在 Unity 中使用周围的建筑物和地形
使用集合让一切井井有条
根据您的偏好保存内容并对其进行分类。
Streetscape Geometry API 提供场景中地形、建筑物或其他结构的几何图形。该几何图形可用于通过碰撞检测 API 进行遮挡、渲染或放置 AR 内容。街景几何图形数据是通过 Google 街景图像获取的。
试用示例
Geospatial 示例应用演示了如何获取和渲染街景几何图形。
设置 Geospatial API
如需使用街景几何图形,您需要在项目中设置 Geospatial API。
按照启用 Geospatial API 中的说明设置 Geospatial API。
启用街景几何图形
当 GeospatialMode
设置为 GeospatialMode.Enabled
且 StreetscapeGeometryMode
设置为 StreetscapeGeometryMode.Enabled
时,Geospatial API 会获取街景几何图形数据。

在 ARCore 会话中获取街景几何图形
将
ARStreetscapeGeometryManager
组件添加到
GameObject
。添加、更新或移除街景几何图形时,系统会触发
ARStreetscapeGeometryManager.StreetscapeGeometriesChanged
事件。
public Material streetscapeGeometryMaterial;
List<ARStreetscapeGeometry> _addedStreetscapeGeometries = new List<ARStreetscapeGeometry>();
List<ARStreetscapeGeometry> _updatedStreetscapeGeometries = new List<ARStreetscapeGeometry>();
List<ARStreetscapeGeometry> _removedStreetscapeGeometries = new List<ARStreetscapeGeometry>();
public void OnEnable()
{
StreetscapeGeometryManager.StreetscapeGeometriesChanged +=
GetStreetscapeGeometry;
}
public void Update() {
foreach (ARStreetscapeGeometry streetscapegeometry in _addedStreetscapeGeometries)
{
GameObject renderObject = new GameObject(
"StreetscapeGeometryMesh", typeof(MeshFilter), typeof(MeshRenderer));
if (renderObject)
{
renderObject.transform.position = streetscapegeometry.pose.position;
renderObject.transform.rotation = streetscapegeometry.pose.rotation;
renderObject.GetComponent<MeshFilter>().mesh = streetscapegeometry.mesh;
renderObject.GetComponent<MeshRenderer>().material = streetscapeGeometryMaterial;
}
}
}
public void OnDisable()
{
StreetscapeGeometryManager.StreetscapeGeometriesChanged -=
GetStreetscapeGeometry;
}
private void GetStreetscapeGeometry(ARStreetscapeGeometriesChangedEventArgs eventArgs)
{
_addedStreetscapeGeometries = eventArgs.Added;
_updatedStreetscapeGeometries = eventArgs.Updated;
_removedStreetscapeGeometries = eventArgs.Removed;
}
ARStreetscapeGeometry
包含建筑物相关信息:
建筑物 LOD 1
BuildingLOD1
由向上延伸到平顶的建筑物平面图组成。建筑物高度可能不准确。

构建 LOD 2
BuildingLOD2
将具有更高的几何保真度。网格墙和屋顶将更贴近建筑物的形状。烟囱或屋顶通风口等较小的建筑物特征可能仍会超出网格范围。

Mesh
是一个多边形网格,表示街景几何图形的表面重建。
请参阅 Mesh
和 MeshRenderer
。请注意,系统不会默认计算法向量;如需计算法向量,请参阅 Mesh.RecalculateNormals()
。
使用
ARAnchorManager.AddAnchor()
在
ARStreetscapeGeometry.mesh
中在顶点附近的给定姿势创建锚点。此锚点将从父级
ARStreetscapeGeometry
继承其跟踪状态。
ARRaycastManagerExtensions.RaycastStreetscapeGeometry
可用于对街景几何图形执行点击测试。如果找到了交叉点,XRRaycastHit
将包含与命中位置相关的姿势信息,以及对命中的 ARStreetscapeGeometry
的引用。此 Streetscape Geometry 可以传递给 ARAnchorManager.AddAnchor()
,以创建与其关联的锚点。
Vector2 screenTapPosition = Input.GetTouch(0).position;
List<XRRaycastHit> hitResults = new List<XRRaycastHit>();
if (RaycastManager.RaycastStreetscapeGeometry(screenTapPosition, ref hitResults)){
ARStreetscapeGeometry streetscapegeometry =
StreetscapeGeometryManager.GetStreetscapeGeometry(hitResults[0].trackableId);
if (streetscapegeometry != null)
{
ARAnchor anchor = StreetscapeGeometryManager.AttachAnchor(streetscapegeometry, hitResults[0].pose);
}
}
启用地理深度
Geospatial Depth 将 Streetscape Geometry 与本地传感器输入相结合,以增强深度数据。启用 Geospatial Depth 后,输出深度和原始深度图片会被修改,以包含光栅化街景几何图形以及本地观察到的深度。这可能会提高使用深度数据估算姿势的准确性。
如未另行说明,那么本页面中的内容已根据知识共享署名 4.0 许可获得了许可,并且代码示例已根据 Apache 2.0 许可获得了许可。有关详情,请参阅 Google 开发者网站政策。Java 是 Oracle 和/或其关联公司的注册商标。
最后更新时间 (UTC):2025-08-13。
