using System.ComponentModel; namespace UnityEngine.XR.ARSubsystems { /// /// Represents the preference for how to occlude. /// public enum OcclusionPreferenceMode { /// /// The preference is to occlude using environment depth. /// PreferEnvironmentOcclusion = 0, /// /// The preference is to occlude using human segmentation stencil and depth. /// PreferHumanOcclusion = 1, /// /// The preference is to not occlude. /// NoOcclusion = 2, } }