Editor/BuildingBlocks/BlockData/SampleSpatialAnchorController in the Meta XR Core SDK for an example of how to use this class.
Result
: OVRSpatialAnchor.OperationResult
[Get][Set] |
Signature
OVRSpatialAnchor.OperationResult Result |
OnAnchorCreateCompleted
: UnityEvent< OVRSpatialAnchor, OVRSpatialAnchor.OperationResult >
[Get][Set] |
This event will trigger after a call to InstantiateSpatialAnchor when the creation of the OVRSpatialAnchor is completed.
Signature
UnityEvent<OVRSpatialAnchor, OVRSpatialAnchor.OperationResult> OnAnchorCreateCompleted |
OnAnchorEraseCompleted
: UnityEvent< OVRSpatialAnchor, OVRSpatialAnchor.OperationResult >
[Get][Set] |
This event will trigger after a call to EraseAnchorByUuid when the OVRSpatialAnchor erasure is completed.
Signature
UnityEvent<OVRSpatialAnchor, OVRSpatialAnchor.OperationResult> OnAnchorEraseCompleted |
OnAnchorsEraseAllCompleted
: UnityEvent< OVRSpatialAnchor.OperationResult >
[Get][Set] |
This event will trigger after a call to EraseAllAnchors when all the OVRSpatialAnchor(s) erasure is completed.
Signature
UnityEvent<OVRSpatialAnchor.OperationResult> OnAnchorsEraseAllCompleted |
OnAnchorsLoadCompleted
: UnityEvent< List< OVRSpatialAnchor > >
[Get][Set] |
This event will trigger after a call to LoadAndInstantiateAnchors when the list of OVRSpatialAnchors is finished loading.
This should only be used for normal Spatial Anchors, use OnSharedSpatialAnchorsLoadCompleted for the Shared Spatial Anchor loaded event.
Signature
UnityEvent<List<OVRSpatialAnchor> > OnAnchorsLoadCompleted |
LoadAnchorsAsync
(
prefab
, uuids
)
|
Signature
async void LoadAnchorsAsync(GameObject prefab, IEnumerable< Guid > uuids) Parameters prefab: GameObjectuuids: IEnumerable< Guid >Returns async void |
SaveAsync
(
anchor
)
|
Signature
async Task SaveAsync(OVRSpatialAnchor anchor) Parameters anchor: OVRSpatialAnchorReturns async Task |
WaitForInit
(
anchor
)
|
Signature
async Task WaitForInit(OVRSpatialAnchor anchor) Parameters anchor: OVRSpatialAnchorReturns async Task |
EraseAllAnchors
()
|
Erase all instantiated OVRSpatialAnchor(s).
It'll collect the uuid(s) of the instantiated OVRSpatialAnchor(s) and erase them. Use the OnAnchorsEraseAllCompleted event to be notified when this operation is complete. /remarks>
Signature
void EraseAllAnchors() Returns void |
EraseAnchorByUuid
(
uuid
)
|
Erases an OVRSpatialAnchor by Guid.
Use the OnAnchorEraseCompleted event to be notified when this operation is completed.
Signature
async void EraseAnchorByUuid(Guid uuid) Parameters uuid: Guid
Anchor's uuid to erase.
Returns async void |
InstantiateSpatialAnchor
(
prefab
, position
, rotation
)
|
Creates and instantiates an OVRSpatialAnchor.
Use the OnAnchorCreateCompleted event to be notified when this operation is complete. Once the instantiation completed you can retrieve the OVRSpatialAnchor from the OnAnchorCreateCompleted callback. For more information, see Creating a New Spatial Anchor.
Signature
void InstantiateSpatialAnchor(GameObject prefab, Vector3 position, Quaternion rotation) Parameters position: Vector3
Position for the new anchor.
rotation: Quaternion
Orientation of the new anchor
Returns void |
LoadAndInstantiateAnchors
(
prefab
, uuids
)
|
Loads and instantiates anchors from a list of Guids.
Use the OnAnchorsLoadCompleted event to be notified when this operation is complete.
Signature
void LoadAndInstantiateAnchors(GameObject prefab, List< Guid > uuids) Parameters prefab: GameObject
Prefab for instantiating the loaded anchors.
uuids: List< Guid >
List of anchor's Guid to load.
Returns voidThrows ArgumentNullException
Throws when uuids is null.
|