If true the projection will be created on awake and onEnable
false
When enabled the position of the projected environment will be adjusted to be centered in the scene (and ground level).
true
the object this component is attached to. Note that this is a threejs Object3D with some additional features
the unique identifier for this component
Optional
sourceholds the source identifier this object was created with/from (e.g. if it was part of a glTF file the sourceId holds the url to the glTF)
true if the object is enabled and active in the hierarchy
Blending factor for the AR projection being blended with the scene background.
0 = not visible in AR - 1 = blended with real world background.
Values between 0 and 1 control the smoothness of the blend while lower values result in smoother blending.
0
true if this component was destroyed (this.destroy()
) or the whole object this component was part of
How far the camera that took the photo was above the ground. A larger value will magnify the downward part of the image.
3
the layer of the gameObject this component is attached to
the name of the gameObject this component is attached to
Radius of the projection sphere. Set it large enough so the camera stays inside (make sure the far plane is also large enough)
50
shorthand for this.context.scene
the scene of the context
Is the gameObject marked as static
the tag of the gameObject this component is attached to
Optional
init: Partial<NoInternalNeedleEngineState<FilterStartingWith<FilterTypes<GroundProjectedEnv, Function>, "_">>>Optional
earlyOptional
lateOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onCallback when a xr session updates (while it is still active in XR session)
Optional
onOptional
onXRControllerCallback when a controller is connected/added while in a XR session
OR when the component joins a running XR session that has already connected controllers
OR when the component becomes active during a running XR session that has already connected controllers
Optional
onXRControllerOptional
resolveOptional
startstarts a coroutine (javascript generator function)yield
will wait for the next frame:
yield WaitForSeconds(1)
to wait for 1 second.yield WaitForFrames(10)
to wait for 10 frames.yield new Promise(...)
to wait for a promise to resolve.generator function to start
event to register the coroutine for (default: FrameEvent.Update). Note that all coroutine FrameEvent callbacks are invoked after the matching regular component callbacks. For example FrameEvent.Update
will be called after regular component update()
methods)
the generator function (use it to stop the coroutine with stopCoroutine
)
onEnable() { this.startCoroutine(this.myCoroutine()); }
private *myCoroutine() {
while(this.activeAndEnabled) {
console.log("Hello World", this.context.time.frame);
// wait for 5 frames
for(let i = 0; i < 5; i++) yield;
}
}
Stop a coroutine that was previously started with startCoroutine
the routine to be stopped
the frame event to unregister the routine from (default: FrameEvent.Update)
Optional
supportsXROptional callback, you can implement this to only get callbacks for VR or AR sessions if necessary.
true if the mode is supported (if false the mode is not supported by this component and it will not receive XR callbacks for this mode)
Optional
updateGenerated using TypeDoc
GroundProjectedEnv creates a ground projection of the current environment map.