privatevoid ExampleOccl()
{
//sets occlusion mode to "SoftOcclusion" \– this is the default value
_environmentDepthManager.OcclusionShadersMode = OcclusionShadersMode.SoftOcclusion;
//sets occlusion mode to "HardOcclusion"
_environmentDepthManager.OcclusionShadersMode = OcclusionShadersMode.HardOcclusion;
//sets occlusion mode to "None" \– it's a good idea to disable environmentDepthManager to save resources in this case
_environmentDepthManager.OcclusionShadersMode = OcclusionShadersMode.None;
//remove hands from the depth map
_environmentDepthManager.RemoveHands = true;
//disables the feature. Frees up resources by not requesting depth textures from the system
_environmentDepthManager.enabled = false;
}