共用方式為


AnchorManager.LoadAnchors 方法

定義

多載

LoadAnchors()

從永續性記憶體載入 spongy 錨點

LoadAnchors(IPlugin, AnchorId, Transform, List<AnchorManager.SpongyAnchorWithId>)

LoadAnchors()

從永續性記憶體載入 spongy 錨點

public System.Threading.Tasks.Task LoadAnchors ();
abstract member LoadAnchors : unit -> System.Threading.Tasks.Task
override this.LoadAnchors : unit -> System.Threading.Tasks.Task
Public Function LoadAnchors () As Task

傳回

實作

備註

此例程所載入的一組 spongy 錨點是由先前載入外掛程式的凍結錨點所定義。

同樣地,當 spongy 錨點無法載入時,此例程將會從外掛程式中刪除其凍結的對應專案。

適用於

LoadAnchors(IPlugin, AnchorId, Transform, List<AnchorManager.SpongyAnchorWithId>)

protected virtual System.Threading.Tasks.Task LoadAnchors (Microsoft.MixedReality.WorldLocking.Core.IPlugin plugin, Microsoft.MixedReality.WorldLocking.Core.AnchorId firstId, UnityEngine.Transform parent, System.Collections.Generic.List<Microsoft.MixedReality.WorldLocking.Core.AnchorManager.SpongyAnchorWithId> spongyAnchors);
abstract member LoadAnchors : Microsoft.MixedReality.WorldLocking.Core.IPlugin * Microsoft.MixedReality.WorldLocking.Core.AnchorId * UnityEngine.Transform * System.Collections.Generic.List<Microsoft.MixedReality.WorldLocking.Core.AnchorManager.SpongyAnchorWithId> -> System.Threading.Tasks.Task
override this.LoadAnchors : Microsoft.MixedReality.WorldLocking.Core.IPlugin * Microsoft.MixedReality.WorldLocking.Core.AnchorId * UnityEngine.Transform * System.Collections.Generic.List<Microsoft.MixedReality.WorldLocking.Core.AnchorManager.SpongyAnchorWithId> -> System.Threading.Tasks.Task
Protected Overridable Function LoadAnchors (plugin As IPlugin, firstId As AnchorId, parent As Transform, spongyAnchors As List(Of AnchorManager.SpongyAnchorWithId)) As Task

參數

plugin
IPlugin
firstId
AnchorId
parent
UnityEngine.Transform

傳回

適用於