EnableWorldLock
: bool |
When world locking is enabled the position of the camera rig will be adjusted each frame to ensure the room anchors are where they should be relative to the camera position.This is necessary to ensure the position of the virtual objects in the world do not get out of sync with the real world.
Signature
bool Meta.XR.MRUtilityKit.MRUK.EnableWorldLock |
SceneSettings
: MRUKSettings |
Signature
MRUKSettings Meta.XR.MRUtilityKit.MRUK.SceneSettings |
Instance
: MRUK
[Get] |
Signature
MRUK Meta.XR.MRUtilityKit.MRUK.Instance |
IsInitialized
: bool
[Get] |
Signature
bool Meta.XR.MRUtilityKit.MRUK.IsInitialized |
RoomCreatedEvent
: UnityEvent< MRUKRoom >
[Get] |
Event that is triggered when a room is created.
Signature
UnityEvent<MRUKRoom> Meta.XR.MRUtilityKit.MRUK.RoomCreatedEvent |
RoomRemovedEvent
: UnityEvent< MRUKRoom >
[Get] |
Event that is triggered when a room is removed.
Signature
UnityEvent<MRUKRoom> Meta.XR.MRUtilityKit.MRUK.RoomRemovedEvent |
Rooms
: List< MRUKRoom >
[Get] |
List of all the rooms in the scene.
Signature
List<MRUKRoom> Meta.XR.MRUtilityKit.MRUK.Rooms |
RoomUpdatedEvent
: UnityEvent< MRUKRoom >
[Get] |
Event that is triggered when a room is updated.
Signature
UnityEvent<MRUKRoom> Meta.XR.MRUtilityKit.MRUK.RoomUpdatedEvent |
SceneLoadedEvent
: UnityEvent
[Get] |
Event that is triggered when the scene is loaded.
Signature
UnityEvent Meta.XR.MRUtilityKit.MRUK.SceneLoadedEvent |
ClearScene
()
|
Destroys the rooms and all children.
Signature
void Meta.XR.MRUtilityKit.MRUK.ClearScene() Returns void |
GetAnchors
()
|
Get a flat list of all Anchors in the scene.
Signature
List< MRUKAnchor > Meta.XR.MRUtilityKit.MRUK.GetAnchors() Returns List< MRUKAnchor > |
GetCurrentRoom
()
|
Returns the current room the headset is in.
If the headset is not in any given room then it will return the room the headset was last in when this function was called. If the headset hasn't been in a valid room yet then return the first room in the list. If no rooms have been loaded yet then return null.
Signature
MRUKRoom Meta.XR.MRUtilityKit.MRUK.GetCurrentRoom() Returns MRUKRoom |
GetRooms
()
|
Get a list of all the rooms in the scene.
Signature
List< MRUKRoom > Meta.XR.MRUtilityKit.MRUK.GetRooms() Returns List< MRUKRoom > |
LoadSceneFromDevice
(
requestSceneCaptureIfNoDataFound
, removeMissingRooms
)
|
Loads the scene from the data stored on the device.
The user must have granted ScenePermissions or this will fail. In order to check if the user has granted permissions use the following call: Permission.HasUserAuthorizedPermission(OVRPermissionsRequester.ScenePermission) In order to request permissions from the user, use the following call: Permission.RequestUserPermission(OVRPermissionsRequester.ScenePermission, callbacks);
Signature
async Task< LoadDeviceResult > Meta.XR.MRUtilityKit.MRUK.LoadSceneFromDevice(bool requestSceneCaptureIfNoDataFound=true, bool removeMissingRooms=true) Parameters requestSceneCaptureIfNoDataFound: boolÂ
If true and no rooms are found when loading from device, the request space setup flow will be started.
removeMissingRooms: boolÂ
When enabled, rooms that are already loaded but are not found in newSceneData will be removed. This is to support the case where a user deletes a room from their device and the change needs to be reflected in the app.
|
LoadSceneFromJsonString
(
jsonString
, removeMissingRooms
)
|
Loads the scene from a JSON string representing the scene data.
Signature
void Meta.XR.MRUtilityKit.MRUK.LoadSceneFromJsonString(string jsonString, bool removeMissingRooms=true) Parameters jsonString: stringÂ
The JSON string containing the serialized scene data.
removeMissingRooms: boolÂ
When enabled, rooms that are already loaded but are not found in JSON the string will be removed.
Returns void |
LoadSceneFromPrefab
(
scenePrefab
, clearSceneFirst
)
|
This simulates the creation of a scene in the Editor, using transforms and names from our prefab rooms.
Signature
void Meta.XR.MRUtilityKit.MRUK.LoadSceneFromPrefab(GameObject scenePrefab, bool clearSceneFirst=true) Parameters scenePrefab: GameObjectclearSceneFirst: boolReturns void |
RegisterRoomCreatedCallback
(
callback
)
|
Register to receive a callback when a new room has been created from scene capture.
