Package-level declarations
Types
A Component used to create ambient audio effects in the scene, such as ambient sound effects, ambient music, and more.
The Component that defines a spatial anchoring relationship between entities and real-world objects.
An entity extension that acts as an anchor, establishing and maintaining the pose of entities within a scene.
AnimationResourceLibraryComponent is a component designed to manage animation resources.
Component that allows attaching a 2D Android View to an Entity in spatial space.
A Component that manages audio mix groups for spatial audio processing.
A Component that manages audio resources as a key-value dictionary for organized audio playback.
Provides BlendShape (morph target) weight control for an Entity's model, with optional subset workflows for managing groups of BlendShapes.
Represents the bounding box for 3D content. All measurements are expressed in meters (m).
A Component that can be added to an entity to enable channel audio effects.
A Component responsible for managing collision settings and operations, including collision detection and response.
A Component that emits directional light along an entity's local forward (-Z) axis.
The identifier that defines a specific draw order group for rendering management.
The Component that defines a draw order group for ModelComponent and ParticleComponent.
The base class for all entities in a scene.
Encapsulates conditions for querying entities. It allows checking whether an entity meets a specific condition through a condition function.
The Component that configures the scale of the environment image based light.
The base class for defining sources of events.
A Component that adds a ground shadow to the entity.
A Component that apply visual effect when user interacts with it.
A Component that provides localized image-based lighting (IBL) for entities with an ImageBasedLightReceiverComponent.
A Component that enables an entity to receive image-based lighting (IBL) from the source entity having an ImageBasedLightComponent.
Defines the source textures for image-based lighting (IBL) in a scene.
The Component that marks an entity as interactable, allowing it to receive and process input events.
A Component that controls the "look at" behavior of entities in 3D space, allowing entities to face specific targets (such as viewers or other entities) and providing control over alignment methods and forward direction.
Enumeration defining possible forward direction axes for the LookAtComponent in 3D spatial simulation. Specifies which axis an entity should use as its forward direction when implementing "look at" behavior.
Enumeration defining target types for the LookAtComponent in 3D spatial simulation. Specifies what an entity should face when implementing "look at" behavior.
A Component that renders 3D models.
A class for rendering a model with specified mesh and materials.
Represents supported 3D model formats.
A Component used to create spatial audio effects in the scene, such as spatial sound effects, spatial music, and so on.
An Component that controls the opacity of an entity and its descendants. It works hierarchically, the opacity on antecedent will be combined by multiplying the opacity together.
A Component that is used to play particle effects in the scene.
A Component that applies constant force or torque (in local coordinate space) to drive physics-based motion on an entity. Force is measured in newtons (N). Torque is measured in newton-meters (N·m).
A Component that directly sets an entity’s linear and angular velocities.
A Component that creates a new physics world for the entity and allows manipulation of physics simulation parameters including gravity, KinematicCollisionReportMode, SolverIterations, and SimulationClock.
A Component that emits omnidirectional light from the entity's position.
A Component that enables entity surfaces to act as portals to a target world (the targetEntity EC tree) and should be used in conjunction with PortalMaterial.
A Component that enables an entity (in the target world) and its descendants to traverse through a portal. This component should be utilized with PortalComponent, PortalWorldComponent, and PortalMaterial.
A Component that transforms an entity and its descendants into a separate world, visible only through a portal. This component should be used with PortalComponent, PortalCrossableComponent, and PortalMaterial.
A Component responsible for defining the properties of the rigid body, including its RigidBodyMode, MassProperties, CollisionDetectionMode, linear and angular damping, gravity influence, and constraints on translation or rotation in specific directions.
Represents a scene.
The context used to update scene.
Coordinate space for spatial objects. Describes a scene in the SpatialView using the right-handed coordinate system, with the origin described by the origin entity.
A Component that emits conical light along the entity's forward (-Z) axis.
A Component that that provides image-based lighting (IBL) for the entire scene.
A Component that manipulates the scale, rotation, and position of the entity.
A Component that can be constructed using a provided VideoMaterial and MeshResource. With the given parameters, this component can be used to render a 3D video.
A Component that can be constructed with CypressMediaPlayer, VideoMaterial, and MeshResource, allowing you to render a 3D video.
Coordinate space for views, including the SpatialUI View, Standard Android View.