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    Namespace Unity.MARS

    Classes

    Condition

    Base class for MARS Proxy conditions, which provide ratings for Proxy data matches In most cases, you should inherit from the generic form, Condition<T>

    Condition<T>

    Generic form of Condition, which provides the RateDataMatch method

    MARSCamera

    The camera controller for MARS This behavior subscribes to IUsesCameraPose and IUsesCameraProjectionMatrix to update the main Camera and its Transform. It is automatically added to the camera when MARSSession sets itself up and must remain present in the scene for MARS to work.

    MARSEntity

    Common base class for all MARS Proxy types (including Replicator)

    MARSSession

    Represents the runtime behavior of MARS. One of these must be in any scene with MARS content for it to function properly

    MRFaceLandmarkVisualizer

    Visualizes landmarks on a face mask.

    ObjectCreationButtonData

    (Obsolete) Used to create a game object in the editor and with a button

    Proxy

    Represents a link between one real-world object and a Unity GameObject

    ProxyGroup

    A MARS Entity representing a grouping of related proxies to match simultaneously

    Relation

    Base class for MARS Proxy Relations, which combine multiple data sources into a rating for ProxyGroups In most cases, you should inherit from the generic form, Relation<T>

    Relation<T>

    Generic form of Relation, which provides RateDataMatch and other methods

    Replicator

    MARS Entity for replicating proxies on all available data Add a proxy as a child object to this behavior's GameObject and it will be replicated for all data that matches that proxy's conditions, or up to the number specified in the Max Instances property

    Structs

    Proxy.ObjectVisibilityInfo

    Holds cached visibility data about a single child object

    Interfaces

    IModuleMarsUpdate

    Define this module as one that needs MARS lifecycle update callbacks

    Enums

    ObjectCreationButtonData.CreateInContext

    (Obsolete) Scene context that the object creation takes place in

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