void Start() { m_Sdk = ImmersalSDK.Instance; #if !UNITY_EDITOR SetDownsample(); #endif }
void Start() { m_Sdk = ImmersalSDK.Instance; m_CanvasGroup = loginPanel.GetComponent <CanvasGroup>(); Invoke("FillFields", 0.1f); }
void Start() { m_Sdk = ImmersalSDK.Instance; m_Token = m_Sdk.developerToken; m_Server = m_Sdk.localizationServer; GetMaps(); }
public virtual void Start() { m_Sdk = ImmersalSDK.Instance; lastLocalizedMapId = -1; #if !UNITY_EDITOR SetDownsample(); #endif }
void Start() { m_Sdk = ImmersalSDK.Instance; m_Mapper = UnityEngine.Object.FindObjectOfType <MapperBase>(); m_CanvasGroup = loginPanel.GetComponent <CanvasGroup>(); m_ToggleMappingMode = loginPanel.GetComponent <ToggleMappingMode>(); Invoke("FillFields", 0.1f); }
void Start() { m_Image = GetComponent <Image>(); m_Sdk = ImmersalSDK.Instance; if (indicatorMode == IndicatorMode.multiplyColor) { m_Image.color = noPose; } }
public virtual void Start() { m_Sdk = ImmersalSDK.Instance; lastLocalizedMapHandle = -1; #if !UNITY_EDITOR SetDownsample(); #endif SetBurstMode(burstMode); SetContinuousLocalization(autoStart); }
void Start() { m_Image = GetComponent <Image>(); m_Sdk = ImmersalSDK.Instance; ARSpace = GameObject.Find("ARSpace"); m_Chara = ARSpace.transform.Find("Character"); if (indicatorMode == IndicatorMode.multiplyColor) { m_Image.color = noPose; } }
void Start() { m_Sdk = ImmersalSDK.Instance; List <string> modes = new List <string>(); foreach (ImmersalSDK.CameraResolution reso in Enum.GetValues(typeof(ImmersalSDK.CameraResolution))) { modes.Add(reso.ToString()); } m_Dropdown.AddOptions(modes); }
void Start() { m_Sdk = ImmersalSDK.Instance; m_Localizer = m_Sdk.gameObject.GetComponent <ARLocalizer>(); m_Image = GetComponent <Image> (); if (indicatorMode == IndicatorMode.multiplyColor) { m_Image.color = noPose; } onPoseLost?.Invoke(); }
void Start() { m_Sdk = ImmersalSDK.Instance; m_MainCamera = Camera.main; DirectoryInfo dataDir = new DirectoryInfo(tempImagePath); if (dataDir.Exists) { dataDir.Delete(true); } Directory.CreateDirectory(tempImagePath); #if UNITY_IOS UnityEngine.iOS.Device.SetNoBackupFlag(tempImagePath); #endif }
void Start() { m_LabelText = GetComponent <TextMeshProUGUI>(); m_Sdk = ImmersalSDK.Instance; }
void Start() { textMeshProUGUI = GetComponent <TextMeshProUGUI>(); m_Sdk = ImmersalSDK.Instance; mapper = UnityEngine.Object.FindObjectOfType <MapperBase>(); }