Namespace Unity.Reflect.Actors
Classes
AcquireDynamicEntry
AcquireEntryData
AcquireEntryDataFromModelData
AcquireMeshResource
AcquireResource
AcquireTextureResource
AcquireUnityMaterial
AcquireUnityMesh
AcquireUnityResource
AcquireUnityTexture
AddSpatialObjectFlag
AddVisibilityIgnoreFlag
AssetCountChanged
BasePickingLogic
BoundingBoxActor
BoundingBoxActor.Settings
Boxed<T>
BridgeActor
BuildGameObject
CameraActor
CameraActor.Settings
CameraDataChanged
CleanAfterCriticalMemory
ClearBeforeSyncUpdate
CommandMessage
ConvertedResource<T>
ConvertResource<TResource>
ConvertSyncMaterial
ConvertToGameObject
CreateGameObject
CreateGameObjectLifecycle
DataProviderActor
DataProviderActor.FileLock
DataProviderActor.Settings
DataProviderActor.SpatialMapping
DataProviderActor.SpatialProjectInfo
DebugActor
DebugActor.Settings
DebugActorComponent
DebugDrawGizmos
DebugGui
DelegateJob
Delta<T>
DestroyGameObjectLifecycle
Diff<T>
DownloadProgressed
DownloadSyncModel
DynamicEntry
DynamicEntryActor
DynamicEntryChanged
DynamicEntryFilterActor
DynamicEntryHandler
EntryData
EntryDataChanged
ExecuteSyncEvent
ForwardPressure
FpsActor
FpsActor.Settings
FpsDataChanged
GameObjectBuilderActor
GameObjectBuilderActor.Settings
GameObjectConverterActor
GameObjectCountChanged
GameObjectCreating
GameObjectCreatorActor
GameObjectDependencyTrackerActor
GameObjectDestroying
GameObjectDisabling
GameObjectEnabling
GameObjectIdentifier
GameObjectLifecycleActor
GameObjectLifecycleActor.Settings
GameObjectLifecycleEventDispatcherActor
GameObjectLiveSyncRemoverActor
GameObjectMessage
GameObjectRemoverActor
This actor controls when we remove GameObjects from memory, when we enable the automatic cache cleaning, and the estimate of the appropriate number of GameObjects loaded to make sure the streaming continue even when there are memory issues
GameObjectTogglerActor
GetDynamicIds
GetManifests
GetProjectWideDefaultMaterial
GetSpatialManifest
GetStableId<TKey>
GetSyncModel
GlobalBoundsUpdated
HashDelta<TKey, TValue>
IndicatorActor
InstanceCountChanged
InstanceStreamingActor
InstanceStreamingActor.Settings
JobActor
LightActor
LightActor.Settings
LiveSyncActor
LiveSyncComponent
MainThreadIODispatcherActor
ManifestActor
MaterialConverterActor
MaterialConverterActor.Settings
MaterialCreating
MaterialDestroying
MaxLoadedGameObjectsChanged
MemoryMonitoringActor
MemoryMonitoringActor.Settings
MemoryStateChanged
MeshConverterActor
MeshConverterActor.Settings
MessageWithEntryData
MissingGameObjectException
ModelResourceActor
PatchEntryIds
PickFromDistance
PickFromRay
PickFromSamplePoints
PreDownloaderActor
PreDownloaderActor.Settings
PreShutdown
ReleaseModelResource
ReleaseUnityMaterial
ReleaseUnityMesh
ReleaseUnityTexture
ReloadProject
RemoteManifestChanged
RemoveAllManifestEntries
RemoveSpatialObjectFlag
RemoveVisibilityIgnoreFlag
ResourceConverterActor<TInput>
ResourceCreating<TResource>
ResourceDestroying<TResource>
RestartStreaming
RunFuncOnGameObject
SceneZonesChanged
SearchSpatialCollection
SetAutomaticCacheCleaning
SetGameObjectDependencies
SpatialActor
SpatialActor.Settings
SpatialCulling
SpatialData
SpatialDataChanged
SpatialPickingArguments
StopStreaming
StreamingError
StreamingProgressed
StreamState
SyncConnectionStateChanged
SyncNodeDataChanged
SyncNodesAdded
SyncTreeActor
SyncTreeActor.Settings
TextureConverterActor
ToggleGameObject
TransformObjectBounds
UnityMaterialActor
Load and cache unity materials.
UnityMeshActor
UnityResourceActor<TResource, TModel, TAcquireResource>
Load and cache basic unity resource types, like textures and meshes.