Astra Unity 2.6.6
Astra Unity Plugin
Astra.Asset Namespace Reference

Classes

class  AlphaMaskManager
 Functionality for generating the alpha mask for this AvatarItem More...
 
class  AnimationManager
 Functionality for managing an AvatarItem's animation and pose More...
 
class  AssetInfo
 Information about an Asset, including commerce information More...
 
class  AssetValidator
 AssetValidator validates that the asset or assets is owned by the customer. If asset is not owned the validator will return an list of unowned assets. More...
 
class  AstraTexture
 
class  AttachJob
 
class  AvatarItem
 AvatarItem is a collection of compound items that represents a character or actor in the application space. It holds reference to a single instance to a figure (adding a new figure will evict) the current figure. Avatars are loading using the Astra.Core.Avatar class. As changes are made to the Avatar, the changes can be saved to the Astra service via the SaveAvatar method. More...
 
class  AvatarLoadJob
 Job used when we are loading a avatar More...
 
class  AvatarManagerBase
 Base class for classes which manage scoped aspects of an AvatarItem More...
 
class  Avatars
 
class  BodyManager
 Functionality for managing an AvatarItem's height, figure, and rig More...
 
class  BoneItem
 BoneItems are the component items of a RigItem. They primarily exist to ease operations related to skin weighting, skeleton traversal, animation retargeting and skeletal visualization. More...
 
class  ClothItem
 Represents a clothing item which can be attached to an AvatarItem More...
 
class  ClothLoadJob
 Handles loading a ClothItem object such as a piece of clothing More...
 
class  CollectionItem
 A CollectionItem is used to load many Astra Items such as cloth, decals, morphables, etc as a group More...
 
class  CollectionLoadJob
 Loader for a collection item, which contains a number of assets such as hair items, cloth items, or figures. More...
 
class  CompoundItem
 CompoundItem is the base class for all Items that are aggregates of element items (MeshItems, RigItems, MaterialItems). This class tracks and mainipulates it's component element items. It's responsible for LOD Groups, driving morphs, mapping bones to meshes. CompoundItems are the engine specific expression of information contained within PrimitiveSchematics. More...
 
class  CompoundManager
 Manages all CompoundItems attached to the AvatarItem this manager is associated with More...
 
class  DecalItem
 DecalItems are attached to MeshItems and apply a blended material on top of an existing material. They can either completely replace the textures or be smoothly blended into the textures based on the PrimitiveDecal.MaterialTarget[x].MaterialBlendingFunction More...
 
class  DecalLoadJob
 This class handles loading decals You can either build just the main stuff w/o creating a DecalItem directly Or you can specify a meshItem and/or gameObject and have the DecalItem auto generated for you. More...
 
class  DecalManager
 Manages all DecalItems attached to the AvatarItem this manager is associated with More...
 
class  DecalProjection
 
class  DeleteAvatarJob
 Job used when we are deleting a avatar More...
 
class  EyeItem
 Represents the eyes of the AvatarItem, which can have color applied More...
 
class  EyeLoadJob
 Loader for an eye item. Generally, this is handled by the FigureItem that this EyeItem will be attached to, so you likely will not need to use this class. More...
 
class  EyeModifierRecord
 Allows advanced modification of EyeItems. Properties in this class are standardized values such as IrisColor that can be applied to different types of eye shaders. Simple materials/shaders may only use or care about properties such as IrisColor and not have other values. Not all shaders will implement these. More...
 
class  FigureItem
 Represents the materials for the avatar's skin. Depending on how it is set up, colors for these materials can be adjusted. More...
 
class  FigureLoadJob
 Loader for a FigureItem, which contains the materials for a character's skin More...
 
class  HairItem
 Represents hair that can be added to the AvatarItem, head hair as well as facial hair. More...
 
class  HairLoadJob
 Handles loading a HairItem object such as head or facial hair More...
 
