class LightshipMeshingExtension
(Niantic.Lightship.AR.Meshing.LightshipMeshingExtension)
Overview
This component allows configuration of the additional functionality available in Lightship's implementation of XRMeshingSubsystem.
class LightshipMeshingExtension: MonoBehaviour {
public:
// properties
int TargetFrameRate;
float MaximumIntegrationDistance;
float VoxelSize;
float MeshBlockSize;
float MeshCullingDistance;
bool EnableMeshDecimation;
bool EnableDistanceBasedVolumetricCleanup;
bool IsMeshFilteringEnabled;
bool IsFilteringAllowListEnabled;
List<string> AllowList;
bool IsFilteringBlockListEnabled;
List<string> BlockList;
// methods
void Configure();
void Update();
};
Detailed Documentation
This component allows configuration of the additional functionality available in Lightship's implementation of XRMeshingSubsystem.
Properties
TargetFrameRate
int TargetFrameRate
Get or set the frame rate that meshing will aim to run at.
MaximumIntegrationDistance
float MaximumIntegrationDistance
Get or set the maximum distance (in m) from the camera at which that the meshing system will integrate depth samples into the 3D scene representation.
VoxelSize
float VoxelSize
Get or set the size (in m) of individual voxel elements in the scene representation. Setting this to higher values will reduce memory usage but reduce the precision of the surface.
MeshBlockSize
float MeshBlockSize
Get or set the size (in m) of the Mesh Blocks used for generating the Mesh Filter and Mesh Collider. This value will be automatically rounded to be a multiple of the voxel size.
MeshCullingDistance
float MeshCullingDistance
Get or set the distance (in m) from the camera at which Mesh Blocks will be removed from the scene. A value of 0 indicates that Mesh Blocks will not be removed.
EnableMeshDecimation
bool EnableMeshDecimation
Get or set whether excess triangles will be removed from the mesh.
EnableDistanceBasedVolumetricCleanup
bool EnableDistanceBasedVolumetricCleanup
Get or set whether the volumetric representation will be cleaned up once it moves outside the region where new mesh is currently being generated. This saves memory and smooths latency.