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    Class MarsMeshVisualizer

    Creates meshes as you scan your environment. If your mesh provider also provides mesh classification then different prefabs can be used for different classes of meshes. By using an occlusion material meshes can be used to occlude other content without being visible themselves.

    Inheritance
    Object
    Object
    Component
    Behaviour
    MonoBehaviour
    MarsMeshVisualizer
    Inherited Members
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    Namespace: Unity.MARS.Visualizers
    Syntax
    public class MarsMeshVisualizer : MonoBehaviour, IUsesMeshes, IFunctionalitySubscriber<IProvidesMeshes>, IUsesCameraOffset, IFunctionalitySubscriber<IProvidesCameraOffset>, IFunctionalitySubscriber, ISimulatable

    Properties

    ClassifiedMeshPrefabs

    Optional prefabs to be instantiated instead of the default prefab for tracked meshes with specific classification types

    Declaration
    public MarsMeshVisualizer.MeshPrefab[] ClassifiedMeshPrefabs { get; set; }
    Property Value
    Type Description
    MarsMeshVisualizer.MeshPrefab[]

    DefaultMeshPrefab

    The prefab to be instantiated for each tracked mesh.

    Declaration
    public GameObject DefaultMeshPrefab { get; set; }
    Property Value
    Type Description
    GameObject

    Explicit Interface Implementations

    IFunctionalitySubscriber<IProvidesCameraOffset>.provider

    Declaration
    IProvidesCameraOffset IFunctionalitySubscriber<IProvidesCameraOffset>.provider { get; set; }
    Returns
    Type Description
    IProvidesCameraOffset
    Implements
    IFunctionalitySubscriber<TProvider>.provider

    IFunctionalitySubscriber<IProvidesMeshes>.provider

    Declaration
    IProvidesMeshes IFunctionalitySubscriber<IProvidesMeshes>.provider { get; set; }
    Returns
    Type Description
    IProvidesMeshes
    Implements
    IFunctionalitySubscriber<TProvider>.provider

    Extension Methods

    IUsesCameraOffsetMethods.GetCameraPositionOffset(IUsesCameraOffset)
    IUsesCameraOffsetMethods.SetCameraPositionOffset(IUsesCameraOffset, Vector3)
    IUsesCameraOffsetMethods.GetCameraYawOffset(IUsesCameraOffset)
    IUsesCameraOffsetMethods.SetCameraYawOffset(IUsesCameraOffset, Single)
    IUsesCameraOffsetMethods.GetCameraScale(IUsesCameraOffset)
    IUsesCameraOffsetMethods.SetCameraScale(IUsesCameraOffset, Single)
    IUsesCameraOffsetMethods.GetCameraOffsetMatrix(IUsesCameraOffset)
    IUsesCameraOffsetMethods.ApplyOffsetToPose(IUsesCameraOffset, Pose)
    IUsesCameraOffsetMethods.ApplyInverseOffsetToPose(IUsesCameraOffset, Pose)
    IUsesCameraOffsetMethods.ApplyOffsetToPosition(IUsesCameraOffset, Vector3)
    IUsesCameraOffsetMethods.ApplyInverseOffsetToPosition(IUsesCameraOffset, Vector3)
    IUsesCameraOffsetMethods.ApplyOffsetToDirection(IUsesCameraOffset, Vector3)
    IUsesCameraOffsetMethods.ApplyInverseOffsetToDirection(IUsesCameraOffset, Vector3)
    IUsesCameraOffsetMethods.ApplyOffsetToRotation(IUsesCameraOffset, Quaternion)
    IUsesCameraOffsetMethods.ApplyInverseOffsetToRotation(IUsesCameraOffset, Quaternion)
    UsesMeshesMethods.GetMeshes(IUsesMeshes, List<MRMesh>)
    UsesMeshesMethods.SubscribeMeshAdded(IUsesMeshes, Action<MRMesh>)
    UsesMeshesMethods.UnsubscribeMeshAdded(IUsesMeshes, Action<MRMesh>)
    UsesMeshesMethods.SubscribeMeshUpdated(IUsesMeshes, Action<MRMesh>)
    UsesMeshesMethods.UnsubscribeMeshUpdated(IUsesMeshes, Action<MRMesh>)
    UsesMeshesMethods.SubscribeMeshRemoved(IUsesMeshes, Action<MarsTrackableId>)
    UsesMeshesMethods.UnsubscribeMeshRemoved(IUsesMeshes, Action<MarsTrackableId>)
    UsesMeshesMethods.StopDetectingMeshes(IUsesMeshes)
    UsesMeshesMethods.StartDetectingMeshes(IUsesMeshes)
    CameraOffsetExtensions.PoseToCameraSpace(IUsesCameraOffset, Pose, Vector3)
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