interface  IAstraBaseInterface
 The base interface for all Item classes that have protocol buffer representations. AstraGuid is an item's system wide unique ID AstraName is an item's system wide name AstraInstanceId is an items's application instance unique id More...
 
interface  IAstraItemCompatabilityInterface
 
interface  IColorInterface
 
class  Images
 
interface  ISceneSerializable
 Used on classes that need to be aware of when scenes are saved or loaded This is useful in the Unity Editor environment so Astra textures are not written to disk in the scene memory More...
 
class  ItemBase
 ItemBase is the base class for all MonoBehavior based Item objects. More...
 
class  ItemModifierRecord
 A base class that modifiers extend off of (eyes, decals, materials, etc), do not use directly More...
 
class  MaterialItem
 Wraps a Unity Material that is attached to a Compound Item This class maintains references to materials and textures for you More...
 
class  MaterialLoadJob
 Allows creation of materials from our PrimitiveMaterials More...
 
class  MaterialManager
 Manages all MaterialItems and MaterialVariationItems attached to the AvatarItem this manager is associated with More...
 
class  MaterialProperties
 
class  MaterialTarget
 Data around how Materials are applied to a mesh More...
 
class  MaterialTextureProperties
 
class  MaterialVariationItem
 MaterialVariationItems are used to supplement or replace a material on an asset They can be blended like a decal using the BlendingFunction They can be specific to a mesh/submesh or generic and applied anywhere(via PrimitiveMaterialTarget.[sub]mesh_id) They also support the material sub layers if using the Astra/Easy Standard with ASTRA_SUB_MATERIALS_ON keyword enabled More...
 
class  MaterialVariationLoadJob
 Creates a new MaterialVariation which is used for replacing or blending into an existing material on an asset this asset can be hair, cloth, skin, etc More...
 
class  MeshItem
 MeshItem is an element item that wraps SkinnedMeshRenderers, MeshFilters and MeshRenderers. It eases the tracking of material assignments to submeshes with an additional string key. It provides utilities that exposes SMR vert / bone weighting information. It also provides a method to transfer vert weights from one RigItem to another. MeshItems serialize into a protocol buffer and are a primary building block for all ComoundItems. More...
 
class  MeshLoadJob
 Used to load a mesh efficiently by using side-threads for most of the work and then doing final assembly on main thread More...
 
class  MeshTarget
 Data around how a mesh is modified, such as by blendshapes More...
 
class  MorphableItem
 Morphables are items which contain data to allow a scaled change to a rig or mesh that they are attached to (including the character skin mesh). They range from basic things like adjusting an ear shape to something that alters the entire appearance of the AvatarItem, such as a zombie transformation. This class provides the ability to adjust the morphable. Typically, you adjust a MorphableItem using the AvatarItem.MorphableManager.DriveMorph function, which cascades the changes appropriately to other items attached to the AvatarItem. More...
 
class  MorphableItemChildData
 Keeps track of child (ie: projected) data for use in driving things like blendshapes targetted against a specific Mesh More...
 
class  MorphableItemData
 A fully serializable data set that contains the "meat" of the morphable, from verts,normals,materials,etc More...
 
class  MorphableLoadJob
 Used to load a MorphableItem, which can be tweaked to change an AvatarItem's shape More...
 
class  MorphableManager
 Manages all MorphItems attached to the AvatarItem this manager is associated with More...
 
class  PaletteChoice
 
class  PartItem
 Represents parts like teeth, tongue, mouth per the SchematicSubType. More...
 
class  PartLoadJob
 Handles loading a PartItem More...
 
class  PoseBoneTarget
 Data for how a bone is modified by a pose More...
 
class  PoseItem
 Represents a individual rig pose for the AvatarItem this is part of More...
 
class  PoseLoadJob
 Used to load PoseItems, adjusting the position of an AvatarItem's body More...
 
class  PoseTarget
 Data for how the figure's bones are modified by a pose More...
 
