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Version: 20 Mar 2024

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.

Default Meshing Configuration
  • 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.
  • 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