does not import Unity Animator IK Pass, OnAnimatorIK, Foot IK or Animation Rigging components. Automatic terrain adaptation, whole-body IK and runtime PlayableGraphs are not supplied. Profile your own algorithms, rigs and target platforms.