class  ProjectionJob
 
class  RecordJob
 
class  RigItem
 RigItem is an element item that wraps the bone GameObjects of a SkinnedMeshRenderer it's primary purpose is to facilitate skinning operations, animation opertations and tracking of individual bones. In Unity the RigItem allows the astra core system to interact with Unity's Humanoid Avatar definition more precisely than Mecanim's automated skeleton retargeting system. This aspect of RigItem will allow for the use of arbitrary bone chains useful in dynamics. RigItems serialize into a protocol buffer and are a primary building block for all skinned meshes and compound items. More...
 
class  RigLoadJob
 Handles creating a RigItem as a job More...
 
class  RigTarget
 Used by the morphable system, this tracks how a bone is adjusted when a morph is driven More...
 
class  RigUtils
 
class  SchematicLoadJob
 Handles basic tasks for schematic loading This is used by FigureLoader, ClothLoader, and HairLoader More...
 
class  SerializableDictionarySMaterialTextureProperties
 
class  SubmeshTexMap
 
class  SubmeshTexTuplet
 
class  SyncAssetsJob
 Job for syncing assets from the back end More...
 
class  TextureItem
 Wraps a Unity Texture that is attached to an item More...
 
class  TextureJob
 A simplified job when processing a single texture More...
 
class  TextureJobResult
 
class  TextureManager
 This is a texture class that handles loading and manipulating textures It is higher level then the TextureUtilities and is async More...
 
class  TextureRequest
 These are the options to feed into the texture jobs In most cases the defaults are fine and you should leave them as-is More...
 
class  TextureUtilities
 Utilities for working with Textures More...
 
class  TupletsSMaterialTextureProperties
 
class  ValidatorJob
 Job to validate ownership of asset More...
 

Enumerations

enum  ASSET_LOCALITY { unknown = 0 , remote , local }
 Location about where an asset currently is. Local if it has been installed locally, remote if not.
 
enum  EyeFeature {
  ScleraColor , IrisColor , IrisColorSecondary , IrisColorTertiary ,
  GlowColor , PupilDilation , IrisSize , ParallaxEffect ,
  EyeScleraSize , LimbalRing , Specular , Smoothness ,
  ReflectionTerm , OverallBrightness , ScleraShadow , IrisShadow
}
 A one-to-one enum map to EyeModifierRecrod More...
 
enum  TextureJobStatus { Success = 0 , Failed = 1 }
 
enum  TextureRequestPriority { Normal = 0 , Minimal = 1 , Blocking = 2 }
 

Detailed Description

Enumeration Type Documentation

◆ EyeFeature

A one-to-one enum map to EyeModifierRecrod

Enumerator
ScleraColor 

Defines the region outside the iris and is typically whiteish-yellow overall

IrisColor 

Defines the primary color of the iris

IrisColorSecondary 

Defines the 2nd color of the iris

IrisColorTertiary 

Defines the 3rd color of the iris

GlowColor 

Provides a glow effect (emission) in the eye, controlled by the mask texture of the base material typically

PupilDilation 

A value of strength that tells how large the pupil should be on the eye

IrisSize 

A value of strength that tells how much large the iris should be in comparison to the overall eye

ParallaxEffect 

The intensity of a parallax effect rendered in the eye

EyeScleraSize 

How much the whiteish part of the sclera should encompass the eye, typically rendered on top of a red blood region

LimbalRing 

How large the limbal ring is in the eye

Specular 

Specular intensity in the eye rendering

Smoothness 

Overall smoothness of the eye material

ReflectionTerm 

How strong environmental reflections should appear in the eye (controlled typically by a mask texture)

OverallBrightness 

A strength of how bright the eye should be, can be used to lower the overall intensity/whiteness of an eye making it more realistic

ScleraShadow 

If using procedural sclera shadows this controls the intensity of them

IrisShadow 

If using procedural iris shadows this controls the intensity of them