Astra Unity 2.6.6
Astra Unity Plugin
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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 } |
See: https://docs.unity3d.com/Manual/class-TextureImporterOverride.html https://docs.unity3d.com/ScriptReference/TextureFormat.html https://docs.unity3d.com/ScriptReference/RenderTextureFormat.html https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
A one-to-one enum map to EyeModifierRecrod