Enable touch transform to translate, rotate and scale the scene in AR with multitouch
true
When enabled the scene center will be automatically calculated from the content in the scene
When enabled the scene will be placed automatically when a point in the real world is found
false
Optional
customWhen assigned this asset will be loaded and visualize the placement while in AR
null
the object this component is attached to. Note that this is a threejs Object3D with some additional features
the unique identifier for this component
When enabled the placed scene forward direction will towards the XRRig
false
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)
Experimental: When enabled we will create a XR anchor for the scene placement
and make sure the scene is at that anchored point during a XR session
false
true if the object is enabled and active in the hierarchy
The scale of a user in AR:
Note: a large value makes the scene appear smaller
1
true if this component was destroyed (this.destroy()
) or the whole object this component was part of
the layer of the gameObject this component is attached to
the name of the gameObject this component is attached to
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<WebARSessionRoot, Function>, "_">>>Optional
earlyOptional
lateOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onCallback when this component joins a xr session (or becomes active in a running XR session)
Optional
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 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
updateStatic
onEvent that is called when the scene has been placed in AR.
the callback that is called when the scene has been placed
a function to remove the event listener
Generated using TypeDoc
The WebARSessionRoot is the root object for a WebAR session and used to place the scene in AR.
It is also responsible for scaling the user in AR and optionally creating a XR anchor for the scene placement.
Example