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NRSDK(Old)
v1.10.2
v1.10.2
  • NRSDK Fundamentals
    • NRSDK Overview
    • XREAL Devices
      • XREAL Glasses
      • Controller
      • Compatibility
    • Getting Started with NRSDK
    • Sample Code
    • Tutorials
    • Release Note
      • 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
    • 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
    • Tools
      • First Person View
      • Emulator
      • Notification popup
      • Reset Camera
    • MRTK Integration
  • Advanced
    • Access RGB Camera
    • NRSDK Coordinate Systems
  • XR Streaming
  • Frequently Asked Questions
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  1. Development
  2. Depth Mesh

Meshing Manager Overview

PreviousDepth MeshNextUse Meshes in the Editor

Last updated 1 year ago

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

  • Bounding Box Size: The range of meshing.

  • Mesh Request Interval: The interval between requests for mesh data.

  • 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.