docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Class ARFace

    Represents a face detected by an AR device.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    ARTrackable
    ARTrackable<XRFace, ARFace>
    ARFace
    Implements
    ITrackable
    Inherited Members
    ARTrackable<XRFace, ARFace>.destroyOnRemoval
    ARTrackable<XRFace, ARFace>.trackableId
    ARTrackable<XRFace, ARFace>.pose
    ARTrackable<XRFace, ARFace>.trackingState
    ARTrackable<XRFace, ARFace>.nativePtr
    ARTrackable<XRFace, ARFace>.pending
    ARTrackable.trackableId
    ARTrackable.pose
    ARTrackable.trackingState
    ARTrackable.nativePtr
    MonoBehaviour.IsInvoking()
    MonoBehaviour.CancelInvoke()
    MonoBehaviour.Invoke(string, float)
    MonoBehaviour.InvokeRepeating(string, float, float)
    MonoBehaviour.CancelInvoke(string)
    MonoBehaviour.IsInvoking(string)
    MonoBehaviour.StartCoroutine(string)
    MonoBehaviour.StartCoroutine(string, object)
    MonoBehaviour.StartCoroutine(IEnumerator)
    MonoBehaviour.StartCoroutine_Auto(IEnumerator)
    MonoBehaviour.StopCoroutine(IEnumerator)
    MonoBehaviour.StopCoroutine(Coroutine)
    MonoBehaviour.StopCoroutine(string)
    MonoBehaviour.StopAllCoroutines()
    MonoBehaviour.print(object)
    MonoBehaviour.destroyCancellationToken
    MonoBehaviour.useGUILayout
    MonoBehaviour.didStart
    MonoBehaviour.didAwake
    MonoBehaviour.runInEditMode
    Behaviour.enabled
    Behaviour.isActiveAndEnabled
    Component.GetComponent(Type)
    Component.GetComponent<T>()
    Component.TryGetComponent(Type, out Component)
    Component.TryGetComponent<T>(out T)
    Component.GetComponent(string)
    Component.GetComponentInChildren(Type, bool)
    Component.GetComponentInChildren(Type)
    Component.GetComponentInChildren<T>(bool)
    Component.GetComponentInChildren<T>()
    Component.GetComponentsInChildren(Type, bool)
    Component.GetComponentsInChildren(Type)
    Component.GetComponentsInChildren<T>(bool)
    Component.GetComponentsInChildren<T>(bool, List<T>)
    Component.GetComponentsInChildren<T>()
    Component.GetComponentsInChildren<T>(List<T>)
    Component.GetComponentInParent(Type, bool)
    Component.GetComponentInParent(Type)
    Component.GetComponentInParent<T>(bool)
    Component.GetComponentInParent<T>()
    Component.GetComponentsInParent(Type, bool)
    Component.GetComponentsInParent(Type)
    Component.GetComponentsInParent<T>(bool)
    Component.GetComponentsInParent<T>(bool, List<T>)
    Component.GetComponentsInParent<T>()
    Component.GetComponents(Type)
    Component.GetComponents(Type, List<Component>)
    Component.GetComponents<T>(List<T>)
    Component.GetComponents<T>()
    Component.GetComponentIndex()
    Component.CompareTag(string)
    Component.CompareTag(TagHandle)
    Component.SendMessageUpwards(string, object, SendMessageOptions)
    Component.SendMessageUpwards(string, object)
    Component.SendMessageUpwards(string)
    Component.SendMessageUpwards(string, SendMessageOptions)
    Component.SendMessage(string, object)
    Component.SendMessage(string)
    Component.SendMessage(string, object, SendMessageOptions)
    Component.SendMessage(string, SendMessageOptions)
    Component.BroadcastMessage(string, object, SendMessageOptions)
    Component.BroadcastMessage(string, object)
    Component.BroadcastMessage(string)
    Component.BroadcastMessage(string, SendMessageOptions)
    Component.transform
    Component.gameObject
    Component.tag
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.InstantiateAsync<T>(T)
    Object.InstantiateAsync<T>(T, Transform)
    Object.InstantiateAsync<T>(T, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int)
    Object.InstantiateAsync<T>(T, int, Transform)
    Object.InstantiateAsync<T>(T, int, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>)
    Object.InstantiateAsync<T>(T, int, Transform, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int, Transform, Vector3, Quaternion, CancellationToken)
    Object.InstantiateAsync<T>(T, int, Transform, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>)
    Object.InstantiateAsync<T>(T, int, Transform, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>, CancellationToken)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Scene)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.FindObjectsOfType(Type, bool)
    Object.FindObjectsByType(Type, FindObjectsSortMode)
    Object.FindObjectsByType(Type, FindObjectsInactive, FindObjectsSortMode)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectsByType<T>(FindObjectsSortMode)
    Object.FindObjectsOfType<T>(bool)
    Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
    Object.FindObjectOfType<T>()
    Object.FindObjectOfType<T>(bool)
    Object.FindFirstObjectByType<T>()
    Object.FindAnyObjectByType<T>()
    Object.FindFirstObjectByType<T>(FindObjectsInactive)
    Object.FindAnyObjectByType<T>(FindObjectsInactive)
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.FindFirstObjectByType(Type)
    Object.FindAnyObjectByType(Type)
    Object.FindObjectOfType(Type, bool)
    Object.FindFirstObjectByType(Type, FindObjectsInactive)
    Object.FindAnyObjectByType(Type, FindObjectsInactive)
    Object.ToString()
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.GetType()
    object.ReferenceEquals(object, object)
    Namespace: UnityEngine.XR.ARFoundation
    Assembly: Unity.XR.ARFoundation.dll
    Syntax
    [DisallowMultipleComponent]
    [DefaultExecutionOrder(-2147483646)]
    public sealed class ARFace : ARTrackable<XRFace, ARFace>, ITrackable
    Remarks

