Meshing Subsystem Component Overview
This page provides an overview of the Magic Leap Meshing Subsystem component and the settings that can be altered by developers.
- Mesh Prefab
- The prefab used to generate a new mesh block when the mesh blocks are returned from the Meshing Subsystem. Can optionally include a mesh collider to interact with rigidbodies.
- Compute Normals
- Flag to determine if normals should be computed and returned along with mesh vertex data.
- Density
- [0-1] float value to determine how "dense" the mesh vertex or point cloud data is that is returned. This maps to the Level of Detail enum settings of the Magic Leap C SDK
ml_meshing2.h
API.
- [0-1] float value to determine how "dense" the mesh vertex or point cloud data is that is returned. This maps to the Level of Detail enum settings of the Magic Leap C SDK
- Mesh Parent
- The Game Object to instantiate the generated mesh blocks under. In the case of the image above it is the top level Examples object.
- Requested Mesh Type
- An enumeration to choose what kind of mesh data is returned, either Triangulated meshes or Point cloud data.
- Fill Hole Length
- The size of a hole to fill with mesh data (only relevant to Triangulated mesh data).
- Planarize
- A flag choosing to smooth mesh data or not.
- Disconnected Component Area
- The size of disconnected mesh components that will be culled from the main mesh block data before it is returned to the application.
- Mesh Queue Size
- The number of mesh blocks that will be generated each update frame.
- Polling Rate
- The interval (in ms) in which meshing requests will be performed.
- Batch Size
- The maximum number of mesh blocks that will be requested each time a request is performed.
- Request Vertex Confidence
- Flag to determine if vertex confidence values should be requested. Use the TryGetConfidence function to retrieve the confidence values of a mesh block using its mesh block ID.
- Remove Mesh Skirt
- Flag to enable culling of overlapping mesh data between mesh blocks, also referred to as a "skirt".
caution
This feature requires the SPATIAL_MAPPING
permission to be enabled in your project's Manifest Settings. (Edit > Project Settings > Magic Leap > Manifest Settings)
info
Surfaces that are reflective or have little texture may not be detected properly.
See also
UnityEngine.XR.MagicLeap.MeshingSubsystemComponent
- API Reference for the MeshingSubsystemComponent.