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enum OcclusionCaps

Flags that describe which occlusion methods are active or available. These can be combined to enable multiple occlusion techniques simultaneously.

Enum Values

   
Depth Depth texture-based occlusion (e.g. META environment depth).
Hands When combined with Depth: hands will also occlude virtual content. Without this flag, hands are removed from the depth buffer and will not occlude.
Mesh Scene Understanding mesh-based occlusion (e.g. HoloLens).
None No occlusion is active.

Examples

Basic World Occlusion

A simple example of turning on occlusion. The method you use depends on what the device supports — check World.OcclusionCapabilities to see what’s available. For example, HoloLens supports OcclusionCaps.Mesh, while Quest supports OcclusionCaps.Depth.

OcclusionCaps prevOcclusion;

public void Start()
{
	OcclusionCaps available = World.OcclusionCapabilities;
	if (available == OcclusionCaps.None)
		Log.Info("Occlusion not available!");

	// Store current state so we can restore it later
	prevOcclusion = World.Occlusion;

	// Enable whatever occlusion the device supports
	World.Occlusion = available;
}

public void Stop()
{
	// Restore the previous occlusion state
	World.Occlusion = prevOcclusion;
}




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