When supplied, this actor will be unsynchronized, and only exist on the client of the User with the given ID. This value can only be set at actor creation. Any actors parented to this actor will also be exclusive to the given user.
The list of animations that target this actor, by ID.
The list of animations that target this actor, by name.
The desired final state of the actor.
The length of the interpolation (in seconds).
The cubic-bezier curve parameters. @see AnimationEaseCurves for predefined values.
Attach to the user at the given attach point.
The User or id of user to attach to.
Where on the user to attach.
Creates a Promise that will resolve once the actor is created on the host.
Promise
Destroys the actor.
If attached to a user, detach from it.
Adds a light component to the actor.
Light characteristics.
Instruct the actor to face another object, or stop facing an object.
The Actor or id of the actor to face.
(Optional) If true, actor faces away from target rather than toward.
Adds a rigid body component to the actor.
Rigid body characteristics.
Adds a text component to the actor.
Text characteristics
Recursively search for the named animation from this actor.
Finds child actors matching name
.
The name of the actors to find.
Whether or not to search recursively.
Add a grad handler to be called when the given action state has changed.
The grab state to fire the handler on.
The handler to call when the grab state has changed.
Sets the behavior on this actor.
The type of behavior to set. Pass null to clear the behavior.
Adds a collider of the given type and parameters on the actor.
Type of the collider to enable.
Whether the collider is a trigger volume or not.
The radius of the collider. If omitted, a best-guess radius is chosen based on the size of the currently assigned mesh (loading meshes are not considered). If no mesh is assigned, defaults to 0.5.
The center of the collider, or default of the object if none is provided.
Adds a collider of the given type and parameters on the actor.
Type of the collider to enable.
Whether the collider is a trigger volume or not.
The dimensions of the collider. If omitted, a best-guess size is chosen based on the currently assigned mesh (loading meshes are not considered). If no mesh is assigned, defaults to (1,1,1).
The center of the collider, or default of the object if none is provided.
Adds a collider of the give type and parameters on the actor.
Type of the collider to enable.
Whether the collider is a trigger volume or not.
The dimensions of the collider, with the largest component of the vector being the primary axis and height of the capsule (including end caps), and the smallest the diameter. If omitted, a best-guess size is chosen based on the currently assigned mesh (loading meshes are not considered). If no mesh is assigned, defaults to (1, 1, 1).
The center of the collider, or default of the object if none is provided.
Adds a collider whose shape is determined by the current mesh.
Type of the collider to enable.
Whether the collider is a trigger volume or not.
Starts playing a preloaded sound.
Name of sound asset preloaded using AssetManager.
Adjustments to pitch and volume, and other characteristics.
Starts playing a preloaded video stream.
Name of video stream asset preloaded using AssetManager.
Adjustments to pitch and volume, and other characteristics.
Subscribe to updates from this actor.
The type of subscription to add.
Unsubscribe from updates from this actor.
The type of subscription to remove.
Load a glTF model, and spawn the first prefab in the resulting assets. Equivalent to using AssetContainer.loadGltf and Actor.CreateFromPrefab.
The asset container to load the glTF assets into
The initial state of the actor
The type of collider to add to each mesh actor
A URI to a .gltf or .glb file
Creates a new actor from a library resource, which is host-dependent. For AltspaceVR, the available resource ID formats are:
teleporter:event/<event_id>[?label=true]
, with an Altspace event ID, which you can get from the URL of an
event's page on https://account.altvr.com.teleporter:space/<space_id>[?label=true]
teleporter:<event_or_space_id>[?label=true]
artifact:<artifact_id>
, with an Altspace artifact ID from https://account.altvr.com/kits.The SDK context object.
The initial state of the root actor.
The id of the library resource to instantiate.
Creates a new actor hierarchy from the provided prefab.
The SDK context object.
The initial state of the root actor.
If the prefab contains colliders, put them on this layer.
The ID of a prefab asset to spawn.
Creates a new actor hierarchy from the provided prefab.
The SDK context object.
The initial state of the root actor.
If the prefab contains colliders, put them on this layer.
The prefab asset to spawn.
Creates a new actor hierarchy from the provided prefab.
The SDK context object.
The initial state of the root actor.
If the prefab contains colliders, put them on this layer.
An asset array containing at least one prefab.
Create an actor with a newly generated mesh. Equivalent to using AssetContainer.createPrimitiveMesh and adding the result to Actor.Create.
The asset container to load the mesh into
The initial state of the actor
Add an auto-typed collider to the actor
The primitive shape and size
An actor represents an object instantiated on the host.