// Use this for initialization IEnumerator Start() { working = false; my_guiscript = GameObject.Find("MyGUI").GetComponent<MyGUITemplate>(); // First, check if user has location service enabled if (!Input.location.isEnabledByUser) yield return false; // Start service before querying location Input.location.Start (1f,1f); // Wait until service initializes int maxWait = 20; while ((Input.location.status == LocationServiceStatus.Initializing) && (maxWait > 0)) { yield return new WaitForSeconds (1); maxWait--; } // Service didn't initialize in 20 seconds if (maxWait < 1) { print ("Timed out"); yield return false; } // Connection has failed if (Input.location.status == LocationServiceStatus.Failed) { return false; } // Access granted and location value could be retrieved else { working = true; } // Stop service if there is no need to query location updates continuously //Input.location.Stop (); }
// Use this for initialization IEnumerator Start() { working = false; my_guiscript = GameObject.Find("MyGUI").GetComponent <MyGUITemplate>(); // First, check if user has location service enabled if (!Input.location.isEnabledByUser) { yield return(false); } // Start service before querying location Input.location.Start(1f, 1f); // Wait until service initializes int maxWait = 20; while ((Input.location.status == LocationServiceStatus.Initializing) && (maxWait > 0)) { yield return(new WaitForSeconds(1)); maxWait--; } // Service didn't initialize in 20 seconds if (maxWait < 1) { print("Timed out"); yield return(false); } // Connection has failed if (Input.location.status == LocationServiceStatus.Failed) { return(false); } // Access granted and location value could be retrieved else { working = true; } // Stop service if there is no need to query location updates continuously //Input.location.Stop (); }