private void OnNetConnected()
        {
            NetState = ConnectState.Connected;
            NRDebug.Log("OnNetConnected");

            if (Player != null)
            {
                CreateNetObjRequest(Player);
            }

            StartCoroutine(HeartBeatFunc());
        }
Exemple #2
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        /// <summary>
        /// The Unity Update method.
        /// </summary>
        public void Update()
        {
#if !UNITY_DEITOR
            // Check that motion tracking is tracking.
            if (NRFrame.SessionStatus != SessionState.Tracking)
            {
                return;
            }
#endif
            // Get updated augmented images for this frame.
            NRFrame.GetTrackables <NRTrackableImage>(m_TempTrackingImages, NRTrackableQueryFilter.New);

            // Create visualizers and anchors for updated augmented images that are tracking and do not previously
            // have a visualizer. Remove visualizers for stopped images.
            foreach (var image in m_TempTrackingImages)
            {
                TrackingImageVisualizer visualizer = null;
                m_Visualizers.TryGetValue(image.GetDataBaseIndex(), out visualizer);
                if (image.GetTrackingState() == TrackingState.Tracking && visualizer == null)
                {
                    NRDebug.Log("Create new TrackingImageVisualizer!");
                    // Create an anchor to ensure that NRSDK keeps tracking this augmented image.
                    visualizer                  = (TrackingImageVisualizer)Instantiate(TrackingImageVisualizerPrefab, image.GetCenterPose().position, image.GetCenterPose().rotation);
                    visualizer.Image            = image;
                    visualizer.transform.parent = transform;
                    m_Visualizers.Add(image.GetDataBaseIndex(), visualizer);
                }
                else if (image.GetTrackingState() == TrackingState.Stopped && visualizer != null)
                {
                    m_Visualizers.Remove(image.GetDataBaseIndex());
                    Destroy(visualizer.gameObject);
                }

                FitToScanOverlay.SetActive(false);
            }
        }
 private void OnNetClosed()
 {
     NetState = ConnectState.DisConnected;
     NRDebug.Log("OnNetClosed");
 }