IZoneLODGroup Interface

public interface IZoneLODGroup

Represents a LOD Group belonging to a particular Zone on a World. This is similar to the LOD Group found on Streamable Grids, except the IZoneLODGroup is tied to a specific Zone/World Grouping and contains runtime data not found on the LOD Group.

Properties

Name Type Description
ChunkReuseLogic ChunkReuseJudge.JudgementDelegate

Gets the Logic used to determine if the chunks from one World Cell can be reused on a different World Cell for this Zone LOD Group. The logic takes in the Streamable Grid Cell indexes of both World Cell's. This is useful in custom Chunk Managers if you want to implment pooling logic that takes into account reuse logic. Note that this will return null if the Chunk Manager the Zone LOD Group is being used with has cell reuse disabled.

ChunkStreamer ChunkStreamer

Gets the Chunk Streamer that the Zone LOD Group uses.

GridLODDetails GridLODDetails

Gets an object containing details about this Zone Grouping. These included LOD Group specific settings found on the Streamable Grid.

GroupName string

Gets the Group Name associated with the Zone LOD Group.

InitialOriginCell Cell

The initial Origin Cell of the Zone Grouping this Zone LOD Group belongs to, calculated from the Origin Cell set in the inspector of your World. Note, however, that this is different than that Origin Cell, since this is the Origin Cell of the Zone Grouping, while the one in the inspector is the Origin Cell of World as a whole, using its imaginary World Grid.

If you want the current origin cell of the Zone, use OriginCell instead.

The Zone Grouping Origin Cell is the Cell in the Zone Grouping whose position is closest to the current Origin Position, which changes depending on the World's Origin Cell. If multiple Cells' positions are equadistant from the Origin Position, the Cell closest to 0,0,0 is used. If that does not break the "tie", the Cell with smallest position value will be used.

OriginCell Cell

Gets the current Origin Cell of the Zone Grouping this Zone LOD Group belongs to.

This is the same value returned by World.GetOriginCellOfZoneGrouping when ZoneIndex and WorldGroupingIndex are passed in.

The Zone Grouping Origin Cell is the Cell whose position is closest to the current Origin Position, which changes depending on the World's Origin Cell. If multiple Cells' positions are equadistant from the Origin Position, the Cell closest to 0,0,0 is used. If that does not break the "tie", the Cell with smallest position value will be used.

OriginCellPosition Vector3Double

Gets the current position of the Origin Cell for the Zone Grouping this Zone LOD Group belongs to.

This is the same value returned by World.GetOriginCellPositionOfZoneGrouping when ZoneIndex and WorldGroupingIndex are passed in.

UsedWithHierarchyOrganizer bool

Gets a value indicating whether the Zone LOD Group is being used with a Hierarchy Organizer. Returns false if the World has not been assigned a Hierarchy Organizer, if the Asset Chunks used by theZone LOD Group are not Game Objects, or if the LOD Group associated with the Zone LOD Group (or the World Grouping it belongs to) has 'Use With Hierarcy Organizer' disabled.

World World

Gets the World associated with the Zone LOD Group.

WorldGroupingIndex int

Gets the index of the World Grouping the Zone LOD Group belongs to.

ZoneIndex int

Gets the index of the Zone the Zone LOD Group belongs to.