private void SpawnOrMoveCurrentAnchoredObject(CloudSpatialAnchor foundAnchor)
        {
            if (localAnchorGameObject is null)
            {
                InstantiateLocalGameObject(Pose.identity.position, Pose.identity.rotation);
            }

            // Get anchor position.
#if UNITY_ANDROID || UNITY_IOS
            Pose anchorPose = foundAnchor.GetAnchorPose();
            Debug.Log("ASA log: new position:" + anchorPose.position);
            localAnchorGameObject.GetComponent <DragonAI>().ChangePosition(anchorPose.position);
#elif UNITY_WSA || WINDOWS_UWP
            // Hololens is using SetNativeSpatialAnchorPtr for getting position.
            localAnchorGameObject.GetComponent <WorldAnchor>().SetNativeSpatialAnchorPtr(foundAnchor.LocalAnchor);
#endif
        }
Ejemplo n.º 2
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    private void OnCloudAnchorLocated(AnchorLocatedEventArgs args)
    {
        Debug.Log("Cloud Anchor Located:" + args.Status);

        if (args.Status == LocateAnchorStatus.Located)
        {
            currentCloudAnchor = args.Anchor;
            Debug.Log("Anchor ID Found!");

            QueueOnUpdate(() =>
            {
                Pose anchorPose = Pose.identity;

#if UNITY_ANDROID || UNITY_IOS
                anchorPose = currentCloudAnchor.GetAnchorPose();
#endif
                Debug.Log("Anchor Found!");
                Debug.Log("Now setting gameObject to anchor position and rotation.");

                // HoloLens: The position will be set based on the unityARUserAnchor that was located.
#if WINDOWS_UWP || UNITY_WSA
                //create a local anchor at the location of the object in question
                gameObject.AddARAnchor();

                // On HoloLens, if we do not have a cloudAnchor already, we will have already positioned the
                // object based on the passed in worldPos/worldRot and attached a new world anchor,
                // so we are ready to commit the anchor to the cloud if requested.
                // If we do have a cloudAnchor, we will use it's pointer to setup the world anchor,
                // which will position the object automatically.
                if (currentCloudAnchor != null)
                {
                    Debug.Log("Setting Local Anchor to Cloud Anchor Position.");

                    gameObject.GetComponent <UnityEngine.XR.WSA.WorldAnchor>().SetNativeSpatialAnchorPtr(currentCloudAnchor.LocalAnchor);
                }
#else
                Debug.Log("Cloud anchor position: " + anchorPose.position + ". Cloud Anchor Rotation: " + anchorPose.rotation);
                SetObjectToAnchorPose(anchorPose.position, anchorPose.rotation);
#endif
            });
        }
    }