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    Class SetPoseAction

    Sets the position of this GameObject to the position of the found real-world object.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    TransformAction
    SetPoseAction
    Implements
    IMatchLossHandler
    IMatchAcquireHandler
    IMatchUpdateHandler
    IAction
    ISimulatable
    IRequiresTraits
    Inherited Members
    TransformAction.Awake()
    TransformAction.OnDisable()
    TransformAction.ResetOnLoss
    TransformAction.OnMatchLoss(QueryResult)
    MonoBehaviour.IsInvoking()
    MonoBehaviour.CancelInvoke()
    MonoBehaviour.Invoke(string, float)
    MonoBehaviour.InvokeRepeating(string, float, float)
    MonoBehaviour.CancelInvoke(string)
    MonoBehaviour.IsInvoking(string)
    MonoBehaviour.StartCoroutine(string)
    MonoBehaviour.StartCoroutine(string, object)
    MonoBehaviour.StartCoroutine(IEnumerator)
    MonoBehaviour.StartCoroutine_Auto(IEnumerator)
    MonoBehaviour.StopCoroutine(IEnumerator)
    MonoBehaviour.StopCoroutine(Coroutine)
    MonoBehaviour.StopCoroutine(string)
    MonoBehaviour.StopAllCoroutines()
    MonoBehaviour.print(object)
    MonoBehaviour.useGUILayout
    MonoBehaviour.runInEditMode
    Behaviour.enabled
    Behaviour.isActiveAndEnabled
    Component.GetComponent(Type)
    Component.GetComponent<T>()
    Component.TryGetComponent(Type, out Component)
    Component.TryGetComponent<T>(out T)
    Component.GetComponent(string)
    Component.GetComponentInChildren(Type, bool)
    Component.GetComponentInChildren(Type)
    Component.GetComponentInChildren<T>(bool)
    Component.GetComponentInChildren<T>()
    Component.GetComponentsInChildren(Type, bool)
    Component.GetComponentsInChildren(Type)
    Component.GetComponentsInChildren<T>(bool)
    Component.GetComponentsInChildren<T>(bool, List<T>)
    Component.GetComponentsInChildren<T>()
    Component.GetComponentsInChildren<T>(List<T>)
    Component.GetComponentInParent(Type, bool)
    Component.GetComponentInParent(Type)
    Component.GetComponentInParent<T>(bool)
    Component.GetComponentInParent<T>()
    Component.GetComponentsInParent(Type, bool)
    Component.GetComponentsInParent(Type)
    Component.GetComponentsInParent<T>(bool)
    Component.GetComponentsInParent<T>(bool, List<T>)
    Component.GetComponentsInParent<T>()
    Component.GetComponents(Type)
    Component.GetComponents(Type, List<Component>)
    Component.GetComponents<T>(List<T>)
    Component.GetComponents<T>()
    Component.CompareTag(string)
    Component.SendMessageUpwards(string, object, SendMessageOptions)
    Component.SendMessageUpwards(string, object)
    Component.SendMessageUpwards(string)
    Component.SendMessageUpwards(string, SendMessageOptions)
    Component.SendMessage(string, object)
    Component.SendMessage(string)
    Component.SendMessage(string, object, SendMessageOptions)
    Component.SendMessage(string, SendMessageOptions)
    Component.BroadcastMessage(string, object, SendMessageOptions)
    Component.BroadcastMessage(string, object)
    Component.BroadcastMessage(string)
    Component.BroadcastMessage(string, SendMessageOptions)
    Component.transform
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    Component.tag
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
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    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.FindObjectsOfType(Type, bool)
    Object.FindObjectsByType(Type, FindObjectsSortMode)
    Object.FindObjectsByType(Type, FindObjectsInactive, FindObjectsSortMode)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectsByType<T>(FindObjectsSortMode)
    Object.FindObjectsOfType<T>(bool)
    Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
    Object.FindObjectOfType<T>()
    Object.FindObjectOfType<T>(bool)
    Object.FindFirstObjectByType<T>()
    Object.FindAnyObjectByType<T>()
    Object.FindFirstObjectByType<T>(FindObjectsInactive)
    Object.FindAnyObjectByType<T>(FindObjectsInactive)
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.FindFirstObjectByType(Type)
    Object.FindAnyObjectByType(Type)
    Object.FindObjectOfType(Type, bool)
    Object.FindFirstObjectByType(Type, FindObjectsInactive)
    Object.FindAnyObjectByType(Type, FindObjectsInactive)
    Object.ToString()
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    Namespace: Unity.MARS.Actions
    Assembly: Unity.MARS.dll
    Syntax
    [HelpURL("https://docs.unity3d.com/Packages/com.unity.mars@1.6/manual/ReferenceGuideActions.html#set-pose-action-setposeaction")]
    [RequireComponent(typeof(Proxy))]
    [ComponentTooltip("Sets the position of this GameObject to the position of the found real-world object.")]
    [MonoBehaviourComponentMenu(typeof(SetPoseAction), "Action/Set Pose")]
    [MovedFrom("Unity.MARS")]
    public class SetPoseAction : TransformAction, IMatchLossHandler, IMatchAcquireHandler, IMatchUpdateHandler, IAction, ISimulatable, IRequiresTraits

    Fields

    AlignWithWorldUp

    The axis that will be aligned to the world up direction. If set to None (default), the data's pose rotation will be used directly. If set to Y, the local Y axis will always be aligned with the world Up direction. If set to Z, the local Z axis will always be aligned with the world Up direction.

    Declaration
    [SerializeField]
    [Tooltip("The axis that will be aligned to the world up direction. If set to None (default), the data's pose rotation will be used directly.If set to Y, the local Y axis will always be aligned with the world Up direction.If set to Z, the local Z axis will always be aligned with the world Up direction.")]
    public SetPoseAction.AlignMode AlignWithWorldUp
    Field Value
    Type Description
    SetPoseAction.AlignMode

    FollowMatchUpdates

    When enabled movement of the matched data, such as surface resizing, will be followed

    Declaration
    [SerializeField]
    [Tooltip("When enabled movement of the matched data, such as surface-resizing, will be followed")]
    public bool FollowMatchUpdates
    Field Value
    Type Description
    bool

    Methods

    GetRequiredTraits()

    Get the TraitRequirements that are required by this object

    Declaration
    public TraitRequirement[] GetRequiredTraits()
    Returns
    Type Description
    TraitRequirement[]

    The required traits

    OnMatchAcquire(QueryResult)

    Called when a query match has been found

    Declaration
    public void OnMatchAcquire(QueryResult queryResult)
    Parameters
    Type Name Description
    QueryResult queryResult

    Data associated with this event

    OnMatchUpdate(QueryResult)

    Called when a query match's data has updated

    Declaration
    public void OnMatchUpdate(QueryResult queryResult)
    Parameters
    Type Name Description
    QueryResult queryResult

    Data associated with this event

    Implements

    IMatchLossHandler
    IMatchAcquireHandler
    IMatchUpdateHandler
    IAction
    ISimulatable
    IRequiresTraits
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