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ik.state

Every IK component on an entity and what each one is currently doing, in one call instead of five. Part of ik.toolbox; surfaces as ik.state.

A screenshot cannot tell a hand that is tracking a target from a hand that happens to be near one, so IK is checked by reading state rather than by looking at it. This gathers IKChain, IKLimb, IKLookAt, IKAim, and IKRig from one entity and reports each one's own state query, with counts of how many are solving and how many are still waiting.

Each entry carries a status in words. That matters because "not ready" on its own is ambiguous: a body spawned from a bundle takes a few frames to arrive and the wait clears itself, but a paused engine advances no frames so the same wait never clears. The status distinguishes those, and names the fix for the second.

Where a component reports a distance to its target, that number is the residual after solving — small means the solve arrived. It is not the distance to compare against a limb's reach; ik.reach answers that.