[null,null,["最后更新时间 (UTC):2025-08-13。"],[[["\u003cp\u003eThe Streetscape Geometry APIs utilize Google Street View data to provide 3D geometry of terrain and buildings for use in AR experiences.\u003c/p\u003e\n"],["\u003cp\u003eDevelopers can obtain and render Streetscape Geometries by enabling the Geospatial and Streetscape Geometry modes within the Geospatial API.\u003c/p\u003e\n"],["\u003cp\u003e\u003ccode\u003eARStreetscapeGeometry\u003c/code\u003e objects contain mesh data, geometry type (terrain or building), and quality level, enabling developers to interact with the geometry.\u003c/p\u003e\n"],["\u003cp\u003eAR content can be attached to or hit-tested against Streetscape Geometry using provided methods for anchoring and raycasting.\u003c/p\u003e\n"],["\u003cp\u003eEnabling Geospatial Depth can enhance depth data by combining Streetscape Geometry with local sensor input for improved accuracy.\u003c/p\u003e\n"]]],["Streetscape Geometry APIs provide terrain and building geometry from Google Street View imagery for AR applications. To use it, enable the Geospatial API and set both `GeospatialMode` and `StreetscapeGeometryMode` to `Enabled`. An `ARStreetscapeGeometryManager` component obtains the data, triggering an event when geometries change. The data, provided as meshes, can be used for occlusion, rendering and placing AR content with anchors. Geometry quality varies from basic (`BuildingLOD1`) to high fidelity (`BuildingLOD2`). Hit-tests against geometry can return the point of contact. Geospatial Depth combines sensor input with Streetscape geometry to improve depth data.\n"],null,["# Use buildings and terrain around you on Unity\n\nThe Streetscape Geometry APIs provide the geometry of terrain, buildings, or other structures in a scene. The geometry can be used for occlusion, rendering, or placing AR content via hit-test APIs. Streetscape Geometry data is obtained through Google Street View imagery.\n\nTry the sample\n--------------\n\nThe [Geospatial sample app](https://github.com/google-ar/arcore-unity-extensions/tree/master/Samples~/Geospatial) demonstrates how to obtain and render Streetscape Geometries.\n\nSet up the Geospatial API\n-------------------------\n\nTo use Streetscape Geometry, you'll need to set up the Geospatial API in your project.\nFollow instructions on [Enabling the Geospatial API](/ar/develop/unity-arf/geospatial/enable) to set up the Geospatial API.\n\nEnable Streetscape Geometry\n---------------------------\n\nThe Geospatial API obtains Streetscape Geometry data when the [`GeospatialMode`](/ar/reference/unity-arf/namespace/Google/XR/ARCoreExtensions#geospatialmode) is set to [`GeospatialMode.Enabled`](/ar/reference/unity-arf/namespace/Google/XR/ARCoreExtensions#geospatialmode_enabled) and [`StreetscapeGeometryMode`](/ar/reference/unity-arf/namespace/Google/XR/ARCoreExtensions#streetscapegeometrymode) is set to [`StreetscapeGeometryMode.Enabled`](/ar/reference/unity-arf/namespace/Google/XR/ARCoreExtensions#streetscapegeometrymode_enabled).\n\nObtain Streetscape Geometry in an ARCore session\n------------------------------------------------\n\nAdd an [`ARStreetscapeGeometryManager`](/ar/reference/unity-arf/class/Google/XR/ARCoreExtensions/ARStreetscapeGeometryManager) component to a `GameObject`. When Streetscape Geometries are added, updated, or removed, the [`ARStreetscapeGeometryManager.StreetscapeGeometriesChanged`](/ar/reference/unity-arf/class/Google/XR/ARCoreExtensions/ARStreetscapeGeometryManager#streetscapegeometrieschanged) event is triggered.