Signature
void Meta.XR.MRUtilityKit.MRUK.RegisterRoomCreatedCallback(UnityAction< MRUKRoom > callback) Parameters Returns void |
RegisterRoomRemovedCallback
(
callback
)
|
Registers a callback function to be called before the room is removed.
Signature
void Meta.XR.MRUtilityKit.MRUK.RegisterRoomRemovedCallback(UnityAction< MRUKRoom > callback) Parameters callback: UnityAction< MRUKRoom >Â
The function to be called when the room is removed. It takes one parameter:
Returns void |
RegisterRoomUpdatedCallback
(
callback
)
|
Register to receive a callback when a room has been updated from scene capture.
Signature
void Meta.XR.MRUtilityKit.MRUK.RegisterRoomUpdatedCallback(UnityAction< MRUKRoom > callback) Parameters Returns void |
RegisterSceneLoadedCallback
(
callback
)
|
Register to receive a callback when the scene is loaded.
If the scene is already loaded at the time this is called, the callback will be invoked immediatly.
Signature
void Meta.XR.MRUtilityKit.MRUK.RegisterSceneLoadedCallback(UnityAction callback) Parameters callback: UnityActionReturns void |
SaveSceneToJsonString
(
coordinateSystem
)
|
Serializes the current scene into a JSON string using the specified coordinate system for serialization.
Signature
string Meta.XR.MRUtilityKit.MRUK.SaveSceneToJsonString(SerializationHelpers.CoordinateSystem coordinateSystem) Parameters coordinateSystem: SerializationHelpers.CoordinateSystemÂ
The coordinate system to be used for serialization (Unity/Unreal).
Returns stringÂ
A JSON string representing the serialized scene data.
|
HasSceneModel
()
|
Checks whether any anchors can be loaded.
Signature
static async Task< bool > Meta.XR.MRUtilityKit.MRUK.HasSceneModel() Returns async Task< bool >Â
Returns a task-based bool, which is true if there are any scene anchors in the system, and false otherwise. If false is returned, then either the scene permission needs to be set, or the user has to run Scene Capture.
|
DataSource
: SceneDataSource |
Signature
SceneDataSource Meta.XR.MRUtilityKit.MRUK.MRUKSettings.DataSource |
LoadSceneOnStartup
: bool |
Signature
bool Meta.XR.MRUtilityKit.MRUK.MRUKSettings.LoadSceneOnStartup |
RoomIndex
: int |
Signature
int Meta.XR.MRUtilityKit.MRUK.MRUKSettings.RoomIndex |
RoomPrefabs
: GameObject[] |
Signature
GameObject [] Meta.XR.MRUtilityKit.MRUK.MRUKSettings.RoomPrefabs |
SceneJsons
: TextAsset[] |
Signature
TextAsset [] Meta.XR.MRUtilityKit.MRUK.MRUKSettings.SceneJsons |
SeatWidth
: float |
Signature
float Meta.XR.MRUtilityKit.MRUK.MRUKSettings.SeatWidth |
| Member |
|---|
DEFAULT |
CENTER |
EDGE |
| Member | Description |
|---|---|
Device |
Load scene data from the device.
|
Prefab |
Load scene data from prefabs.
|
DeviceWithPrefabFallback |
First try to load data from the device and if none can be found fall back to loading from a prefab.
|
Json |
Load Scene from a Json file.
|
DeviceWithJsonFallback |
First try to load data from the device and if none can be found fall back to loading from a Json file.
|
| Member |
|---|
None |
CurrentRoomOnly |
AllRooms |
| Member | Value | Description |
|---|---|---|
Success | OVRAnchor.FetchResult.Success |
Scene data loaded successfully.
|
NoScenePermission | 1 |
User did not grant scene permissions.
|
NoRoomsFound | 2 |
No rooms were found (e.g.
User did not go through space setup)
|
FailureDataIsInvalid | OVRAnchor.FetchResult.FailureDataIsInvalid |
Invalid data.
|
FailureInsufficientResources | OVRAnchor.FetchResult.FailureInsufficientResources |
Resource limitation prevented this operation from executing.
Recommend retrying, perhaps after a short delay and/or reducing memory consumption.
|
FailureInsufficientView | OVRAnchor.FetchResult.FailureInsufficientView |
Insufficient view.
The user needs to look around the environment more for anchor tracking to function.
|
FailurePermissionInsufficient | OVRAnchor.FetchResult.FailurePermissionInsufficient |
Insufficient permission.
Recommend confirming the status of the required permissions needed for using anchor APIs.
|
FailureRateLimited | OVRAnchor.FetchResult.FailureRateLimited |
Operation canceled due to rate limiting.
Recommend retrying after a short delay.
|
FailureTooDark | OVRAnchor.FetchResult.FailureTooDark |
Too dark.
The environment is too dark to load the anchor.
|
FailureTooBright | OVRAnchor.FetchResult.FailureTooBright |
Too bright.
The environment is too bright to load the anchor.
|
| Member | Value |
|---|---|
FACING_UP | 1 << 0 |
FACING_DOWN | 1 << 1 |
VERTICAL | 1 << 2 |