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NRSDK(Old)
New DocumentationSDK DownloadAPI Reference
v2.2.1
v2.2.1
  • NRSDK Fundamentals
    • NRSDK Overview
    • XREAL Devices
      • XREAL Glasses
      • Controller
      • Compatibility
    • Getting Started with NRSDK
    • Sample Code
    • Tutorials
    • Release Note
      • NRSDK 2.2.1
      • NRSDK 2.2.0
      • NRSDK 2.1.1
      • NRSDK 2.1.0
      • NRSDK 1.10.2
      • NRSDK 1.9.5
      • NRSDK 1.9.3
      • NRSDK 1.9.1
      • NRSDK 1.8.0
      • NRSDK 1.7.0
      • NRSDK 1.6.0
  • Development
    • Input and Camera
      • NRInput
      • Interact with Unity UI (Tutorial)
      • Customize Controller UI
      • NRCameraRig
    • Hand Tracking
    • Image Tracking
      • XREAL Markers
    • Plane Detection (Tutorial)
      • Overview
      • Import the package
      • Detect planes in the real world
      • Perform a hit test against detected planes
      • Add a car
      • Add gems
      • Wrap up
    • Depth Mesh
      • Meshing Manager Overview
      • Use Meshes in the Editor
      • Tutorial: Mesh Collision
    • Spatial Anchor
      • Mapping Example Scene
      • Tutorial: Halloween Treasure Hunt
        • Handle the Situation of Failed Anchor Saving
      • Tutorial: Sharing Anchors
        • Setting Up Photon
        • Cloud Storage: Firebase (optional)
        • Cloud Storage: Aliyun OSS (optional)
        • Implementing Cloud Save and Load
        • Sharing Anchors with Photon
    • Tools
      • Single Pass Stereo Rendering
      • First Person View
      • Emulator
      • XR Streaming
      • Dual Screen Display
    • Miscellaneous
      • Access RGB Camera
      • NRSDK Coordinate Systems
      • MRTK2 Integration
      • MRTK3 Integration
      • Notification popup
      • Reset Camera
      • Render Metrics
      • Render MonoMode(Obsolete)
  • API Reference
  • Frequently Asked Questions
  • Design Guide
    • Design Guide Overview
    • Displaying
    • Interacting
    • Controlling
    • Navigating
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  • Meshing Classification Fracking
  • Mesh Obj Generator
  • Invisible Mesh

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  1. Development
  2. Depth Mesh

Meshing Manager Overview

This page provides an overview of the meshing manager component and the settings that can be altered by developers.

PreviousDepth MeshNextUse Meshes in the Editor

Last updated 1 year ago

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  • Meshing Radius: The range of meshing, measured in meters.

  • Meshing Submit Rate: The rate at which meshing data is submitted, measured in submissions per second (n/s).

Meshing Classification Fracking

Classified Mesh Filter Prefabs: Used to define the available semantic labels and the prefabs that will be used to represent each classified mesh.

Available Semantic Labels:

public enum NRMeshingVertexSemanticLabel : byte
{
    Background = 0,
    Wall = 1,
    Building = 2,
    Floor = 4,
    Ceiling = 5,
    Highway = 6,
    Sidewalk = 7,
    Grass = 8,
    Door = 10,
    Table = 11,
}

Mesh Obj Generator

  • Use Override Material: Select whether use a customized mesh.

  • Override Material: The material of the customized mesh.

Invisible Mesh

There are two ways to implement a transparent mesh.

  • Use a transparent material: A transparent material is built into the Package. Use this material to replace the existing mesh material so that the mesh will not be displayed in the scene, but the occlusion effect between mesh and virtual object still exists.

  • Don't render the mesh: double click the prefab MeshObj, and you can unselect the Mesh Renderer. In this way, the mesh will not be rendered in the scene, and there will be no occlusion between it and the virtual object.