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    Class QuerySimulationModule

    Module responsible for simulating queries in edit mode

    Inheritance
    object
    Object
    ScriptableObject
    ScriptableSettingsBase
    ScriptableSettingsBase<QuerySimulationModule>
    EditorScriptableSettings<QuerySimulationModule>
    QuerySimulationModule
    Implements
    IModuleDependency<MARSDatabase>
    IModuleDependency<MARSQueryBackend>
    IModuleDependency<ReasoningModule>
    IModuleDependency<SlowTaskModule>
    IModuleDependency<SimulatedObjectsManager>
    IModuleDependency<MARSEnvironmentManager>
    IModuleDependency<EvaluationSchedulerModule>
    IModuleDependency<FunctionalityInjectionModule>
    IModuleDependency<SimulationSceneModule>
    IModuleDependency<SceneWatchdogModule>
    IModuleDependency<QueryPipelinesModule>
    IModule
    IUsesDatabaseQuerying
    IUsesCameraOffset
    IFunctionalitySubscriber<IProvidesCameraOffset>
    IFunctionalitySubscriber
    Inherited Members
    EditorScriptableSettings<QuerySimulationModule>.instance
    ScriptableSettingsBase<QuerySimulationModule>.k_HasCustomPath
    ScriptableSettingsBase<QuerySimulationModule>.s_Instance
    ScriptableSettingsBase<QuerySimulationModule>.Save(string)
    ScriptableSettingsBase<QuerySimulationModule>.GetFilePath()
    ScriptableSettingsBase.k_PathExceptionMessage
    ScriptableSettingsBase.GetInstanceByType(Type)
    ScriptableSettingsBase.OnLoaded()
    ScriptableObject.SetDirty()
    ScriptableObject.CreateInstance(string)
    ScriptableObject.CreateInstance(Type)
    ScriptableObject.CreateInstance<T>()
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.InstantiateAsync<T>(T)
    Object.InstantiateAsync<T>(T, Transform)
    Object.InstantiateAsync<T>(T, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int)
    Object.InstantiateAsync<T>(T, int, Transform)
    Object.InstantiateAsync<T>(T, int, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>)
    Object.InstantiateAsync<T>(T, int, Transform, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int, Transform, Vector3, Quaternion, CancellationToken)
    Object.InstantiateAsync<T>(T, int, Transform, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>)
    Object.InstantiateAsync<T>(T, int, Transform, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>, CancellationToken)
    Object.InstantiateAsync<T>(T, InstantiateParameters, CancellationToken)
    Object.InstantiateAsync<T>(T, int, InstantiateParameters, CancellationToken)
    Object.InstantiateAsync<T>(T, Vector3, Quaternion, InstantiateParameters, CancellationToken)
    Object.InstantiateAsync<T>(T, int, Vector3, Quaternion, InstantiateParameters, CancellationToken)
    Object.InstantiateAsync<T>(T, int, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>, InstantiateParameters, CancellationToken)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Scene)
    Object.Instantiate<T>(T, InstantiateParameters)
    Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    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: UnityEditor.MARS.Simulation
    Assembly: Unity.MARS.Editor.dll
    Syntax
    [ScriptableSettingsPath("Assets/MARS/Settings")]
    [MovedFrom("Unity.MARS")]
    public class QuerySimulationModule : EditorScriptableSettings<QuerySimulationModule>, IModuleDependency<MARSDatabase>, IModuleDependency<MARSQueryBackend>, IModuleDependency<ReasoningModule>, IModuleDependency<SlowTaskModule>, IModuleDependency<SimulatedObjectsManager>, IModuleDependency<MARSEnvironmentManager>, IModuleDependency<EvaluationSchedulerModule>, IModuleDependency<FunctionalityInjectionModule>, IModuleDependency<SimulationSceneModule>, IModuleDependency<SceneWatchdogModule>, IModuleDependency<QueryPipelinesModule>, IModule, IUsesDatabaseQuerying, IUsesCameraOffset, IFunctionalitySubscriber<IProvidesCameraOffset>, IFunctionalitySubscriber

    Properties

    providersRoot

    Root game object for functionality providers created for simulation

    Declaration
    public GameObject providersRoot { get; }
    Property Value
    Type Description
    GameObject

    sceneIsSimulatable

    Whether the active scene can be simulated

    Declaration
    public static bool sceneIsSimulatable { get; }
    Property Value
    Type Description
    bool

    simulatedDataAvailable

    (Obsolete) Simulated data available

    Declaration
    [Obsolete("simulatedDataAvailable has been deprecated", true)]
    public bool simulatedDataAvailable { get; }
    Property Value
    Type Description
    bool

    simulating

    Whether a simulation is currently running

    Declaration
    public bool simulating { get; }
    Property Value
    Type Description
    bool

    simulatingTemporal

    Whether a temporal simulation is currently running

    Declaration
    public bool simulatingTemporal { get; }
    Property Value
    Type Description
    bool

