static bool OcclusionEnabled{ get set }


Off by default. This tells StereoKit to load up and display an occlusion surface that allows the real world to occlude the application’s digital content! Most systems may allow you to customize the visual appearance of this occlusion surface via the World.OcclusionMaterial. Check SK.System.worldOcclusionPresent to see if occlusion can be enabled. This will reset itself to false if occlusion isn’t possible. Loading occlusion data is asynchronous, so occlusion may not occur immediately after setting this flag.


A simple example of turning on the occlusion mesh and overriding the default material so it’s visible. For normal usage where you just want to let the real world occlude geometry, the only important element is to just set World.OcclusionEnabled = true;.

Material occlusionMatPrev;

public void Start()
	if (!SK.System.worldOcclusionPresent)
		Log.Info("Occlusion not available!");

	// If not available, this will have no effect
	World.OcclusionEnabled = true;

	// Override the default occluding material
	occlusionMatPrev = World.OcclusionMaterial;
	World.OcclusionMaterial = Material.Default;

public void Stop()
	// Restore the previous occlusion material
	World.OcclusionMaterial = occlusionMatPrev;

	// Stop occlusion
	World.OcclusionEnabled = false;

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