/// <summary>
        /// Ensures that the scene has what we need to continue.
        /// </summary>
        /// <returns>True if we can proceed, false otherwise.</returns>
        private bool CheckConfiguration()
        {
            networkTransmitter = GenericNetworkTransmitter.Instance;
            if (networkTransmitter == null)
            {
                Debug.Log("No UNetNetworkTransmitter found in scene");
                return(false);
            }

            networkManager = NetworkManager.singleton;
            if (networkManager == null)
            {
                Debug.Log("No NetworkManager found in scene");
                return(false);
            }

            if (SharedCollection.Instance == null)
            {
                Debug.Log("No SharedCollection found in scene");
                return(false);
            }
            else
            {
                objectToAnchor = SharedCollection.Instance.gameObject;
            }

            spatialMapping = SpatialMappingManager.Instance;
            if (spatialMapping == null)
            {
                Debug.Log("Spatial mapping not found in scene.  Better anchor locations can be found if a SpatialMappingManager is in the scene");
            }

            return(true);
        }
Beispiel #2
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        /// <summary>
        /// Ensures that the scene has what we need to continue.
        /// </summary>
        /// <returns>True if we can proceed, false otherwise.</returns>
        private bool CheckConfiguration()
        {
            networkTransmitter = GenericNetworkTransmitter.Instance;
            if (networkTransmitter == null)
            {
                Debug.Log("No UNetNetworkTransmitter found in scene");
                return(false);
            }

            networkManager = NetworkManager.singleton;
            if (networkManager == null)
            {
                Debug.Log("No NetworkManager found in scene");
                return(false);
            }

            if (UNetAnchorManager.Instance == null)
            {
                Debug.Log("No UNetAnchorManager found in scene");
                return(false);
            }
            else
            {
                objectToAnchor = UNetAnchorManager.Instance.gameObject;
            }

            return(true);
        }