Unity Reflect Viewer API

Pipeline Overview

The Pipeline API converts Reflect models into Unity GameObjects at runtime. It can also used to sync any changes happening at the same time to the original CAD model source.


Reflect models are represented by different types of ISyncModel:


The Pipeline API uses a node-based approach where each node manipulates Reflect models in order to filter or convert them. As in any node-based API, the pipeline can be extended and customized using new nodes or by changing the pipeline connection structure.


Pipelines can be saved into Assets and reused across multiple Scenes and Projects.


Nodes communicate between each other using Stream Events:



Pipeline diagram



Node Description
ProjectStreamer Reads a Reflect Project content and streams the data as lightweight entries (Type, BoundingBox); reacts to live changes in the Reflect Project and streams the deltas.
SyncInstanceProvider Gets a more detailed description of the instance (Transform, Metadata, Dependencies).
DataProvider Loads all the dependencies of a given SyncInstance and streams them to the rest of the pipeline; manages the data so no duplicate information is loaded. The dependencies are SyncObjects, SyncMeshes, SyncTextures and SyncMaterials.
MeshConverter, MaterialConverter, TextureConverter Convert the Reflect data into a Unity Object.
InstanceConverter The last node that generates the final GameObject representing the SyncInstance.


Running a Reflect Pipeline

PipelineAsset is a ScriptableObject that contains the ReflectNodes and connections that describe the Reflect pipeline.


ReflectPipeline is a MonoBehaviour that takes a PipelineAsset. When assigning a PipelineAsset to the ReflectPipeline, the inspector displays all public and serializable fields found in the pipeline nodes.


The method ReflectPipeline.InitializeAndRefreshPipeline can start the Pipeline.


If there are any changes to the data after the PipelineAsset is started, ReflectPipeline.RefreshPipeline can trigger a refresh.