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  • Audio
  • Animation
  • Rendering
  • Postprocessing
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  • XR / WebXR
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  1. documentation

Needle Core Components

PreviousAutomatic Component GenerationNextHow To Debug

Last updated 7 months ago

Here is a overview of some of the components that we provide. Many of them map to components and functionality in Unity, Blender or other integrations.

For a complete list please have a look at our .

You can always add your own components or add wrappers for Unity components we haven't provided yet.

Learn more in the section of our docs.

Audio

Name
Description

AudioListener

AudioSource

Use to play audio

Animation

Name
Description

Animator with AnimatorController

Export with animation state machine, conditions, transitions

Animation

Most basic animation component. Only first clip is exported

PlayableDirector with TimelineAsset

Export powerful sequences to control animation, audio, state and more

Rendering

Name
Description

Camera

Light

DirectionalLight, PointLight, Spotlight. Note that you can use it to bake light (e.g. Rectangular Light shapes) as well

XRFlag

Control when objects will be visible. E.g. only enable object when in AR

DeviceFlag

Control on which device objects will be visible

LODGroup

ParticleSystem

Experimental and currently not fully supported

VideoPlayer

Playback videos from url or referenced video file (will be copied to output on export). The VideoPlayer also supports streaming from MediaStream objects or M3U8 livestream URLs

MeshRenderer

Used to handle rendering of objects including lightmapping and instancing

SkinnedMeshRenderer

See MeshRenderer

SpriteRenderer

Used to render Sprites and Spriteanimations

Volume with PostProcessing asset

Postprocessing

  • Unity only: Note that Postprocessing effects using a Volume in Unity is only supported with URP

Effect Name

Antialiasing

extra Unity Component

Bloom

via Volume asset

Chromatic Aberration

via Volume asset

Color Adjustments / Color Correction

via Volume asset

Depth Of Field

via Volume asset

Vignette

via Volume asset

ToneMappingEffect

via Volume asset or separate component

Pixelation

Screenspace Ambient Occlusion N8

Screenspace Ambient Occlusion

Tilt Shift Effect

SharpeningEffect

Your custom effect

Networking

Name
Description

SyncedRoom

Main networking component. Put in your scene to enable networking

Networking

Used to setup backend server for networking.

SyncedTransform

Automatically network object transformation

SyncedCamera

Automatically network camera position and view to other users in room. You can define how the camera is being rendered by referencing an object

WebXRSync

Networks WebXR avatars (AR and VR)

Voip

Enables voice-chat

Screensharing

Enables screen-sharing capabilities

Interaction

Name
Description

EventSystem

Handles raising pointer events and UI events on objects in the scene

ObjectRaycater

Required for DragControls and Duplicatable

GraphicsRaycaster

Same as ObjectRaycaster but for UI elements

DragControls

Allows objects to be dragged in the scene. Requires raycaster in parent hierarchy, e.g. ObjectRaycaster

Duplicatable

Can duplicate assigned objects by drag. Requires DragControls

Interactable

Basic component to mark an object to be interactable.

OrbitControls

Add to camera to add camera orbit control functionality

SmoothFollow

Allows to interpolate smoothly to another object's transform

DeleteBox

Will destroy objects with the Deletable component when entering the box

Deletable

The GameObject this component is attached to will be deleted when it enters or intersects with a DeleteBox

DropListener

Add to receive file drop events for uploading

SpatialTrigger

Use to raise event if an object enters a specific space or area. You can also use Physics events

SpatialTriggerReceiver

Use to receive events from SpatialTrigger

Physics

Name
Description

Rigidbody

Add to make an object react to gravity (or be kinematic and static)

BoxCollider

A Box collider shape that objects can collide with or raise trigger events when set to trigger

SphereCollider

See BoxCollider

CapsuleCollider

See BoxCollider

MeshCollider

See BoxCollider

Physics Materials

Physics materials can be used to define e.g. the bouncyness of a collider

XR / WebXR

Name
Description

WebXR

Add to scene for VR, AR and Passthrough support as well as rendering Avatar models

Add to enable USD and Quicklook support

XRFlag

Control when objects are visible, e.g. only in VR or AR or only in ThirdPerson

WebARSessionRoot

Handles placement and scale of your scene in AR mode

WebARCameraBackground

Add to access the AR camera image and apply effects or use it for rendering

WebXRImageTracking

Assign images to be tracked and optionally instantiate an object at the image position

WebXRPlaneTracking

Create plane meshes or colliders for tracked planes

XRControllerModel

Can be added to render device controllers or hand models (will be created by default when enabled in the WebXR component)

XRControllerMovement

Can be added to provide default movement and teleport controls

XRControllerFollow

Can be added to any object in the scene and configured to follow either left or right hands or controllers

Debugging

Name
Description

GridHelper

Draws a grid

BoxGizmo

Draws a box

AxesHelper

Draws XYZ axes

Note: When you're writing custom code you can use the static Gizmos methods for drawing debugging lines and shapes

Runtime File Input/Output

Name
Description

GltfExport

Experimental! Use to export gltf from web runtime.

DropListener

Receive file drop events for uploading and networking

UI

Name
Description

Canvas

Unity's UI system. Needs to be in World Space mode right now.

Text (Legacy)

Render Text using Unity's UI Text component. Custom fonts are supported, a font atlas will be automatically generated on export. Use the font settings or the FontAdditionalCharacters component to control which characters are included in the atlas. Note: In Unity make sure to use the Legacy/Text component (TextMeshPro is not supported at the moment)

Button

Receives click events - use the onClick event to react to it. It can be added too 3D scene objects as well. Note: Make sure to use the Legacy/Text component in the Button (or create the Button via the UI/Legacy/Button Unity context menu since TextMeshPro is not supported at the moment)

Image

Renders a sprite image

RawImage

Renders a texture

InputField

Allows text input

Note: Depending on your project, often a mix of spatial and 2D UI makes sense for cross-platform projects where VR, AR, and screens are supported. Typically, you'd build the 2D parts with HTML for best accessibility, and the 3D parts with geometric UIs that also support depth offsets (e.g. button hover states and the like).

Other

Name
Description

SceneSwitcher

Handles loading and unloading of other scenes or prefabs / glTF files. Has features to preload, change scenes via swiping, keyboard events or URL navigation

Editor Only

Name
Description

ExportInfo

Main component for managing the web project(s) to e.g. install or start the web app

EditorSync

Add to enable networking material or component value changes to the running three.js app directly from the Unity Editor without having to reload

See

Postprocessing effects use the under the hood. This means you can also easily add your own custom effects and get an automatically optimized postprocessing pass.

Physics is implemented using .

Spatial UI components are mapped from Unity UI (Canvas, not UI Toolkit) to . UI can be animated.

API docs
Scripting
pmndrs postprocessing library
Rapier
Read the XR docs
three-mesh-ui
See example on stackblitz
USDZExporter
table below