Namespace Unity.MARS
Classes
Condition
Base class for MARS Proxy conditions, which provide ratings for Proxy data matches In most cases, you should inherit from the generic form, Condition<T>
Condition<T>
Generic form of Condition, which provides the RateDataMatch method
MARSCamera
The camera controller for MARS This behavior subscribes to IUsesCameraPose and IUsesCameraProjectionMatrix to update the main Camera and its Transform. It is automatically added to the camera when MARSSession sets itself up and must remain present in the scene for MARS to work.
MARSEntity
Common base class for all MARS Proxy types (including Replicator)
MARSSession
Represents the runtime behavior of MARS. One of these must be in any scene with MARS content for it to function properly
MRFaceLandmarkVisualizer
Visualizes landmarks on a face mask.
ObjectCreationButtonData
(Obsolete) Used to create a game object in the editor and with a button
Proxy
Represents a link between one real-world object and a Unity GameObject
ProxyGroup
A MARS Entity representing a grouping of related proxies to match simultaneously
Relation
Base class for MARS Proxy Relations, which combine multiple data sources into a rating for ProxyGroups In most cases, you should inherit from the generic form, Relation<T>
Relation<T>
Generic form of Relation, which provides RateDataMatch and other methods
Replicator
MARS Entity for replicating proxies on all available data Add a proxy as a child object to this behavior's GameObject and it will be replicated for all data that matches that proxy's conditions, or up to the number specified in the Max Instances property
Structs
Proxy.ObjectVisibilityInfo
Holds cached visibility data about a single child object
Interfaces
IModuleMarsUpdate
Define this module as one that needs MARS lifecycle update callbacks
Enums
ObjectCreationButtonData.CreateInContext
(Obsolete) Scene context that the object creation takes place in