Common Properties for Anchors
The system supports four Anchor types:
AssetBundleGLTFImageText3D
All Anchor types share the following common properties.
Property Reference
| Property | Description |
|---|---|
Id | Unique identifier of the Anchor. Automatically generated when clicking Save. |
Media.Name | Display name of the Anchor in the Unity Hierarchy. |
Media.Type | Anchor classification. Automatically assigned when the corresponding component is added. |
Media.Url | URL used to load the Anchor content (e.g., .glb, .gltf, .png, etc.). |
Animation | Animation 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 Data | When enabled, the Anchor is rendered in all World Spaces within the current Block. |
Message | Message payload triggered and dispatched when interacting with the Anchor. |
Interested Distance | Activation 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 Distance | Memory retention radius. When the device moves beyond this horizontal distance, the Anchor is unloaded and its allocated memory (RAM) is released. |
Require Height | Maximum vertical visibility threshold. When the device exceeds this vertical range (above or below), the Anchor is hidden. |
Trigger Radius | Proximity detection radius used to determine when the device enters or exits the Anchor’s interaction range. |
Group | Logical 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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