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The Procedural Animation Component creates, updates, and disposes animation modifiers: Procedural logic in CAS is based on Animation Modifiers. These modular ScriptableObjects live in a Procedural Animation Settings (PAS) asset:

Modifiers.

Tip: Create a PAS via Create ▸ KINEMATION ▸ CAS ▸ Procedural Animation.
Modifier order defines how procedural features apply to the pose. To add a new modifier, click the Add Animation Modifier and navigate the categories:

Selecting a modifier.

Runtime API

CharacterAnimationComponent normally keeps the procedural graph up to date. Use this API when your own gameplay code needs to change the active modifier setup or refresh a modifier after changing its settings.

Switch procedural settings

Give CAS another ProceduralAnimationSettings asset when the character needs a different set of modifiers. It rebuilds the modifier chain from the new list.
Calling EquipWeapon replaces the active procedural setup with the modifiers in armedSettings.

Refresh a modifier

After you change a modifier setting, pass that setting to UpdateAnimationModifier. CAS forwards it to every active job with the same settings type. For example, updating a FootIkSettings instance refreshes all active Foot IK jobs. Use QueueModifierUpdates when several settings change together. CAS waits until LateUpdate, then refreshes the queued modifiers in one pass.
The toggle changes the modifier weight, then gives the new settings to the running Foot IK job.

Inspect a running job

This gives you the first active job of type T. Built-in jobs are structs, so the result is a copy. It is useful for checking state, but changing the returned value will not change the running job.

Playable lifecycle

These methods are how CAS builds and updates the Playable graph. CharacterAnimationComponent calls them as part of its normal update loop, so your gameplay scripts do not need to call them.

Procedural Animation Settings API

characterPrefab gives modifiers their skeleton context. modifiers is the ordered list CAS turns into the procedural chain. GetHierarchy returns that character’s skeleton hierarchy, or null if the prefab or its CharacterSkeleton component is missing.