UxrLODGroup Class
Component that, added to a GameObject with a Unity LODGroup component, will take over the LOD switching. When using a locomotion based on teleportation, it will only switch LOD levels when the teleportation happens to avoid popping due to head movement. When using a smooth locomotion system it will use regular LOD switching.
Inheritance Hierarchy
System.Object
Object
Component
Behaviour
MonoBehaviour
UltimateXR.Core.Components.UxrComponent
UltimateXR.Core.Components.UxrComponent(UxrLODGroup)
UltimateXR.Rendering.LOD.UxrLODGroup
Namespace: UltimateXR.Rendering.LOD
Assembly: UltimateXR (in UltimateXR.dll) Version: 0.0.0.0
Syntax
C#
[RequireComponent(typeof(LODGroup))]
public class UxrLODGroup : UxrComponent<UxrLODGroup>
The UxrLODGroup type exposes the following members.
Constructors
Name | Description | |
---|---|---|
![]() | UxrLODGroup |
Properties
Name | Description | |
---|---|---|
![]() | UnityLODGroup | Gets the Unity LODGroup component. |
Methods
Name | Description | |
---|---|---|
![]() | Awake | Subscribes to the global event called whenever any UxrLocomotion component is enabled. (Overrides UxrComponent<T>.Awake().) |
![]() | OnDestroy | Unsubscribes from the global event called whenever any UxrLocomotion component is enabled. (Overrides UxrComponent<T>.OnDestroy().) |
![]() | OnDisable | Unsubscribes from the event called whenever an avatar was moved. (Overrides UxrComponent<T>.OnDisable().) |
![]() | OnEnable | Subscribes to the event called whenever an avatar was moved. Also starts the LOD Bias fix coroutine. (Overrides UxrComponent<T>.OnEnable().) |
Extension Methods
Name | Description | |
---|---|---|
![]() | CheckSetEnabled | Enables/disabled the component if it isn’t enabled already. (Defined by MonoBehaviourExt.) |
![]() | GetOrAddComponent<T> | Gets the Component of a given type. If it doesn’t exist, it is added to the GameObject. (Defined by ComponentExt.) |
![]() | GetPathUnderScene | Gets the full path under current scene, including all parents, but scene name, for the given component. (Defined by ComponentExt.) |
![]() | GetSceneUid | Gets an unique identifier string for the given component. (Defined by ComponentExt.) |
![]() | GetUniqueScenePath | Gets an unique path in the scene for the given component. It will include scene name, sibling and component indices to make it unique. (Defined by ComponentExt.) |
![]() | LoopCoroutine | Creates a coroutine that simplifies executing a loop during a certain amount of time. (Defined by MonoBehaviourExt.) |
![]() | SafeGetComponentInParent<T> | Gets the Component of a given type in the GameObject or any of its parents. It also works on prefabs, where regular GetComponentInParent(Type, Boolean) will not work: https://issuetracker.unity3d.com/issues/getcomponentinparent-is-returning-null-when-the-gameobject-is-a-prefab (Defined by ComponentExt.) |
![]() | ShowInInspector(Boolean) | Overloaded. Controls whether to show the current object in the inspector. (Defined by ObjectExt.) |
![]() | ShowInInspector(Boolean, Boolean) | Overloaded. Controls whether to show the current object in the inspector and whether it is editable. (Defined by ObjectExt.) |
![]() | ThrowIfNull | Throws an exception if the object is null. (Defined by ObjectExt.) |