dataRequest | Bundle of request data used to bake the specified surface. |
onDataReady | Callback called when the baking of this surface is complete. |
bool Returns false if the request has failed, typically due to specifying a bad surface ID.
Call RequestMeshAsync to start the process of baking mesh data for the specified surface. This data may take several frames to create. Baked data will be delivered through the specified SurfaceDataReadyDelegate. This method will throw ArgumentNullExcpetion and ArgumentException if parameters specified in the dataRequest are invalid.
If you expect to draw the resulting Meshes returned by RequestMeshAsync it is recommended that you disable shadow casting and receive shadows on the MeshRenderer for performance.
no example available in JavaScript
using UnityEditor; using UnityEngine; using UnityEngine.VR.WSA;
public class ExampleScript : MonoBehaviour { // Request a new Surface's data given the SurfaceId and the SurfaceObserver. void RequestMeshData(SurfaceId id, SurfaceObserver observer) { // create a new GameObject to hold the new Surface with all the appropriate components GameObject newSurface = new GameObject("Surface-" + id.handle); // fill out the SurfaceData struct in order to call RequestMeshAsync SurfaceData sd; sd.id = id; sd.outputMesh = newSurface.AddComponent<MeshFilter>(); sd.outputAnchor = newSurface.AddComponent<WorldAnchor>(); sd.outputCollider = newSurface.AddComponent<MeshCollider>(); sd.trianglesPerCubicMeter = 300.0f; sd.bakeCollider = true; // make the request if (observer.RequestMeshAsync(sd, NewSurfaceBaked)) { // New surface request is in the queue and the specified callback will be invoked at a later frame. } else { // New surface request has failed. No callback for this request will be issued. } }
void NewSurfaceBaked(SurfaceData sd, bool outputWritten, float elapsedBakeTimeSeconds) { if (outputWritten) { // Request completed successfully } else { // Request has failed. } } }