\n\n\u003cbr /\u003e\n\n public Material streetscapeGeometryMaterial;\n\n List\u003cARStreetscapeGeometry\u003e _addedStreetscapeGeometries = new List\u003cARStreetscapeGeometry\u003e();\n List\u003cARStreetscapeGeometry\u003e _updatedStreetscapeGeometries = new List\u003cARStreetscapeGeometry\u003e();\n List\u003cARStreetscapeGeometry\u003e _removedStreetscapeGeometries = new List\u003cARStreetscapeGeometry\u003e();\n\n public void OnEnable()\n {\n StreetscapeGeometryManager.StreetscapeGeometriesChanged +=\n GetStreetscapeGeometry;\n }\n\n public void Update() {\n foreach (ARStreetscapeGeometry streetscapegeometry in _addedStreetscapeGeometries)\n {\n GameObject renderObject = new GameObject(\n \"StreetscapeGeometryMesh\", typeof(MeshFilter), typeof(MeshRenderer));\n\n if (renderObject)\n {\n renderObject.transform.position = streetscapegeometry.pose.position;\n renderObject.transform.rotation = streetscapegeometry.pose.rotation;\n renderObject.GetComponent\u003cMeshFilter\u003e().mesh = streetscapegeometry.mesh;\n renderObject.GetComponent\u003cMeshRenderer\u003e().material = streetscapeGeometryMaterial;\n }\n }\n }\n\n public void OnDisable()\n {\n StreetscapeGeometryManager.StreetscapeGeometriesChanged -=\n GetStreetscapeGeometry;\n }\n\n private void GetStreetscapeGeometry(ARStreetscapeGeometriesChangedEventArgs eventArgs)\n {\n _addedStreetscapeGeometries = eventArgs.Added;\n _updatedStreetscapeGeometries = eventArgs.Updated;\n _removedStreetscapeGeometries = eventArgs.Removed;\n }\n\nUnderstand [`ARStreetscapeGeometry`](/ar/reference/unity-arf/class/Google/XR/ARCoreExtensions/ARStreetscapeGeometry)\n--------------------------------------------------------------------------------------------------------------------\n\n[`ARStreetscapeGeometry`](/ar/reference/unity-arf/class/Google/XR/ARCoreExtensions/ARStreetscapeGeometry) contains information about a building:\n\n- [`ARStreetscapeGeometry.streetscapeGeometryType`](/ar/reference/unity-arf/class/Google/XR/ARCoreExtensions/ARStreetscapeGeometry#streetscapegeometrytype) \n Identifies the StreetscapeGeometry as either terrain or a building.\n- [`ARStreetscapeGeometry.mesh`](/ar/reference/unity-arf/class/Google/XR/ARCoreExtensions/ARStreetscapeGeometry#mesh) \n Obtain a polygon [`Mesh`](https://docs.unity3d.com/ScriptReference/Mesh.html) that corresponds to this terrain or building.\n- [`ARStreetscapeGeometry.quality`](/ar/reference/unity-arf/class/Google/XR/ARCoreExtensions/ARStreetscapeGeometry#quality) \n Provides the quality of the mesh data. Levels of detail are described in the [CityGML 2.0 standard](https://portal.ogc.org/files/?artifact_id=16675).\n\n### Building LOD 1\n\n[`BuildingLOD1`](/ar/reference/unity-arf/namespace/Google/XR/ARCoreExtensions#streetscapegeometryquality_buildinglod1) consists of building footprints extruded upwards to a flat top. Building heights may be inaccurate.\n\n### Building LOD 2\n\n[`BuildingLOD2`](/ar/reference/unity-arf/namespace/Google/XR/ARCoreExtensions#streetscapegeometryquality_buildinglod2) will have higher fidelity geometry. Mesh walls and roofs will more closely match the building's shape. Smaller features like chimneys or roof vents may still poke outside of the mesh.