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    Interface IMixedRealitySceneSystem

    Interface for managing scenes in Unity. Scenes are divided into three categories: Manager, Lighting and Content.

    The Manager scene is loaded first and remains loaded for the duration of the app. Only one Manager scene is ever loaded, and no scene operation will ever unload it.

    The Lighting scene is a largely empty scene which controls lighting settings. Ambient lighting, skybox, sun direction, etc. A default lighting scene is loaded on initialization. After that the active lighting scene may be changed at any time via SetLightingScene. Only one lighting scene can ever be loaded at a time.

    Content scenes are everything else. These can be loaded and unloaded at will in any combination.

    The scene actions provided improve on unity's SceneManagement events by ensuring that scenes are considered valid before the action is invoked.

    Inherited Members
    IMixedRealityEventSystem.EventListeners
    IMixedRealityEventSystem.HandleEvent<T>(BaseEventData, ExecuteEvents.EventFunction<T>)
    IMixedRealityEventSystem.Register(GameObject)
    IMixedRealityEventSystem.Unregister(GameObject)
    IMixedRealityEventSystem.RegisterHandler<T>(IEventSystemHandler)
    IMixedRealityEventSystem.UnregisterHandler<T>(IEventSystemHandler)
    IMixedRealityService.Name
    IMixedRealityService.Priority
    IMixedRealityService.ConfigurationProfile
    IMixedRealityService.Initialize()
    IMixedRealityService.Reset()
    IMixedRealityService.Enable()
    IMixedRealityService.Update()
    IMixedRealityService.LateUpdate()
    IMixedRealityService.Disable()
    IMixedRealityService.Destroy()
    IDisposable.Dispose()
    IMixedRealityEventSource.SourceId
    IMixedRealityEventSource.SourceName
    Namespace: Microsoft.MixedReality.Toolkit.SceneSystem
    Assembly: cs.temp.dll.dll
    Syntax
    public interface IMixedRealitySceneSystem : IMixedRealityEventSystem, IMixedRealityService, IDisposable, IMixedRealityEventSource, IEqualityComparer

    Properties

    ActiveLightingScene

    Name of the currently loaded lighting scene. If a transition is in progress, this reports the target lighting scene we're transitioning to.

    Declaration
    string ActiveLightingScene { get; }
    Property Value
    Type Description
    String

    ContentSceneNames

    An array of content scenes available to load / unload. Order in array matches build order. Useful if you want to present an ordered list of options, or if you want to track which scenes are loaded via IsContentLoaded.

    Declaration
    string[] ContentSceneNames { get; }
    Property Value
    Type Description
    String[]

    LightingOperationInProgress

    True if the scene system is transitioning from one lighting scene to another. Lighting operations will not impede other operations.

    Declaration
    bool LightingOperationInProgress { get; }
    Property Value
    Type Description
    Boolean

    LightingOperationProgress

    Progress of current lighting operation, from 0-1

    Declaration
    float LightingOperationProgress { get; }
    Property Value
    Type Description
    Single

    NextContentExists

    Returns true if a content scene appears in build settings AFTER the latest loaded build index. Use to verify that LoadNextContent can be performed without wrapping.

    Declaration
    bool NextContentExists { get; }
    Property Value
    Type Description
    Boolean

    OnContentLoaded

    Called when a set of content scenes have been loaded, activated and are valid. Includes names of all scenes loaded.

    Declaration
    Action<IEnumerable<string>> OnContentLoaded { get; set; }
    Property Value
    Type Description
    Action<IEnumerable<String>>

    OnContentUnloaded

    Called after a set of content scenes have been completely unloaded. Includes names of all scenes about to be unloaded.

    Declaration
    Action<IEnumerable<string>> OnContentUnloaded { get; set; }
    Property Value
    Type Description
    Action<IEnumerable<String>>

    OnLightingLoaded

    Called when a lighting scene has been loaded, activated and is valid. Includes scene name.

    Declaration
    Action<string> OnLightingLoaded { get; set; }
    Property Value
    Type Description
    Action<String>

    OnLightingUnloaded

    Called after a lighting scene has been completely unloaded. Includes scene name.

    Declaration
    Action<string> OnLightingUnloaded { get; set; }
    Property Value
    Type Description
    Action<String>

    OnSceneLoaded

    Called when scene has been loaded, activated and is valid. Called for all scene types (content, lighting and manager) Includes scene name

    Declaration
    Action<string> OnSceneLoaded { get; set; }
    Property Value
    Type Description
    Action<String>

    OnSceneUnloaded

    Called when scene has been unloaded Called for all scene types (content, lighting and manager) Includes scene name

    Declaration
    Action<string> OnSceneUnloaded { get; set; }
    Property Value
    Type Description
    Action<String>

    OnWillLoadContent

    Called just before a set of content scenes is loaded. Includes names of all scenes about to be loaded.

