void _SolveArmsToNeck( ref _UpperSolverArmsTemp armsTemp, float neckToFullArmPull, int idx0 ) { Vector3 nearArmPos0 = armsTemp.nearArmPos[idx0]; _KeepLength( ref nearArmPos0, ref _upperSolverTemp.targetNeckPos, _solverCaches.nearArmToNeckLength[idx0] ); armsTemp.nearArmPos[idx0] = Vector3.Lerp( nearArmPos0, armsTemp.nearArmPos[idx0], neckToFullArmPull ); }