    Methods

    RequestSimulationModeSelection(SimulationModeSelection)

    Request that the next simulation should run in either single-frame mode or temporal mode

    Declaration
    public void RequestSimulationModeSelection(SimulationModeSelection simModeSelection)
    Parameters
    Type Name Description
    SimulationModeSelection simModeSelection

    The requested mode selection method

    RestartSimulationIfNeeded(bool)

    If any objects are using the simulation scene, this method sets a flag that a new simulation should happen as soon as possible

    Declaration
    public void RestartSimulationIfNeeded(bool stopSimulationImmediately = false)
    Parameters
    Type Name Description
    bool stopSimulationImmediately

    If true and if temporal simulation is running, this method will immediately stop simulation. If TemporalMode has been requested for the next simulation then this method will invoke BeforeTemporalSimulationRestart before stopping simulation.

    SimulateOneShot()

    Runs simulation over a single frame. This method repeatedly checks for query matches until there are no more to be found.

    Declaration
    public void SimulateOneShot()

    StartTemporalSimulation()

    Starts query simulation that runs frame-to-frame

    Declaration
    public void StartTemporalSimulation()

    StopTemporalSimulation()

    (Obsolete) Stops query simulation that runs frame-to-frame (Obsolete)

    Declaration
    [Obsolete("StopTemporalSimulation() has been deprecated because it does not fully reset the state of simulation. To stop temporal simulation and reset state, use RestartSimulationIfNeeded().", false)]
    public void StopTemporalSimulation()

    Events

    BeforeCleanupProviders

    Called right before simulation providers are destroyed

    Declaration
    public static event Action BeforeCleanupProviders
    Event Type
    Type Description
    Action

    BeforeSimulationSetup

    Called right before a simulation starts setting up

    Declaration
    public static event Action BeforeSimulationSetup
    Event Type
    Type Description
    Action

    BeforeTemporalSimulationRestart

    Called right before a temporal simulation ends and a new one starts

    Declaration
    public static event Action BeforeTemporalSimulationRestart
    Event Type
    Type Description
    Action

    OnOneShotSimulationStart

    Called right after a single-frame simulation has started

    Declaration
    public static event Action OnOneShotSimulationStart
    Event Type
    Type Description
    Action

    addCustomProviders

    Called right before default providers are setup when starting simulation. The list should be filled out with providers that you want this module to add before it sets up default providers. Provider game objects created in this callback should be created using GameObjectUtils.Create so that they get added to the simulation scene.

    Declaration
    public static event Action<List<IFunctionalityProvider>> addCustomProviders
    Event Type
    Type Description
    Action<List<IFunctionalityProvider>>

    onTemporalSimulationStart

    Called right after a temporal simulation has started

    Declaration
    public static event Action onTemporalSimulationStart
    Event Type
    Type Description
    Action

    onTemporalSimulationStop

    Called right after a temporal simulation has stopped

    Declaration
    public static event Action onTemporalSimulationStop
    Event Type
    Type Description
    Action

    simulationDone

    Called right after a single-frame simulation has stopped

    Declaration
    public static event Action simulationDone
    Event Type
    Type Description
    Action

    Implements

    Unity.XRTools.ModuleLoader.IModuleDependency<T>
    Unity.XRTools.ModuleLoader.IModuleDependency<T>
    Unity.XRTools.ModuleLoader.IModuleDependency<T>
    Unity.XRTools.ModuleLoader.IModuleDependency<T>
    Unity.XRTools.ModuleLoader.IModuleDependency<T>
    Unity.XRTools.ModuleLoader.IModuleDependency<T>
    Unity.XRTools.ModuleLoader.IModuleDependency<T>
    Unity.XRTools.ModuleLoader.IModuleDependency<T>
    Unity.XRTools.ModuleLoader.IModuleDependency<T>
    Unity.XRTools.ModuleLoader.IModuleDependency<T>
    Unity.XRTools.ModuleLoader.IModuleDependency<T>
    Unity.XRTools.ModuleLoader.IModule
    IUsesDatabaseQuerying
    IUsesCameraOffset
    Unity.XRTools.ModuleLoader.IFunctionalitySubscriber<TProvider>
    Unity.XRTools.ModuleLoader.IFunctionalitySubscriber
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