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  • World Locking Tools Concepts
  • Advanced Topics
  • Architecture
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    • About this documentation
    • World Locking Tools Concepts
      • Introductory FAQ
      • The Basic Idea
      • Advanced Topics
        • Architecture
          • World Locking Manager
          • Anchor management
          • Fragment management
          • Attachment point management
          • Alignment management
          • Frozen World Engine DLL
        • Coordinate Spaces
        • SessionOrigin
        • Persistence
        • Space Pins
        • Attachment Points
        • Fragments
        • Refit Operations
    • How-tos
      • Quick Start
        • Before You Start
        • Most Basic Setup
        • Loss of Tracking
        • Across Sessions
        • Pinning It Down
      • Initial Setup
      • Install from MR Feature Tool
      • Cross Platform with XR SDK
      • Combining World Locking Tools with Azure Spatial Anchors
      • Tools and Visualizers
      • Trouble Shooting
      • World Locking Tools Contexts
      • Sample Applications
        • World Locked Physics Sample
        • Space Pin Sample
        • Ray Pin Example
        • World Locking Tools with Azure Spatial Anchors Sample
      • Contributing
      • Coding Conventions
      • Release Process
    • Notice

    Architecture

    The World Locking Tools for Unity architecture may be summarized by the following diagram.

    Architectural diagram

    In general, the client application will make its intent known declaratively through settings on the World Locking Manager.

    The managers, in turn, imperatively drive the processing by lower layers.

    While all World Locking Tools capabilities are available through asset creation in the Unity Editor, every effort has been made to provide equal access to construction and configuration from script. Any capability missing available in Unity's Inspector but not from the scripting API should be considered a code defect. Reporting is as a bug is appreciated! See contributing for more info.

    An exception to this flow is in the attachment point mechanism, which is discussed in detail in several articles within this documentation. In short, the client requests attachment points from the World Locking Attachment Point Manager. These attachment points then serve as conduits through which the application may be informed about refit operations.

    See also

    • Attachment points
    • WorldLockingManager
    • IAnchorManager
    • IFragmentManager
    • IAttachmentPointManager
    • IAlignmentManager

    And in API reference:

    • WorldLockingManager
    • IAnchorManager
    • IFragmentManager
    • IAttachmentPointManager
    • IAlignmentManager
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