[3S:Mikunyan::TypeTree::Node : versioni: depthi: array?F: type"HingeJoint: name" Base: sizei}: indexi: flagsi€S; ;i;i;F; "unsigned int; "m_ObjectHideFlags; i ; i; iS; ;i;i;F; "PPtr; "m_PrefabParentObject; i ; i; iS; ;i;i;F; "int; " m_FileID; i ; i; iS; ;i;i;F; "int; " m_PathID; i ; i ; iS; ;i;i;F; "PPtr; "m_PrefabInternal; i ; i ; iS; ;i;i;F; "int; " m_FileID; i ; i ; iS; ;i;i;F; "int; " m_PathID; i ; i ; iS; ;i;i;F; "PPtr; "m_GameObject; i ; i ; iAS; ;i;i;F; "int; " m_FileID; i ; i; iAS; ;i;i;F; "int; " m_PathID; i ; i; iAS; ;i;i;F; "PPtr; "m_ConnectedBody; i ; i; iS; ;i;i;F; "int; " m_FileID; i ; i; iS; ;i;i;F; "int; " m_PathID; i ; i; iS; ;i;i;F; " Vector3f; " m_Anchor; i; i; i S; ;i;i;F; " float; "x; i ; i; i S; ;i;i;F; " float; "y; i ; i; i S; ;i;i;F; " float; "z; i ; i; i S; ;i;i;F; " Vector3f; " m_Axis; i; i; i S; ;i;i;F; " float; "x; i ; i; i S; ;i;i;F; " float; "y; i ; i; i S; ;i;i;F; " float; "z; i ; i; i S; ;i;i;F; " bool; "#m_AutoConfigureConnectedAnchor; i; i; iHS; ;i;i;F; " Vector3f; "m_ConnectedAnchor; i; i; i S; ;i;i;F; " float; "x; i ; i; i S; ;i;i;F; " float; "y; i ; i; i S; ;i;i;F; " float; "z; i ; i; i S; ;i;i;F; " bool; "m_UseSpring; i; i ; i@S; ;i;i;F; "JointSpring; " m_Spring; i; i!; iS; ;i;i;F; " float; " spring; i ; i"; iS; ;i;i;F; " float; " damper; i ; i#; iS; ;i;i;F; " float; "targetPosition; i ; i$; iS; ;i;i;F; " bool; "m_UseMotor; i; i%; i@S; ;i;i;F; "JointMotor; " m_Motor; i; i&; iS; ;i;i;F; " float; "targetVelocity; i ; i'; iS; ;i;i;F; " float; " force; i ; i(; iS; ;i;i;F; "int; " freeSpin; i ; i); iS; ;i;i;F; " bool; "m_UseLimits; i; i*; i@S; ;i;i;F; "JointLimits; " m_Limits; i; i+; iS; ;i;i;F; " float; "min; i ; i,; iS; ;i;i;F; " float; "max; i ; i-; iS; ;i;i;F; " float; "minBounce; i ; i.; iS; ;i;i;F; " float; "maxBounce; i ; i/; iS; ;i;i;F; " float; "m_BreakForce; i ; i0; iS; ;i;i;F; " float; "m_BreakTorque; i ; i1; iS; ;i;i;F; " bool; "m_EnableCollision; i; i2; i