Method | Description | |
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AddWorldAnchor ( string id, |
Adds a WorldAnchor to the batch with the specified identifier.
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Dispose ( ) : void |
Cleans up the WorldAnchorTransferBatch and releases memory.
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ExportAsync ( |
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GetAllIds ( string ids ) : int |
Gets all of the identifiers currently mapped in this WorldAnchorTransferBatch. If the target array is not large enough to contain all the identifiers, then only those identifiers that fit within the array will be stored and the return value will equal the size of the array. You can detect this condition by checking for a return value less than WorldAnchorTransferBatch.anchorCount.
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GetAllIds ( ) : string[] |
Gets all of the identifiers currently mapped in this WorldAnchorTransferBatch.
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ImportAsync ( byte serializedData, DeserializationCompleteDelegate onComplete ) : void | ||
ImportAsync ( byte serializedData, int offset, int length, DeserializationCompleteDelegate onComplete ) : void | ||
LockObject ( string id, |
Locks the provided GameObject to the world by loading and applying the WorldAnchor from the TransferBatch for the provided id.
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WorldAnchorTransferBatch ( ) : System |
Method | Description | |
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AddWorldAnchor_Internal ( |
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Create_Internal ( ) : |
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DisposeThreaded_Internal ( |
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Dispose_Internal ( |
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ExportAsync_Internal ( |
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GetAllIds_Internal ( |
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GetAnchorCount_Internal ( |
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INTERNAL_CALL_Create_Internal ( |
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ImportAsync_Internal ( byte serializedData, int offset, int length, DeserializationCompleteDelegate onComplete ) : void | ||
InvokeWorldAnchorDeserializationCompleteDelegate ( DeserializationCompleteDelegate onDeserializationComplete, SerializationCompletionReason completionReason, |
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InvokeWorldAnchorSerializationCompleteDelegate ( SerializationCompleteDelegate onSerializationComplete, SerializationCompletionReason completionReason ) : void | ||
InvokeWorldAnchorSerializationDataAvailableDelegate ( SerializationDataAvailableDelegate onSerializationDataAvailable, byte data ) : void | ||
LoadAnchor_Internal ( |
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WorldAnchorTransferBatch ( |
public AddWorldAnchor ( string id, |
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id | string | The identifier associated with this anchor in the batch. This must be unique per batch. |
anchor | The anchor to add to the batch. | |
return | bool |
public static ExportAsync ( |
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transferBatch | ||
onDataAvailable | SerializationDataAvailableDelegate | |
onCompleted | SerializationCompleteDelegate | |
return | void |
public GetAllIds ( string ids ) : int | ||
ids | string | A target array to receive the identifiers of the currently mapped world anchors. |
return | int |
public static ImportAsync ( byte serializedData, DeserializationCompleteDelegate onComplete ) : void | ||
serializedData | byte | |
onComplete | DeserializationCompleteDelegate | |
return | void |
public static ImportAsync ( byte serializedData, int offset, int length, DeserializationCompleteDelegate onComplete ) : void | ||
serializedData | byte | |
offset | int | |
length | int | |
onComplete | DeserializationCompleteDelegate | |
return | void |
public LockObject ( string id, |
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id | string | The identifier for the WorldAnchor to load and apply to the GameObject. |
go | The GameObject to apply the WorldAnchor to. If the GameObject already has a WorldAnchor, it will be updated. | |
return |