When enabled the first scene will be loaded when the SceneSwitcher becomes active
When enabled the current scene index will be clamped to the scenes array bounds.
For example when the last scene is loaded and clamp
is true then trying to load the next()
scene will not change the scene.
When clamp
is false and the last scene is loaded then the first scene will be loaded instead.
When enabled will create a button for the Needle menu to switch to the next or previous scene
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
loadingThe scene that is displayed while a scene is loading.
how many scenes can be loaded in parallel
how many scenes after the currently active scene should be preloaded
how many scenes before the currently active scene should be preloaded
the url parameter that is set/used to store the currently loaded scene in, set to "" to disable
The sceneLoaded event is called when a scene/glTF is loaded and added to the scene
The scenes that can be loaded by the SceneSwitcher.
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)
when enabled the new scene is pushed to the browser navigation history, only works with a valid query parameter set
when enabled you can switch between scenes using keyboard left, right, A and D or number keys
When enabled will automatically apply the skybox from the loaded scene
when enabled will automatically apply the environment scene lights
when enabled the scene name will be used as the query parameter (otherwise the scene index will be used)
Needs queryParameterName
set
when enabled you can switch between scenes using swipe (mobile only)
true if the object is enabled and active in the hierarchy
The index of the currently loaded and active scene
Get the progress of the currently loading scene. This is undefined if no scene is loading
You can also subscribe to the loading event by adding an event listener to the scene switcher.
For example like this sceneSwitcher.addEventListeneer("progress", (e) => {...})
The currently loaded scene. This is undefined if no scene is loaded.
The currently loading scene. This is undefined if no scene is loading.
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
Appends an event listener for events whose type attribute value is type. The callback argument sets the callback that will be invoked when the event is dispatched.
The options argument sets listener-specific options. For compatibility this can be a boolean, in which case the method behaves exactly as if the value was specified as options's capture.
When set to true, options's capture prevents callback from being invoked when the event's eventPhase attribute value is BUBBLING_PHASE. When false (or not present), callback will not be invoked when event's eventPhase attribute value is CAPTURING_PHASE. Either way, callback will be invoked if event's eventPhase attribute value is AT_TARGET.
When set to true, options's passive indicates that the callback will not cancel the event by invoking preventDefault(). This is used to enable performance optimizations described in § 2.8 Observing event listeners.
When set to true, options's once indicates that the callback will only be invoked once after which the event listener will be removed.
If an AbortSignal is passed for options's signal, then the event listener will be removed when signal is aborted.
The event listener is appended to target's event listener list and is not appended if it has the same type, callback, and capture.
Add a scene to the SceneSwitcher.
If the scene is already added it will be added again.
The url of the scene or an AssetReference to the scene
The AssetReference of the scene that was added
Dispatches a synthetic event event to target and returns true if either event's cancelable attribute value is false or its preventDefault() method was not invoked, and false otherwise.
Optional
earlyOptional
lateOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onCallback when this component joins a xr session (or becomes active in a running XR session)
Optional
onCallback when this component exists a xr session (or when it becomes inactive in a running XR session)
Optional
onOptional
onCalled when an object (or any child object) is clicked (needs a EventSystem in the scene)
Optional
onCalled when a button is started to being pressed on an object (or a child object)
Optional
onCalled when a pointer (mouse, touch, xr controller) starts pointing on/hovering an object (or a child object)
Optional
onCalled when a pointer (mouse, touch, xr controller) exists an object (it was hovering the object before but now it's not anymore)
Optional
onCalled when a pointer (mouse, touch, xr controller) is moving over an object (or a child object)
Optional
onCalled when a button is released (which was previously pressed in onPointerDown
)
Optional
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
resolveLoad a scene by its index in the scenes array.
The index of the scene or a string that represents the scene uri (if the url is not known to the SceneSwitcher it will try to load the scene by its uri but it won't be added to the current scenes array. Use addScene to add a scene to the SceneSwitcher)
a promise that resolves to true if the scene was loaded successfully
Load the next scene in the scenes array (this.currentIndex + 1)
If the current scene is the last scene in the array and this.clamp is disabled then the first scene will be loaded.
a promise that resolves to true if the scene was loaded successfully
Load the previous scene in the scenes array (this.currentIndex - 1)
If the current scene is the first scene in the array and this.clamp is disabled then the last scene will be loaded.
a promise that resolves to true if the scene was loaded successfully
Optional
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
)
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)
Switch to a scene by its AssetReference.
If the scene is already loaded it will be unloaded and the new scene will be loaded.
If the scene is already loading it will wait for the scene to be loaded.
If the scene is already loaded and the same scene is requested again it will return the same promise that was returned the first time the scene was requested.
The AssetReference of the scene to switch to
a promise that resolves to true if the scene was loaded successfully
Optional
update
The SceneSwitcher can be used to dynamically load and unload extra content
Available scenes are defined in the
scenes
array.Loaded scenes will be added to the SceneSwitcher's GameObject as a child and removed when another scene is loaded by the same SceneSwitcher.
Live Examples
Interfaces
Use the ISceneEventListener interface to listen to scene open and closing events with the ability to modify transitions and stall the scene loading process.
Events
loadscene-start
: Called when a scene starts loadingloadscene-finished
: Called when a scene finished loadingprogress
: Called when a scene is loading and the progress changesscene-opened
: Called when a scene is loaded and added to the SceneSwitcher's GameObjectExample