Meshing Query Location Example
This section includes an example on how to change the bounds and origin of mesh queries that are generated by the UnityEngine.XR.MagicLeap.MeshingSubsystemComponent
. This feature is useful to limit the amount of meshes generated at runtime to reduce performance overhead meshes
caution
Before proceeding make sure you have an object with a properly configured MeshingSubsystemComponent
attached. In addition to having the SPATIAL_MAPPING
permission to be enabled in your project's Manifest Settings. (Edit > Project Settings > Magic Leap > Manifest Settings)
Example
This example adjusts the location of the mesh queries to originate from the Main Camera and the size of it's bounds.
using UnityEngine;
using UnityEngine.XR.MagicLeap;
public class MeshQueryLocationExample : MonoBehaviour
{
[SerializeField, Tooltip("The spatial mapper from which to update mesh params.")]
private MeshingSubsystemComponent _meshingSubsystemComponent = null;
[SerializeField, Tooltip("The Bounds to query for meshes in meters.")]
private Vector3 _bounds = new Vector3(5,5,5);
void Update()
{
_meshingSubsystemComponent.gameObject.transform.position = Camera.main.gameObject.transform.position;
_meshingSubsystemComponent.gameObject.transform.localScale = _bounds;
}
}