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EditorXense AR Unity EditorCreate New Content in Unity EditorCommon properties for Anchors Editor

Common Properties for Anchors

The system supports four Anchor types:

  • AssetBundle
  • GLTF
  • Image
  • Text3D

All Anchor types share the following common properties.


Property Reference

PropertyDescription
IdUnique identifier of the Anchor. Automatically generated when clicking Save.
Media.NameDisplay name of the Anchor in the Unity Hierarchy.
Media.TypeAnchor classification. Automatically assigned when the corresponding component is added.
Media.UrlURL used to load the Anchor content (e.g., .glb, .gltf, .png, etc.).
AnimationAnimation applied to the Anchor.

GLTF Example: Click Preview → Wait for the content to load → Click Fetch → Copy the animation name from the generated list.
Mandatory DataWhen enabled, the Anchor is rendered in all World Spaces within the current Block.
MessageMessage payload triggered and dispatched when interacting with the Anchor.
Interested DistanceActivation radius for the Anchor. When the device moves beyond this horizontal distance, the Anchor is hidden. The boundary is calculated on the horizontal plane.
Dispose DistanceMemory retention radius. When the device moves beyond this horizontal distance, the Anchor is unloaded and its allocated memory (RAM) is released.
Require HeightMaximum vertical visibility threshold. When the device exceeds this vertical range (above or below), the Anchor is hidden.
Trigger RadiusProximity detection radius used to determine when the device enters or exits the Anchor’s interaction range.
GroupLogical grouping identifier used to organize Anchors within a Block.

Distance and Visibility Behavior

The Anchor lifecycle is controlled by multiple distance-based parameters:

  • Trigger Radius → Controls interaction detection.
  • Interested Distance → Controls visibility.
  • Dispose Distance → Controls memory management.
  • Require Height → Controls vertical visibility constraints.

⚠️ Warning
Ensure that Dispose Distance is greater than or equal to Interested Distance.
Setting a smaller dispose radius may cause frequent unloading/reloading, leading to performance instability at runtime.

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