NRSDKApiForUnity
Classes
PersistenceNRWorldAnchor
NRKernal.Persistence.NRWorldAnchor

Inherits MonoBehaviour.

Public Member Functions

delegate void OnTrackingChangedDelegate (NRWorldAnchor worldAnchor, TrackingState state)
 
void BindAnchor (UInt64 handle)
 
bool CreateAnchor ()
 
bool SaveAnchor ()
 
bool DestroyAnchor ()
 
bool EraseAnchor ()
 
void UpdatePose (Pose pose)
 

Public Attributes

string UUID
 
UInt64 AnchorHandle
 
string UserDefinedKey
 

Events

OnTrackingChangedDelegate OnTrackingChanged
 

Detailed Description

The WorldAnchor component allows a GameObject's position to be locked in physical space. For example, a cube arranged on top of a physical desk with a WorldAnchor applied will remain fixed even as an observer walks around the room. This overrides all manipulation of the GameObject's position and orientation. To move the GameObject, first remove the WorldAnchor and manipulate the Transform normally. While it is generally recommended to use Destroy instead of DestroyImmediate, it's best to call Destroy on WorldAnchor objects. Doing so will let you manipulate the Transform of the GameObject including adding a new WorldAnchor.

Member Function Documentation

◆ BindAnchor()

void NRKernal.Persistence.NRWorldAnchor.BindAnchor ( UInt64  handle)

Bind this anchor to an existing handle.

Parameters
handleThe handle of the anchor

◆ CreateAnchor()

bool NRKernal.Persistence.NRWorldAnchor.CreateAnchor ( )

Create a new anchor at current pose

Returns
return true if successful

◆ DestroyAnchor()

bool NRKernal.Persistence.NRWorldAnchor.DestroyAnchor ( )

Destroy the anchor from memory

Returns
return true if successful

◆ EraseAnchor()

bool NRKernal.Persistence.NRWorldAnchor.EraseAnchor ( )

Erase the anchor file from disk

Returns
return true if successful

◆ SaveAnchor()

bool NRKernal.Persistence.NRWorldAnchor.SaveAnchor ( )

Save the anchor to the disk

Returns
return true if successful