\n\nUnderstand [`Mesh`](https://docs.unity3d.com/ScriptReference/Mesh.html)\n-----------------------------------------------------------------------\n\n[`Mesh`](https://docs.unity3d.com/ScriptReference/Mesh.html) is a polygon mesh representing a surface reconstruction of the Streetscape Geometry.\n\nSee [`Mesh`](https://docs.unity3d.com/ScriptReference/Mesh.html) and [`MeshRenderer`](https://docs.unity3d.com/Manual/class-MeshRenderer.html). Note that the normals are not calculated by default;\nsee [`Mesh.RecalculateNormals()`](https://docs.unity3d.com/ScriptReference/Mesh.RecalculateNormals.html) to calculate them.\n\nAttach AR content to a [`ARStreetscapeGeometry`](/ar/reference/unity-arf/class/Google/XR/ARCoreExtensions/ARStreetscapeGeometry)\n--------------------------------------------------------------------------------------------------------------------------------\n\nUse [`ARAnchorManager.AddAnchor()`](https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@4.2/api/UnityEngine.XR.ARFoundation.ARAnchorManager.html#UnityEngine_XR_ARFoundation_ARAnchorManager_AddAnchor_UnityEngine_Pose_) to create an anchor at a given pose near vertices in [`ARStreetscapeGeometry.mesh`](/ar/reference/unity-arf/class/Google/XR/ARCoreExtensions/ARStreetscapeGeometry#mesh). This anchor will inherit its tracking state from the parent [`ARStreetscapeGeometry`](/ar/reference/unity-arf/class/Google/XR/ARCoreExtensions/ARStreetscapeGeometry).\n\n\u003cbr /\u003e\n\n### Perform a hit-test against [`ARStreetscapeGeometry`](/ar/reference/unity-arf/class/Google/XR/ARCoreExtensions/ARStreetscapeGeometry)\n\n[`ARRaycastManagerExtensions.RaycastStreetscapeGeometry`](/ar/reference/unity-arf/class/Google/XR/ARCoreExtensions/ARRaycastManagerExtensions#raycaststreetscapegeometry) can be used to hit-test against Streetscape Geometry. If intersections are found, [`XRRaycastHit`](https://docs.unity3d.com/Packages/com.unity.xr.arsubsystems@4.2/api/UnityEngine.XR.ARSubsystems.XRRaycastHit.html) contains pose information about the hit location as well as a reference to the [`ARStreetscapeGeometry`](/ar/reference/unity-arf/class/Google/XR/ARCoreExtensions/ARStreetscapeGeometry) which was hit. This Streetscape Geometry can be passed to [`ARAnchorManager.AddAnchor()`](https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@4.2/api/UnityEngine.XR.ARFoundation.ARAnchorManager.html#UnityEngine_XR_ARFoundation_ARAnchorManager_AddAnchor_UnityEngine_Pose_) to create an anchor attached to it. \n\n Vector2 screenTapPosition = Input.GetTouch(0).position;\n List\u003cXRRaycastHit\u003e hitResults = new List\u003cXRRaycastHit\u003e();\n if (RaycastManager.RaycastStreetscapeGeometry(screenTapPosition, ref hitResults)){\n ARStreetscapeGeometry streetscapegeometry =\n StreetscapeGeometryManager.GetStreetscapeGeometry(hitResults[0].trackableId);\n if (streetscapegeometry != null)\n {\n ARAnchor anchor = StreetscapeGeometryManager.AttachAnchor(streetscapegeometry, hitResults[0].pose);\n }\n }\n\nEnable Geospatial Depth\n-----------------------\n\n[Geospatial Depth](/ar/develop/unity-arf/depth/geospatial-depth) combines Streetscape Geometry\nwith local sensor input to enhance depth data. When Geospatial Depth is enabled,\nthe output depth and raw depth images are modified to include rasterized Streetscape Geometry in addition to locally observed depth.\nThis may improve the accuracy of poses using Depth."]]