Collect all Animations/Animators automatically on export and emit them as playing at the start. Animator state chains and loops will automatically be collected and exported in order as well. If this setting is off, Animators need to be registered by components – for example from PlayAnimationOnClick.
Collect all AudioSources automatically on export and emit them as playing at the start. They will loop according to their settings. If this setting is off, Audio Sources need to be registered by components – for example from PlayAudioOnClick.
Extensions to add custom behaviors and interactions to the USDZ file.
You can add your own extensions here by extending IUSDExporterExtension.
Reference to the GameObject this component is attached to This is a three.js Object3D with additional GameObject functionality
Unique identifier for this component instance, used for finding and tracking components
Enabling this option will export QuickLook-specific preliminary behaviours along with the USDZ files. These extensions are only supported on QuickLook on iOS/visionOS/MacOS. Keep this option off for general USDZ usage.
Assign the object to export as USDZ file. If undefined or null, the whole scene will be exported.
Enabling this option will export the USDZ file with RealityKit physics components. Rigidbody and Collider components will be converted to their RealityKit counterparts. Physics are supported on QuickLook in iOS 18+ and VisionOS 1+. Physics export is automatically turned off when there are no Rigidbody components anywhere on the exported object.
Optional
sourceIdentifier for the source asset that created this component. For example, URL to the glTF file this component was loaded from
Checks if this component is currently active (enabled and part of an active GameObject hierarchy) Components that are inactive won't receive lifecycle method calls
True if the component is enabled and all parent GameObjects are active
Checks if this component has been destroyed
True if the component or its GameObject has been destroyed
Controls whether this component is enabled Disabled components don't receive lifecycle callbacks
Gets the forward direction vector (0,0,-1) of this component's GameObject in world space
The layer value of the GameObject this component is attached to Used for visibility and physics filtering
The name of the GameObject this component is attached to Used for debugging and finding objects
Gets the right direction vector (1,0,0) of this component's GameObject in world space
Shorthand accessor for the current scene from the context
The scene this component belongs to
Indicates whether the GameObject is marked as static Static objects typically don't move and can be optimized by the engine
The tag of the GameObject this component is attached to Used for categorizing objects and efficient lookup
Gets the up direction vector (0,1,0) of this component's GameObject in world space
Gets the rotation of this component's GameObject in world space as a quaternion
Sets the rotation of this component's GameObject in world space using a quaternion
The world rotation quaternion to set
Called once when the component becomes active for the first time. This is the first lifecycle callback to be invoked
Destroys this component and removes it from its GameObject After destruction, the component will no longer receive lifecycle callbacks
Dispatches an event to all registered listeners
The event object to dispatch
Always returns false (standard implementation of EventTarget)
Optional
earlyCalled at the beginning of each frame before regular updates. Use for logic that needs to run before standard update callbacks.
Creates an USDZ file from the current scene or assigned objectToExport and opens it in QuickLook. Use the various public properties of USDZExporter to customize export behaviour.
use exportAndOpen instead
Optional
lateCalled after all update functions have been called. Use for calculations that depend on other components being updated first.
Optional
onCalled after the scene has been rendered. Use for post-processing or UI updates that should happen after rendering
Optional
onCalled immediately before the scene is rendered.
Current XRFrame if in an XR session, null otherwise
Optional
onCalled before an XR session is requested Use to modify session initialization parameters
The XR session mode being requested
The session initialization parameters that can be modified
Optional
onCalled when this component's collider begins colliding with another collider.
Information about the collision that occurred
Optional
onCalled when this component's collider stops colliding with another collider.
Information about the collision that ended
Optional
onCalled each frame while this component's collider is colliding with another collider
Information about the ongoing collision
Called when the component is destroyed. Use for cleanup operations like removing event listeners
Optional
onCalled when this component joins an XR session or becomes active in a running session
Event data for the XR session
Optional
onCalled when this component exits an XR session or becomes inactive during a session
Event data for the XR session
Optional
onCalled when the context's pause state changes.
Whether the context is currently paused
The previous pause state
Optional
onCalled when a pointer completes a click interaction with this component's GameObject
Data about the pointer event
Optional
onCalled when a pointer button is pressed while over this component's GameObject
Data about the pointer event
Optional
onCalled when a pointer enters this component's GameObject
Data about the pointer event
Optional
onCalled when a pointer exits this component's GameObject
Data about the pointer event
Optional
onCalled when a pointer moves while over this component's GameObject
Data about the pointer event
Optional
onCalled when a pointer button is released while over this component's GameObject
Data about the pointer event
Optional
onCalled when this component's trigger collider is entered by another collider
The collider that entered this trigger
Optional
onCalled when another collider exits this component's trigger collider
The collider that exited this trigger
Optional
onCalled each frame while another collider is inside this component's trigger collider
The collider that is inside this trigger
Optional
onCalled each frame while this component is active in an XR session
Event data for the current XR frame
Optional
onCalled when a field decorated with @validate() is modified.
Optional
prop: stringThe name of the field that was changed
Optional
onXRControllerCalled when an XR controller is connected or when this component becomes active in a session with existing controllers
Event data for the controller that was added
Optional
onXRControllerCalled when an XR controller is disconnected or when this component becomes inactive during a session with controllers
Event data for the controller that was removed
Opens QuickLook on iOS/iPadOS/visionOS with the given content in AR mode.
The URL to the .usdz or .reality file or a blob containing an USDZ file.
Download filename
Optional
resolveCalled when this component needs to remap guids after an instantiate operation.
Mapping from old guids to newly generated guids
Sets the position of this component's GameObject in world space using individual coordinates
X-coordinate in world space
Y-coordinate in world space
Z-coordinate in world space
Sets the rotation of this component's GameObject in world space using quaternion components
X component of the quaternion
Y component of the quaternion
Z component of the quaternion
W component of the quaternion
Sets the rotation of this component's GameObject in world space using individual Euler angles
X-axis rotation
Y-axis rotation
Z-axis rotation
Whether the values are in degrees (true) or radians (false)
Starts a coroutine that can yield to wait for events. Coroutines allow for time-based sequencing of operations without blocking. Coroutines are based on generator functions, a JavaScript language feature.
Generator function to start
Event to register the coroutine for (default: FrameEvent.Update)
The generator function that can be used to stop the coroutine
Stops a coroutine that was previously started with startCoroutine
The routine to be stopped
The frame event the routine was registered with
Optional
supportsXRDetermines if this component supports a specific XR mode
The XR session mode to check support for
True if the component supports the specified mode
Optional
updateCalled once per frame during the main update loop. The primary location for frame-based game logic.
Exports the current scene or a specific object as USDZ file and opens it in QuickLook on iOS/iPadOS/visionOS.
The USDZ file is generated using the Needle Engine ThreeUSDZExporter.
The exporter supports various extensions to add custom behaviors and interactions to the USDZ file.
The exporter can automatically collect Animations and AudioSources and export them as playing at the start.
The exporter can also add a custom QuickLook overlay with a call to action button and custom branding.
Example