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    Enum SpacePin.ModelPositionSourceEnum

    Choice of what to use for modeling position.

    Namespace: Microsoft.MixedReality.WorldLocking.Core
    Assembly: cs.temp.dll.dll
    Syntax
    public enum ModelPositionSourceEnum
    Remarks

    In general, the transform's global position is the preferred source of the model position. However, there are times when that is not practical. Specifically, if the model's transform has been "baked" into the model's vertices, leaving an identity transform, then while the transform's position is no longer meaningful, the renderer's world-space bounds and/or the collider's world-space bounds may still have a useful reference position. Also, it is very easy to offset the collider's bounds, when it might be more cumbersome to modify either the transform position or the renderer's bounds. Note that orientation always comes from transform, as renderer and collider bounds have no orientation.

    Fields

    Name Description
    ColliderBounds
    RendererBounds
    Transform
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