Adapter options
Options for Animation.AnimateTo.
A collection of property values that should be animated, and the desired final values.
The amount of time in seconds it takes to reach the destination value.
How the values should approach their destinations. Defaults to AnimationEaseCurves.Linear.
The types that support animation
The types that are acceptable targets of animations.
The complete set of attach points.
A best-guess shape for the currently assigned mesh
These are the behavior types available to set on an actor.
Collider parameters specific to a box collider
The bounding box size of the primitive.
Collider parameters specific to a capsule collider
The bounding box size of the primitive.
The number of horizontal or radial segments of spheres, cylinders, capsules, and planes.
The number of vertical or axial segments of spheres, capsules, and planes.
All collider parameter types.
The collision state for the collsion event.
The collision events that can be raised on a collider.
The collision handler to be called when a collision event occurs.
The bounding box size of the primitive.
The number of horizontal or radial segments of spheres, cylinders, capsules, and planes.
Control points of a cubic bezier curve. @see AnimationEaseCurves.
The value of an animation property at a moment in time
How the value approaches this frame's value. Defaults to the track's easing values.
The time in seconds from the start of the animation.
The property's value at this instant, or a reference to another property.
Multi-peer adapter options
A collection of network statistics from a certain point in time.
The average incoming bandwidth of this app over the last 1/5/30 seconds, in KB/s. This is roughly equivalent to the bandwidth sent by the busiest client over the interval, though does not correlate exactly. Only MRE internal traffic is counted, not general HTTP requests (static file hosting, etc.).
The average outgoing bandwidth of this app over the last 1/5/30 seconds, in KB/s. This is roughly equivalent to the bandwidth sent to the busiest client over the interval, though this does not correlate exactly. Only MRE internal traffic is counted, not general HTTP requests (static file hosting, etc.).
The number of messages sent and received by this app in the last 1/5/30 seconds. A high number might indicate that clients are wasting CPU cycles serializing and deserializing messages.
A snapshot of various stats useful for debugging and benchmarking. None of these correlate exactly with a particular client's experience, framerate, memory usage, etc., but should be generally indicative.
The number of actors in the scene.
The number of visible actors with meshes assigned, not including library actors. For a mobile user with only one MRE running, this should generally be kept below 60, though higher can be done with judicious use of mesh/material reuse and instancing.
The number of loaded material assets.
The number of loaded mesh assets.
The total number of polygons of all loaded meshes.
The total number of vertices of all loaded meshes. Corresponds to GPU memory usage.
The average incoming bandwidth of this app over the last 1/5/30 seconds, in KB/s. This is roughly equivalent to the bandwidth sent by the busiest client over the interval, though does not correlate exactly. Only MRE internal traffic is counted, not general HTTP requests (static file hosting, etc.).
The average outgoing bandwidth of this app over the last 1/5/30 seconds, in KB/s. This is roughly equivalent to the bandwidth sent to the busiest client over the interval, though this does not correlate exactly. Only MRE internal traffic is counted, not general HTTP requests (static file hosting, etc.).
The number of messages sent and received by this app in the last 1/5/30 seconds. A high number might indicate that clients are wasting CPU cycles serializing and deserializing messages.
The number of loaded prefab assets.
The number of loaded sound assets.
The total number of seconds of loaded audio.
The number of loaded texture assets.
[[texturePixelsTotal]] divided by [[textureCount]]. If this value exceeds 1024 * 1024 (roughly 1 000 000), clients may experience frame drops during loading.
The total number of pixels of all loaded textures. Corresponds to GPU memory usage. Should be kept below 6 000 000 for mobile device clients.
The bounding box size of the primitive.
The number of horizontal or radial segments of spheres, cylinders, capsules, and planes.
The number of vertical or axial segments of spheres, capsules, and planes.
Parameters to the Actor.startSound
call.
the amount that sound pitch is modified when moving towards/away from sound source. For music and speech, set this to 0, but for regular objects set to 1.0 or higher (up to 5.0). Default to 1.0.
repeat the sound when ended, or turn it off after playing once
pause or unpause the sound. Default to false.
pitch offset in halftones (0=default, 12=one octave higher, -12=one octave lower)
Sounds will play at full volume until user is this many meters away, and then volume will decrease logarithmically. Default to 1.0. For sound that needs to fill up a large space (like a concert), increase this number.
Specify how much a sound is non-directional (playing the same volume in each speaker regardless of facing direction) vs directional (playing only in the speakers that are pointing towards the sound source). This can be used to make sounds seem more "wide". It is also useful for multi-channel sounds (such as music), because a fully directional sound will always sound like mono. Default to 0.0. For music and ambient looping sounds, set this between 0.5 and 1.0.
The media should start at, or seek this many seconds into the media. Time is in seconds relative to start of clip.
volume multiplier, (0.0-1.0, where 0.0=no sound, 1.0=maximum)
Parameters to the MediaInstance.setState
call.
Parameters to the Actor.startVideoStream
call.
repeat the video when ended, or turn it off after playing once
pause or unpause the video. Default to false.
Sounds will play at full volume until user is this many meters away, and then volume will decrease logarithmically. Default to 1.0. For sound that needs to fill up a large space (like a concert), increase this number.
Specify how much a sound is non-directional (playing the same volume in each speaker regardless of facing direction) vs directional (playing only in the speakers that are pointing towards the sound source). This can be used to make sounds seem more "wide". It is also useful for multi-channel sounds (such as music), because a fully directional sound will always sound like mono. Default to 0.0. For music and ambient looping sounds, set this between 0.5 and 1.0.
The media should start at, or seek this many seconds into the media. Time is in seconds relative to start of clip.
Should the video stream be visible or invisible
volume multiplier, (0.0-1.0, where 0.0=no sound, 1.0=maximum)
Collider parameters specific to a sphere collider.
The bounding box size of the primitive.
The number of horizontal or radial segments of spheres, cylinders, capsules, and planes.
The number of vertical or axial segments of spheres, capsules, and planes.
A type representing the different parts of an Actor that can be subscribed to. When subscribed, the Actor will receive updates when corresponding changes occur on the host.
Defines different log severity levels.
The timeline of values for an animation target property
Controls between-frame interpolation. Defaults to AnimationEaseCurves.Linear.
The values to animate the target through
Whether the keyframe values are relative to 0 or to the target's current property value. Defaults to false.
A path to the property to animate
The trigger events that can be raised on a collider.
The trigger handler to be called whan an actor has entered or exited a trigger volume.
A callback that handles when a user joins or leaves the MRE session
An event type for [[UserFilter.shouldForwardUserEvent]]
WebSocket Adapter options.
Constant used to convert an angle value in degrees to radians
Constant used to define the minimal number value in Babylon.js
Constant used to convert an anglevalue radians to degrees
Constant used to convert a value to gamma space
Constant used to convert a value to linear space
Create a reference to a generic actor's property
The placeholder name of the targetable object that will be bound later.
Invert a BoxAlignment value around the anchor (e.g. TopLeft to BottomRight).
Convert a string to a Guid
Predefined ease curves from https://easings.net/. Curve shapes can be previewed there. Create your own at http://cubic-bezier.com. Note: Curves that end with "Back" include some overshoot.
Linear: Move at constant speed.
Step: Do not interpolate.
The action handler function type.