TrackingSubsystem.cs
1.29 KB
using Unity.Collections;
namespace UnityEngine.XR.ARSubsystems
{
/// <summary>
/// Base class for subsystems that detect and track things in the physical environment.
/// </summary>
/// <typeparam name="TTrackable">The trackable's data, often a blittable type to interop with native code.</typeparam>
/// <typeparam name="TSubsystemDescriptor">The subsystem descriptor for the underlying subsystem</typeparam>
public abstract class TrackingSubsystem<TTrackable, TSubsystemDescriptor> : XRSubsystem<TSubsystemDescriptor>
where TTrackable : struct, ITrackable
where TSubsystemDescriptor : class, ISubsystemDescriptor
{
/// <summary>
/// Retrieves a set of changes (additions, updates, and removals) since the last
/// time <see cref="GetChanges(Allocator)"/> was called. This is typically called
/// once per frame to update the derived class's internal state.
/// </summary>
/// <param name="allocator">The <c>Allocator</c> to use when creating the <c>NativeArray</c>s in <see cref="TrackableChanges{T}"/>.</param>
/// <returns>The set of changes since the last time this method was invoked.</returns>
public abstract TrackableChanges<TTrackable> GetChanges(Allocator allocator);
}
}