Enumerations
[DEPRECATED] AnimationClip.PostInfinity
Used by AnimationMixerLayer for setting animation looping behavior.
AnimationClip
[DEPRECATED] AnimationClip.RangeType
Used by AnimationMixerLayer for setting animation clip range type.
AnimationClip
AnimationLayerScaleMode
The method in which an Animation Layer should be scaled to other layers in an AnimationClip
.
AttachmentPointType
Used by Head.setAttachmentPointType() to specify the type of attachment used with a Head binding.
Audio.DistanceCurveType
The curve that specifies how sound fades with the distance from Audio Component to the Audio Listener.****
Camera.CubemapFace
Different faces of the cubemap that a camera can render into.
Camera
Camera.DepthBufferMode
Used in Camera's depthBufferMode
property.
Each mode is suited for handling objects at a certain distance range.
For more information on depth modes, see the Camera and Layers guide.
Camera
Camera.DeviceProperty
Used in Camera's devicePropertyUsage
property.
Specifies which camera properties should be overridden by device properties.
Camera
Canvas.SortingType
Used by Canvas to set how an object is sorted during rendering.
Canvas
Canvas.UnitType
Used by Canvas to set how an object is positioned.
Canvas
CapitilizationOverride
Changes the capitalization of the text component. Useful when using dynamic texts.
ClothVisual.BendMode
Cloth bend mode to use for cloth simulation.
ClothVisual
CompressionQuality
Enum used to define the quality of image or texture compression. Higher quality typically results in larger file sizes. Used with Base64.
ConnectedLensModule.SessionShareType
Used by ConnectedLensesModule to specify the session share type.
ConnectedLensModule
ConnectedLensSessionOptions.SessionCreationType
Type of the created Connected Lens session.
ConnectedLensSessionOptions
CullMode
Used with Pass's cullMode
property.
Determines which faces of a surface are culled (not rendered).
DepthClearOption
Settings for the depth clear option modes on a DepthStencilRenderTargetProvider.
DeviceTrackingMode
Tracking modes used by the DeviceTracking component to specify what type of tracking to use.
FaceInsetRegion
Used with FaceInsetVisual.faceRegion for setting the face region to draw.
HapticFeedbackType
The method in which haptic feedback is provided. Use with the HapticFeedbackSystem
.
HorizontalAlignment
Used by the horizontalAlignment
property in MeshVisual.
When a ScreenTransform is attached to the same SceneObject, this determines how the mesh will be positioned horizontally.
HorizontalOverflow
Options for wrapping text horizontally.
Used by Text component's horizontalOverflow
property.
Leaderboard.OrderingType
Describes how the leaderboard should be ordered.
Leaderboard
Leaderboard.UsersType
The type of user to be retrieved.
Leaderboard
LocationProximityStatus
Used by DeviceLocationTrackingComponent to indicate the user's distance from the landmarker location. See the Landmarker guide for more information.
LookAtComponent.AimVectors
The "aim" and "up" vectors used with LookAtComponent when determining rotation.
LookAtComponent will try to point the Aim
axis of the SceneObject towards the target,
while keeping the Up
axis of the SceneObject pointing towards worldUpVector
.
LookAtComponent
LookAtComponent.LookAtMode
Modes used in LookAtComponent.lookAtMode
to determine the rotation method being used.
LookAtComponent
LookAtComponent.WorldUpVector
Used with LookAtComponent to set the "up" vector when determining rotation.
LookAtComponent
MachineLearning.FrameTiming
Timing options for when MLComponent should start or stop running. Used with MLComponent.runScheduled()
.
For more information, see the MLComponent Scripting guide.
MachineLearning
MachineLearning.InferenceMode
Inference modes used by MLComponent.inferenceMode
. Each mode describes how the neural network will be run.
MachineLearning
MachineLearning.ModelState
Describes the current state of the MLComponent model. For more information, see the MLComponent Scripting guide.
MachineLearning
MachineLearning.OutputMode
Types of output used by OutputPlaceholder.
MachineLearning
ManipulateType
Enum values specifying each type of manipulation. See ManipulateComponent.
MeshClassificationFormat
Formats of mesh classification used by WorldRenderObjectProvider.
MeshIndexType
Possible index data types used by MeshBuilder. MeshIndexType.UInt16
is the value normally used.
NativePlaneTrackingType
Tracking type used by the Device Tracking component to specify what type of plane to detect.
ObjectTracking3D.TrackingMode
Strategies for updating attached objects. Used by the ObjectTracking3D component.
ObjectTracking3D
Physics.ConstraintType
Constraint type used by a Constraint. See also: Physics.Constraint.create(), ConstraintComponent.
Physics
Physics.ForceMode
Type of force to use when applying force or torque to a BodyComponent.
Physics
PinToMeshComponent.Orientation
Used with PinToMeshComponent.orientation.
PinToMeshComponent
PlaybackMode
Used with AnimationClip
to describe how the clip should be played.
RealtimeStoreCreateOptions.Ownership
The ownership model of a realtime store.
RealtimeStoreCreateOptions
RealtimeStoreCreateOptions.Persistence
The persistence model for a realtime store.
RealtimeStoreCreateOptions
RenderTargetProvider.TextureType
Specifies what kind of render target it is. Some texture types, for example TextureCubemap, need additional properties set on the rendering camera to work correctly.
RenderTargetProvider
ScreenRegionType
Types of screen regions that can be used with ScreenRegionComponent.
SortOrder
Order that inTensor will be sorted when applying TensorMath.argSortMasked()
.
StencilFace
Specifies whether the front and/or back face stencil test will be applied. The initial value is "FrontAndBack"
StencilFunction
Specifies the stencil test function. The initial value is "Always".
StencilOperation
Options for specifying the action to take when stencil and depth tests resolve.
StorageScope
Specifies a scope for storing or retrieving values from a MultiplayerSession.
StretchMode
Options for stretching a mesh to fit a ScreenTransform's bounding box.
Used in MeshVisual's stretchMode
property, as long as the SceneObject has a ScreenTransform attached.
Also used in TextFill's textureStretch
property to control texture stretching when drawing text.
See the Image guide for more information about stretch modes.
TextFillMode
Used in TextFill's mode
property. Controls which drawing method is used for the TextFill.
TextInputSystem.KeyboardType
The different input style of keyboard input.
TextInputSystem
TextInputSystem.ReturnKeyType
The return key style of keyboard input.
TextInputSystem
TileZone
Defines the bounding area used for texture tiling with TextFill's tileZone
property.
TrackedMeshFaceClassification
Classifications of mesh face. See TrackedMeshHitTestResult.
VerticalAlignment
Used by the verticalAlignment
property in MeshVisual.
When a ScreenTransform is attached to the same SceneObject, this determines how the mesh will be positioned vertically.
VerticalOverflow
Options for handling vertical text overflow. Used by Text component's verticalOverflow
property.
VoiceMLModule.NlpResponsesStatusCodes
Status Codes for NLP Responses.
VoiceMLModule
WeatherCondition
Types of weather returned by UserContextSystem's requestWeatherCondition()
callback.
WrapMode
Describes how a texture should be sampled when using coordinates outside of the normal range.