static bool | AUTO_VALIDATE[Get] |
static int | EnabledGeometryCount[Get] |
const string | FILE_EXTENSION[Get] |
string | RelativeFilePath[Get] |
bool | FileEnabled[Get] If this is set, then the serialized acoustic geometry file (.xrageo) is used as the mesh data source. |
bool | IncludeChildMeshes[Get] This button chooses whether or not child meshes of the GameObject where the geometry script is attached are included in the acoustic geometry. This option can be used to automatically combine all meshes within an object hierarchy into a single optimized acoustic geometry. This will be faster for ray tracing and produce better quality diffraction than many smaller meshes. This is typically used for the static meshes in a scene. |
Flags[Get] The flags for how the mesh is computed. | |
string [] | ExcludeTags[Get] |
IntPtr | geometryHandle[Get] |
bool | IsLoaded[Get] |
int | VertexCount[Get] |
const int | Success[Get] |
static Action |
string | AbsoluteFilePath[Get] Absolute path to the serialized mesh file that holds the preprocessed mesh geometry. This path should be absolute and somewhere inside Application.dataPath directory. |
bool | EnableSimplification[Get] |
bool | EnableDiffraction[Get] A button that chooses whether or not diffraction information should be computed for a mesh. This enables sound to propagate around that mesh. If disabled, no diffraction will occur around the mesh and the direct sound will be completely occluded when the source is not visible. It may be useful to only enable diffraction on large meshes (e.g. scene environment geometry), but to disable it on small props and clutter objects. This can improve the performance by reducing the total number of edges in the scene. |
float | MaxSimplifyError[Get] |
float | |
float | |
float | FlagLength[Get] |
int | LodSelection[Get] |
bool | UseColliders[Get] |
bool | |
string [] | OverrideExcludeTags[Get] |
bool | StartInternal ( ) |
bool | Call this function to create geometry handle |
bool | DestroyInternal ( ) |
bool | |
bool | ReadFile ( ) |
bool MetaXRAcousticGeometry.AUTO_VALIDATE |
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No description available.
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int MetaXRAcousticGeometry.EnabledGeometryCount |
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No description available.
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const string MetaXRAcousticGeometry.FILE_EXTENSION |
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No description available.
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string MetaXRAcousticGeometry.RelativeFilePath |
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No description available.
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bool MetaXRAcousticGeometry.FileEnabled |
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If this is set, then the serialized acoustic geometry file (.xrageo) is used as the mesh data source. |
bool MetaXRAcousticGeometry.IncludeChildMeshes |
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This button chooses whether or not child meshes of the GameObject where the geometry script is attached are included in the acoustic geometry. This option can be used to automatically combine all meshes within an object hierarchy into a single optimized acoustic geometry. This will be faster for ray tracing and produce better quality diffraction than many smaller meshes. This is typically used for the static meshes in a scene. |
MeshFlags MetaXRAcousticGeometry.Flags |
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The flags for how the mesh is computed. |
string [] MetaXRAcousticGeometry.ExcludeTags |
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No description available.
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IntPtr MetaXRAcousticGeometry.geometryHandle |
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No description available.
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bool MetaXRAcousticGeometry.IsLoaded |
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No description available.
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int MetaXRAcousticGeometry.VertexCount |
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No description available.
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const int MetaXRAcousticGeometry.Success |
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No description available.
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Action MetaXRAcousticGeometry.OnAnyGeometryEnabled ( ) |
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No description available.
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string MetaXRAcousticGeometry.AbsoluteFilePath |
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Absolute path to the serialized mesh file that holds the preprocessed mesh geometry. This path should be absolute and somewhere inside Application.dataPath directory. |
bool MetaXRAcousticGeometry.EnableSimplification |
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No description available.
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bool MetaXRAcousticGeometry.EnableDiffraction |
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A button that chooses whether or not diffraction information should be computed for a mesh. This enables sound to propagate around that mesh. If disabled, no diffraction will occur around the mesh and the direct sound will be completely occluded when the source is not visible. It may be useful to only enable diffraction on large meshes (e.g. scene environment geometry), but to disable it on small props and clutter objects. This can improve the performance by reducing the total number of edges in the scene. |
float MetaXRAcousticGeometry.MaxSimplifyError |
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No description available.
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float MetaXRAcousticGeometry.MinDiffractionEdgeAngle |
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No description available.
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float MetaXRAcousticGeometry.MinDiffractionEdgeLength |
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No description available.
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float MetaXRAcousticGeometry.FlagLength |
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No description available.
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int MetaXRAcousticGeometry.LodSelection |
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No description available.
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bool MetaXRAcousticGeometry.UseColliders |
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No description available.
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bool MetaXRAcousticGeometry.OverrideExcludeTagsEnabled |
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No description available.
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string [] MetaXRAcousticGeometry.OverrideExcludeTags |
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No description available.
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bool MetaXRAcousticGeometry.StartInternal ( ) |
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No description available.
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bool MetaXRAcousticGeometry.CreatePropagationGeometry ( ) |
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Call this function to create geometry handle |
bool MetaXRAcousticGeometry.DestroyInternal ( ) |
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No description available.
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bool MetaXRAcousticGeometry.GatherGeometryRuntime ( ) |
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No description available.
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bool MetaXRAcousticGeometry.ReadFile ( ) |
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No description available.
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