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    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.

    UnityTextureActor

    UpdateEntryDependencies

    UpdateManifests

    UpdateSetting<TSettings>

    UpdateStreaming

    UpdateVisibility

    Structs

    BoundingBoxActor.BoundingBoxMaterial

    BridgeActor.Proxy

    DynamicGuid

    EntryGuid

    EntryStableGuid

    ItemCount

    ManifestGuid

    ManifestStableGuid

    NewManifest

    SceneZone

    ZoneDensity

    Interfaces

    ISpatialPickingLogic

    Enums

    BoundingBoxActor.StreamState

    SyncTreeActor.Prioritizer

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