Adjust the behavior of your assets. Please review the Readme included with the SDK for additional details.
These are a few optional configurations you can leverage in our Unity SDK to stream only some of the assets in your project or query for specific assets.
Entriesyou can note the specific entry IDs (separated by commas) of the Content Entries you would like to appear in Unity. Leaving this parameter empty will query for all entries in the project.
Tagsyou can note the specific tag values (separated by commas) of Content Entries that include these specific values as tags in their metadata.
By default, transform data baked into the model (position, rotation, scale) is applied on load. Enable this setting to ignore baked model transform data, setting all instantiated assets to default transform values (
Vector3.zerofor a local position,
Quaternion.identityfor rotation and
Vector3.Onefor scale). Use the transform values found on the root gameobject (the transform of the gameobject that has the
Echo3DHologram.csscript component attached) to set your preferred position, rotation, and scale within Unity.
By default, a
RemoteTransformations.csscript is attached to all instantiated assets. This script is used to apply changes made to model metadata via the echo3D console while your Unity application is running. When this setting is enabled, holograms will not respond to live metadata changes at runtime.
This setting allows you to use
Echo3DHologram.csto make queries against the echo3D API without loading assets. The script will query based on its configuration (
Entries, etc) and store response data within its public
queryDatavariable but will not instantiate content.
For further customization, you can specify your own query URL which will execute and store response data in
queryData. Other script configurations (
Entries, etc ) will be ignored when this value is defined and
Query Onlyis enabled.
The SDK allows loading assets within the editor (prior to pressing "Play") to assist with scene composition. Please note this feature is still under development and may experience errors when used with complex scenes and assets.
- 1.To flag a hologram that should load in the Editor, check the
Editor Previewsetting in the script instance's inspector:
2. Using the top menu bar, select
Load Editor Holograms. All holograms within your scene that have the
Editor Previewflag enabled will fetch and load their content.
3. To clear holograms, select
Clear Editor Holograms. All loaded content will be cleared from your scene hierarchy. All instantiated holograms are cleared and reloaded when the scene is run (Pressing "Play").
Here's a tutorial that can guide you through the steps shown above: