Common Properties for Anchors
There are four types of Anchors: AssetBundle, GLTF, Image, and Text3D.
These Anchors share the following properties:
| Name | Description |
|---|---|
| Id | The ID of the Anchor, automatically generated when clicking Save. |
| Media.Name | The display name of the Anchor in the Unity Hierarchy. |
| Media.Type | The Anchor type. This is automatically selected when the component is added. |
| Media.Url | The URL used to load the content for the Anchor (.glb, .gltf, .png, etc.). |
| Animation | The animation of the Anchor. For example, for GLTF: click Preview → wait for the content to load → click Fetch → copy the animation name from the list. |
| Mandatory Data | When enabled, the Anchor will appear in all World Spaces of the current Block. |
| Message | The message sent when interacting with the Anchor. |
| Interested Distance | The radius within which the Anchor is enabled. When the device moves outside this distance, the Anchor is hidden. The boundary is calculated on the horizontal plane. |
| Dispose Distance | The radius within which the Anchor remains in RAM. When the device moves outside this distance, the memory allocated for the Anchor is released. The boundary is calculated on the horizontal plane. |
| Require Height | The maximum vertical distance at which the Anchor is displayed. When the device moves outside this distance, the Anchor is hidden. The boundary is calculated above and below the device. |
| Trigger Radius | The radius within which the Anchor detects whether the device is approaching or moving away from the Anchor. |
| Group | Used to categorize the Anchor. |
Last updated on