/// <summary> /// Update all face regions associated with the mesh. /// </summary> private void _UpdateRegions() { bool isTracking = m_AugmentedFace.TrackingState == TrackingState.Tracking; if (isTracking) { // Update the root transform; transform.position = m_AugmentedFace.CenterPose.position; transform.rotation = m_AugmentedFace.CenterPose.rotation; } foreach (AugmentedFaceRegion region in m_RegionGameObjects.Keys) { Transform regionTransform = m_RegionGameObjects[region]; regionTransform.gameObject.SetActive(isTracking); if (isTracking) { Pose regionPose = m_AugmentedFace.GetRegionPose(region); regionTransform.position = regionPose.position; regionTransform.rotation = regionPose.rotation; Screen_position = regionPose.position; //print("asd"+ m_AugmentedFace.CenterPose.position+ regionPose.position); } } }
/// <summary> /// Update all face regions associated with the mesh. /// </summary> private void UpdateRegions() { bool isTracking = _augmentedFace.TrackingState == TrackingState.Tracking; if (isTracking) { // Update the root transform; transform.position = _augmentedFace.CenterPose.position; transform.rotation = _augmentedFace.CenterPose.rotation; } foreach (AugmentedFaceRegion region in _regionGameObjects.Keys) { Transform regionTransform = _regionGameObjects[region]; regionTransform.gameObject.SetActive(isTracking); if (isTracking) { Pose regionPose = _augmentedFace.GetRegionPose(region); regionTransform.position = regionPose.position; regionTransform.rotation = regionPose.rotation; } } }