    Declaration
    Action<IEnumerable<string>> OnWillLoadContent { get; set; }
    Property Value
    Type Description
    Action<IEnumerable<String>>

    OnWillLoadLighting

    Called just before a lighting scene is loaded. Includes name of scene.

    Declaration
    Action<string> OnWillLoadLighting { get; set; }
    Property Value
    Type Description
    Action<String>

    OnWillLoadScene

    Called just before a scene is loaded. Called for all scene types (content, lighting and manager) Includes scene name

    Declaration
    Action<string> OnWillLoadScene { get; set; }
    Property Value
    Type Description
    Action<String>

    OnWillUnloadContent

    Called just before a set of content scenes will be unloaded. Includes names of all scenes about to be unloaded.

    Declaration
    Action<IEnumerable<string>> OnWillUnloadContent { get; set; }
    Property Value
    Type Description
    Action<IEnumerable<String>>

    OnWillUnloadLighting

    Called just before a lighting scene unload operation begins. Includes scene name.

    Declaration
    Action<string> OnWillUnloadLighting { get; set; }
    Property Value
    Type Description
    Action<String>

    OnWillUnloadScene

    Called just before a scene will be unloaded Called for all scene types (content, lighting and manager) Includes scene name

    Declaration
    Action<string> OnWillUnloadScene { get; set; }
    Property Value
    Type Description
    Action<String>

    PrevContentExists

    Returns true if a content scene appears in build settings PRIOR to the latest loaded build index. Use to verify that LoadPrevContent can be performed without wrapping.

    Declaration
    bool PrevContentExists { get; }
    Property Value
    Type Description
    Boolean

    SceneOperationInProgress

    True if the scene system is loading or unloading content scenes. Manager and lighting scenes are ignored.

    Declaration
    bool SceneOperationInProgress { get; }
    Property Value
    Type Description
    Boolean

    SceneOperationProgress

    Progress of the current scene operation, from 0-1. A scene operation may include multiple concurrently loaded scenes.

    Declaration
    float SceneOperationProgress { get; }
    Property Value
    Type Description
    Single

    WaitingToProceed

    True when content has been loaded with an activation token and AllowSceneActivation has not been set to true. Useful for existing entities that shouldn't act until a newly loaded scene is actually activated.

    Declaration
    bool WaitingToProceed { get; }
    Property Value
    Type Description
    Boolean

    Methods

    GetScene(String)

    Returns a scene by name. Useful for processing events.

    Declaration
    Scene GetScene(string sceneName)
    Parameters
    Type Name Description
    String sceneName
    Returns
    Type Description
    Scene

    GetScenes(IEnumerable<String>)

    Returns a set of scenes by name. Useful for processing events.

    Declaration
    IEnumerable<Scene> GetScenes(IEnumerable<string> sceneNames)
    Parameters
    Type Name Description
    IEnumerable<String> sceneNames
    Returns
    Type Description
    IEnumerable<Scene>

    IsContentLoaded(String)

    Returns true if a content scene is fully loaded.

    Declaration
    bool IsContentLoaded(string sceneName)
    Parameters
    Type Name Description
    String sceneName
    Returns
    Type Description
    Boolean

    LoadContent(IEnumerable<String>, LoadSceneMode, SceneActivationToken)

    Async method to load the scenes by name. If a scene operation is in progress, no action will be taken.

    Declaration
    Task LoadContent(IEnumerable<string> scenesToLoad, LoadSceneMode mode = null, SceneActivationToken activationToken = null)
    Parameters
    Type Name Description
    IEnumerable<String> scenesToLoad

    Names of content scenes to load. Invalid scenes will be ignored.

    LoadSceneMode mode

    Additive mode will load the content additively. Single mode will first unload all loaded content scenes first.

    SceneActivationToken activationToken

    Optional token for manual scene activation. Useful for loading screens and multiplayer. If not null, operation will wait until activationToken's AllowSceneActivation value is true before activating scene objects.

    Returns
    Type Description
    Task

    Task

    LoadContent(String, LoadSceneMode, SceneActivationToken)

    Async method to load a single scene by name. If a scene operation is in progress, no action will be taken.

    Declaration
    Task LoadContent(string sceneToLoad, LoadSceneMode mode = null, SceneActivationToken activationToken = null)
    Parameters
    Type Name Description
    String sceneToLoad

    Name of content scene to load. Invalid scenes will be ignored.

    LoadSceneMode mode

    Additive mode will load the content additively. Single mode will first unload all loaded content scenes first.

