{!See https://docs.google.com/document/d/1takg_GmIBBKKTj-GHZCwzxohpQz7Bhekivkk72kYMtE/edit for reference implementation of OneTrust, dataLayer and GTM} {!OneTrust Cookies Consent} {!OneTrust Cookies Consent end} {!dataLayer initialization push} {!dataLayer initialization push end} {!Google Tag Manager} {!Google Tag Manager end} Class RootBase<TAccessor, TAnimation, TAsset, TBuffer, TBufferView, TCamera, TExtensions, TImage, TMaterial, TMesh, TNode, TSampler, TScene, TSkin, TTexture> | Unity glTFast | 6.0.1
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    Class RootBase<TAccessor, TAnimation, TAsset, TBuffer, TBufferView, TCamera, TExtensions, TImage, TMaterial, TMesh, TNode, TSampler, TScene, TSkin, TTexture>

    The root object for a glTF asset.

    Inheritance
    object
    RootBase
    RootBase<TAccessor, TAnimation, TAsset, TBuffer, TBufferView, TCamera, TExtensions, TImage, TMaterial, TMesh, TNode, TSampler, TScene, TSkin, TTexture>
    Root
    Root
    Inherited Members
    RootBase.extensionsUsed
    RootBase.extensionsRequired
    RootBase.scene
    RootBase.HasAnimation
    RootBase.IsAccessorInterleaved(int)
    RootBase.GltfSerialize(StreamWriter)
    RootBase.JsonUtilityCleanup()
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    Namespace: GLTFast.Schema
    Assembly: solution.dll
    Syntax
    [Serializable]
    public abstract class RootBase<TAccessor, TAnimation, TAsset, TBuffer, TBufferView, TCamera, TExtensions, TImage, TMaterial, TMesh, TNode, TSampler, TScene, TSkin, TTexture> : RootBase where TAccessor : AccessorBase where TAnimation : AnimationBase where TAsset : Asset where TBuffer : Buffer where TBufferView : BufferViewBase where TCamera : CameraBase where TExtensions : RootExtensions where TImage : Image where TMaterial : MaterialBase where TMesh : MeshBase where TNode : NodeBase where TSampler : Sampler where TScene : Scene where TSkin : Skin where TTexture : TextureBase
    Type Parameters
    Name Description
    TAccessor

    Accessor type

    TAnimation

    Animation type

    TAsset

    Asset type

    TBuffer

    Buffer type

    TBufferView

    BufferView type

    TCamera

    Camera type

    TExtensions

    Extensions type

    TImage

    Image type

    TMaterial

    Material type

    TMesh

    Mesh type

    TNode

    Node type

    TSampler

    Sampler type

    TScene

    Scene type

    TSkin

    Skin type

    TTexture

    Texture type

    Fields

    Name Description
    accessors

    An array of accessors. An accessor is a typed view into a bufferView.

    animations

    An array of keyframe animations.

    asset

    Metadata about the glTF asset.

    bufferViews

    A view into a buffer generally representing a subset of the buffer.

    buffers

    A buffer points to binary geometry, animation, or skins.

    cameras

    A camera’s projection

    extensions

    glTF root extensions

    images

    Image data used to create a texture.

    materials

    The material appearance of a primitive.

    meshes

    An array of meshes. A mesh is a set of primitives to be rendered.

    nodes

    An object defining the hierarchy relations and the local transform of its content.

    samplers

    Texture sampler properties for filtering and wrapping modes.

    scenes

    Scene, the top level hierarchy object.

    skins

    Joints and matrices defining a skinned mesh.

    textures

    A texture is defined by an image and a sampler.

    Properties

    Name Description
    Accessors

    An array of accessors. An accessor is a typed view into a bufferView.

    Animations

    An array of keyframe animations.

    Asset

    Metadata about the glTF asset.

    BufferViews

    An array of bufferViews. A bufferView is a view into a buffer generally representing a subset of the buffer.

    Buffers

    An array of buffers. A buffer points to binary geometry, animation, or skins.

    Cameras

    An array of cameras. A camera defines a projection matrix.

    Extensions

    glTF root extensions

    Images

    An array of images. An image defines data used to create a texture.

    Materials

    An array of materials. A material defines the appearance of a primitive.

    Meshes

    An array of meshes. A mesh is a set of primitives to be rendered.

    Nodes

    An array of nodes.

    Samplers

    An array of samplers. A sampler contains properties for texture filtering and wrapping modes.

    Scenes

    An array of scenes.

    Skins

    An array of skins. A skin is defined by joints and matrices.

    Textures

    An array of textures.

    See Also

    https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#reference-gltf
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