private void Awake() { // initialize Azure Remote Rendering for use in Unity: // it needs to know which camera is used for rendering the scene RemoteUnityClientInit clientInit = new RemoteUnityClientInit(Camera.main); RemoteManagerUnity.InitializeManager(clientInit); // lookup the ARRServiceUnity component and subscribe to session events arrService = GetComponent <ARRServiceUnity>(); arrService.OnSessionErrorEncountered += ARRService_OnSessionErrorEncountered; arrService.OnSessionStatusChanged += ARRService_OnSessionStatusChanged; }
private void ARRService_OnSessionStatusChanged(ARRServiceUnity caller, AzureSession session) { LogSessionStatus(session); var status = caller.LastProperties.Status; // Capture the session id for the starting/ready session so it can be reused if (status == RenderingSessionStatus.Ready || status == RenderingSessionStatus.Starting) { SessionId = session.SessionUUID; // If our session properties are 'Ready' we are ready to start connecting to the runtime of the service. if (status == RenderingSessionStatus.Ready) { session.ConnectionStatusChanged += AzureSession_OnConnectionStatusChanged; } } // Our session is stopped, expired, or in an error state. else { SessionId = null; session.ConnectionStatusChanged -= AzureSession_OnConnectionStatusChanged; } }
private void ARRService_OnSessionErrorEncountered(ARRServiceUnity caller, SessionGeneralContext context) { Debug.LogError($"Session error encountered. Context: {context.ErrorMessage}. Request Cv: {context.RequestCorrelationVector}. Response Cv: {context.ResponseCorrelationVector}"); }
private void ARRService_OnSessionStatusChanged(ARRServiceUnity service, RenderingSession session) { LogSessionStatus(session); }
private void Awake() { arrService = GetComponent <ARRServiceUnity>(); }
public void Initialize(ARRServiceUnity arrService) { arrServiceReference = arrService; }