Astra Unity 2.6.6
Astra Unity Plugin
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Details of what to pass in to load a avatar More...
Public Attributes | |
string | guid = "" |
Astra guid for the AvatarItem loaded | |
GameObject | gameObject |
This is the object we're creating or updating | |
FigureItem | figureItem = null |
The Figure this AvatarItem is associated with | |
AvatarItem | avatarItem = null |
The existing AvatarItem if we are just reloading it | |
bool | tryToKeepExistingParts = true |
Set this to true, if you want to keep the existing avatar's gameobjects as much as possible, will attempt to replace items inside as it loads | |
bool | batchSyncing = true |
Set to true to avoid the extra syncing when applying items | |
bool | getThumbnail = true |
If true will load the avatar's thumbnail texture into the result set | |
bool | mipmapThumbnail = false |
In most cases you'll be showing an avatar thumbnail in a 2D gui and not need mipmaps, set to true if you plan to use it in 3D space | |
bool | allowProjection = true |
If true, projection will occur as part of loading the avatar. Projection is an expensive operation, which can be delayed if later changes to the avatar might warrant it (applying more assets, etc) | |
bool | removeExistingItems = true |
If avatarItem is provided this flag tells us if we should remove all attached items from the avatar | |
string | recipeJSON = null |
Loads a raw avatar from a receipe this is the PrimitiveAvatarSchematic | |
string | userId = null |
User id to get avatar from | |
string | remoteType = "email" |
User remote type for avatar | |
bool | userAndAppOnly = true |
Filter avatars to user and app only | |
Details of what to pass in to load a avatar