Class MutableRuntimeReferenceImageLibraryExtensions
Extension methods for UnityEngine.XR.ARSubsystems.MutableRuntimeReferenceImageLibrary.
Namespace: UnityEngine.XR.ARFoundation
Syntax
public static class MutableRuntimeReferenceImageLibraryExtensions
Methods
ScheduleAddImageJob(MutableRuntimeReferenceImageLibrary, Texture2D, String, Nullable<Single>, JobHandle)
Asynchronously adds texture to library.
Declaration
public static JobHandle ScheduleAddImageJob(this MutableRuntimeReferenceImageLibrary library, Texture2D texture, string name, float? widthInMeters, JobHandle inputDeps = null)
Parameters
| Type | Name | Description |
|---|---|---|
| MutableRuntimeReferenceImageLibrary | library | The |
| Texture2D | texture | The |
| String | name | The name of the image. |
| Nullable<Single> | widthInMeters | The physical width of the image, in meters. |
| JobHandle | inputDeps | Input job dependencies (optional). |
Returns
| Type | Description |
|---|---|
| JobHandle | A JobHandle which can be used to chain together multiple tasks or to query for completion. May be safely discarded. |
Remarks
Image addition can take some time (several frames) due to extra processing that must occur to insert the image into the library. This is done using the Unity Job System. The returned JobHandle can be used to chain together multiple tasks or to query for completion, but may be safely discarded if you do not need it.
This job, like all Unity jobs, can have dependencies (using the inputDeps). If you are adding multiple
images to the library, it is not necessary to pass a previous ScheduleAddImageJob JobHandle as the input
dependency to the next ScheduleAddImageJob; they can be processed concurrently.
The bytes of the texture are copied, so the texture may be safely
destroyed after this method returns.
Exceptions
| Type | Condition |
|---|---|
| InvalidOperationException | Thrown if |
| ArgumentNullException | Thrown if |
| InvalidOperationException | Thrown if |