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SceneDecorator Namespace

Enumeration Types

Enumeration ConstraintModeCheck

Define how the constraints are checked, by value or boolean.
Value
No description available
Bool
No description available

Enumeration Axes

Which axis to use.
X
The X axis.
Y
The Y axis.
Z
The Z axis.

Enumeration DistributionType

Which distribution to use.
GRID
The objects will be spawned in a grid pattern.
SIMPLEX
The objects will be spawned in a simplex pattern.
STAGGERED_CONCENTRIC
The objects will be spawned in a staggered concentric pattern.
RANDOM
The objects will be spawned in a random pattern.

Enumeration Placement

Which placement to use.
LOCAL_PLANAR
The object will be spawned in the local space.
WORLD_PLANAR
The object will be spawned in the world space.
SPHERICAL
The object will be spawned in the world space.

Enumeration SpawnHierarchy

Which hierarchy to use for the spawned object.
ROOT
The object will be spawned in the root of the scene.
SCENE_DECORATOR_CHILD
The object will be spawned as a child of the scene decorator.
ANCHOR_CHILD
The object will be spawned as a child of the anchor.
TARGET_CHILD
The object will be spawned as a child of the target.
TARGET_COLLIDER_CHILD
The object will be spawned as a child of the target collider.

Enumeration Target

Which target to use for the spawned object.
GLOBAL_MESH
The object will be spawned on a hit on the global mesh.
RESERVED_MESH
Not supported yet, same as GLOBAL_MESH.
PHYSICS_LAYERS
All physics layers defined will help determine the position.
CUSTOM_COLLIDERS
Use a custom collider to determine the position.
CUSTOM_TAGS
Use only gameobjects with custom tag, needs a collider.
SCENE_ANCHORS
Use MRUK anchor Raycast, no colliders required.

See Also