    SceneActivationToken activationToken

    Optional token for manual scene activation. Useful for loading screens and multiplayer. If not null, operation will wait until activationToken's AllowSceneActivation value is true before activating scene objects.

    Returns
    Type Description
    Task

    Task

    LoadContentByTag(String, LoadSceneMode, SceneActivationToken)

    Async method to load content scenes by tag. All scenes with the supplied tag will be loaded. If no scenes with this tag are found, no action will be taken. If a scene operation is in progress, no action will be taken.

    Declaration
    Task LoadContentByTag(string tag, LoadSceneMode mode = null, SceneActivationToken activationToken = null)
    Parameters
    Type Name Description
    String tag

    Scene tag.

    LoadSceneMode mode

    Additive mode will load the content additively. Single mode will first unload all loaded content scenes first.

    SceneActivationToken activationToken

    Optional token for manual scene activation. Useful for loading screens and multiplayer. If not null, operation will wait until activationToken's AllowSceneActivation value is true before activating scene objects.

    Returns
    Type Description
    Task

    Task

    LoadNextContent(Boolean, LoadSceneMode, SceneActivationToken)

    Loads the next content scene according to build index. Uses the last-loaded content scene as previous build index. If no next content exists, and wrap is false, no action is taken. Use NextContentExists to verify that this operation is possible (if not using wrap).

    Declaration
    Task LoadNextContent(bool wrap = false, LoadSceneMode mode = null, SceneActivationToken activationToken = null)
    Parameters
    Type Name Description
    Boolean wrap

    If true, if the current scene is the LAST content scene, the FIRST content scene will be loaded.

    LoadSceneMode mode

    Additive mode will load the content additively. Single mode will first unload all loaded content scenes first.

    SceneActivationToken activationToken

    Optional token for manual scene activation. Useful for loading screens and multiplayer. If not null, operation will wait until activationToken's AllowSceneActivation value is true before activating scene objects.

    Returns
    Type Description
    Task

    Task

    LoadPrevContent(Boolean, LoadSceneMode, SceneActivationToken)

    Loads the previous content scene according to build index. Uses the loaded content scene with the smallest build index as previous build index. If no previous content exists, and wrap is false, no action is taken. Use PrevContentExists to verify that this operation is possible (if not using wrap).

    Declaration
    Task LoadPrevContent(bool wrap = false, LoadSceneMode mode = null, SceneActivationToken activationToken = null)
    Parameters
    Type Name Description
    Boolean wrap

    If true, if the current scene is the FIRST content scene, the LAST content scene will be loaded.

    LoadSceneMode mode

    Additive mode will load the content additively. Single mode will first unload all loaded content scenes first.

    SceneActivationToken activationToken

    Optional token for manual scene activation. Useful for loading screens and multiplayer. If not null, operation will wait until activationToken's AllowSceneActivation value is true before activating scene objects.

    Returns
    Type Description
    Task

    Task

    SetLightingScene(String, LightingSceneTransitionType, Single)

    Sets the current lighting scene. The lighting scene determines ambient light and skybox settings. It can optionally contain light objects. If the lighting scene is already loaded, no action will be taken. If a lighting scene transition is in progress, request will be queued and executed when the transition is complete.

    Declaration
    void SetLightingScene(string newLightingSceneName, LightingSceneTransitionType transitionType = LightingSceneTransitionType.None, float transitionDuration = 1F)
    Parameters
    Type Name Description
    String newLightingSceneName
    LightingSceneTransitionType transitionType

    The transition type to use. See LightingSceneTransitionType for information about each transition type.

    Single transitionDuration

    The duration of the transition (if not None).

    UnloadContent(IEnumerable<String>)

    Async method to unload scenes by name. If a scene is not loaded, it will be ignored. If a scene operation is in progress, no action will be taken.

    Declaration
    Task UnloadContent(IEnumerable<string> scenesToUnload)
    Parameters
    Type Name Description
    IEnumerable<String> scenesToUnload
    Returns
    Type Description
    Task

    Task

    UnloadContent(String)

    Async method to unload a single scene by name. If the scene is not loaded, no action will be taken. If a scene operation is in progress, no action will be taken.

    Declaration
    Task UnloadContent(string sceneToUnload)
    Parameters
    Type Name Description
    String sceneToUnload
    Returns
    Type Description
    Task

    Task

    UnloadContentByTag(String)

    Async method to unload scenes by name. If a scene is not loaded, it will be ignored. If a scene operation is in progress, no action will be taken.

    Declaration
    Task UnloadContentByTag(string tag)
    Parameters
    Type Name Description
    String tag

    Scene tag

    Returns
    Type Description
    Task

    Task

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