    Generated by the ARFaceManager when an AR device detects a face in the environment.

    Properties

    fixationPoint

    The transform representing the point where the eyes are fixated or null if there is no fixation data.

    Declaration
    public Transform fixationPoint { get; }
    Property Value
    Type Description
    Transform

    indices

    The indices defining the triangles of the face mesh. Check for existence with indices.IsCreated. The are three times as many indices as triangles, so this will always be a multiple of 3.

    Declaration
    public NativeArray<int> indices { get; }
    Property Value
    Type Description
    NativeArray<int>

    leftEye

    The transform of the left eye of the face, or null if there is no data for the left eye.

    Declaration
    public Transform leftEye { get; }
    Property Value
    Type Description
    Transform

    normals

    The normals representing the face mesh. Check for existence with normals.IsCreated. This array is parallel to vertices and uvs.

    Declaration
    public NativeArray<Vector3> normals { get; }
    Property Value
    Type Description
    NativeArray<Vector3>

    rightEye

    The transform of the right eye of the face, or null if there is no data for the right eye.

    Declaration
    public Transform rightEye { get; }
    Property Value
    Type Description
    Transform

    uvs

    The texture coordinates representing the face mesh. Check for existence with uvs.IsCreated. This array is parallel to vertices and normals.

    Declaration
    public NativeArray<Vector2> uvs { get; }
    Property Value
    Type Description
    NativeArray<Vector2>

    vertices

    The vertices representing the face mesh. Check for existence with vertices.IsCreated. This array is parallel to normals and uvs. Vertices are provided in face space, that is, relative to this ARFace's local position and rotation.

    Declaration
    public NativeArray<Vector3> vertices { get; }
    Property Value
    Type Description
    NativeArray<Vector3>

    Events

    updated

    Invoked when the face is updated. If face meshes are supported, there will be updated vertices, normals, indices, and uvs.

    Declaration
    public event Action<ARFaceUpdatedEventArgs> updated
    Event Type
    Type Description
    Action<ARFaceUpdatedEventArgs>

    Implements

    ITrackable
    In This Article
    Back to top
    Copyright © 2024 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)