Esempio n. 1
0
    /// Function executed when the script is started.
    /// Check the availability of the AR mode.
    /// @returns Return an ARSession object in terms of the availability of the execution mode.
    /// @see ARSession()
    public IEnumerator Start()
    {
        if ((ARSession.state == ARSessionState.None) ||
            (ARSession.state == ARSessionState.CheckingAvailability))
        {
            yield return(ARSession.CheckAvailability());
        }

        if (ARSession.state == ARSessionState.Unsupported)
        {
            Debug.Log("No AR mode");
            this.ARCamera.gameObject.SetActive(false);
            this.Camera.gameObject.SetActive(true);
        }
        else
        {
            this.ARCamera.gameObject.SetActive(true);
            this.Camera.gameObject.SetActive(false);
        }
    }
Esempio n. 2
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    IEnumerator Start()
    {
        if ((ARSession.state == ARSessionState.None) ||
            (ARSession.state == ARSessionState.CheckingAvailability))
        {
            yield return(ARSession.CheckAvailability());
        }

        if (ARSession.state == ARSessionState.Unsupported)
        {
#if UNITY_EDITOR
            Debug.Log("The AR System is not supported");
#endif
        }

        else
        {
            ARSession.stateChanged += OnArStateChanged;
        }
    }
Esempio n. 3
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    IEnumerator Start()
    {
        image = GetComponent <Image>();

        if ((ARSession.state == ARSessionState.None) ||
            (ARSession.state == ARSessionState.CheckingAvailability))
        {
            yield return(ARSession.CheckAvailability());
        }

        if (ARSession.state == ARSessionState.Unsupported)
        {
            // Start some fallback experience for unsupported devices
        }
        else
        {
            // Start the AR session
            Session.enabled = true;
        }
    }
Esempio n. 4
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    private IEnumerator Start()
    {
        if (ARSession.state == ARSessionState.None || ARSession.state == ARSessionState.CheckingAvailability)
        {
            yield return(ARSession.CheckAvailability());
        }

        if (ARSession.state == ARSessionState.Unsupported)
        {
            throw new System.Exception("Not supported");
        }
        else
        {
            m_session.enabled = true;
        }

        if (m_trackedImage.descriptor.supportsMovingImages)
        {
            m_trackedImage.maxNumberOfMovingImages = 4;
        }
    }
Esempio n. 5
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    IEnumerator Start()
    {
        if (ARSession.state == ARSessionState.None || ARSession.state == ARSessionState.CheckingAvailability)
        {
            yield return(ARSession.CheckAvailability());
        }

        if (ARSession.state == ARSessionState.Unsupported)
        {
            m_Session.enabled = false;
            // Start some fallback experience for unsupported devices
            _ShowAndroidToastMessage("We're sorry, your device is unsupported with this application");
            Invoke("_DoQuit", 0.5f);
        }
        else
        {
            // Start the AR session
            m_Session.enabled = true;
            //EventBroker.FireShowHandUIEvent();
        }
    }
Esempio n. 6
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    /// <summary>检查设备是否支持AR支持</summary>
    private IEnumerator CheckSupport()
    {
        yield return(ARSession.CheckAvailability());

        //当前设备不支持AR功能
        if (ARSession.state == ARSessionState.Unsupported)
        {
            OnUnsupported();
        }
        else
        {
            //设备支持 AR,但需要安装相应软件(这里指手机端的 ARCore 或者 ARKit)
            if (ARSession.state == ARSessionState.NeedsInstall)
            {
                yield return(ARSession.Install());
            }

            isSupportAR = true;
            OnInitARFinish();
        }
    }
Esempio n. 7
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    IEnumerator Start()
    {
        if ((ARSession.state == ARSessionState.None) ||
            (ARSession.state == ARSessionState.CheckingAvailability))
        {
            Debug.Log("Waiting");
            yield return(ARSession.CheckAvailability());

            Debug.Log("Done wait");
        }

        if (ARSession.state == ARSessionState.Unsupported)
        {
            Debug.Log("NOT ALL RIGHT!!!");
            // Start some fallback experience for unsupported devices
        }
        else
        {
            // Start the AR session
            Debug.Log("ALL RIGHT!!!");
            m_Session.enabled = true;
        }
    }
Esempio n. 8
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    IEnumerator checkAR()
    {
        // So, I wanna make sure that the *Play with AR* button only shows
        // to AR-supported devices
        // But the problem is that it requires a
        // And I don't have an AR-unsupported device so I can't test this
        // *sad noises*

        if ((ARSession.state == ARSessionState.None) ||
            (ARSession.state == ARSessionState.CheckingAvailability))
        {
            yield return(ARSession.CheckAvailability());
        }
        if (ARSession.state == ARSessionState.Unsupported)
        {
            playARBtn.SetActive(false);
            Globals.supportsAR = false;
        }
        else
        {
            aRSession.enabled  = true;
            Globals.supportsAR = true;
        }
    }
    /// <summary>
    /// Entry point of the whole Unity component; this function starts the AR session
    /// </summary>
    private IEnumerator Start()
    {
        if (ARSession.state == ARSessionState.None ||
            ARSession.state == ARSessionState.CheckingAvailability)
        {
            yield return(ARSession.CheckAvailability());
        }

        if (ARSession.state == ARSessionState.Unsupported)
        {
            Debug.LogError("AR Foundation not supported on this device");
        }
        else
        {
            // Start the AR Session
            arSession.enabled = true;

            Debug.Log("AR Session started");

            // Accept any SSL certificate as valid. Because people may self-sign their HTTPS certs we need this.
            // But for this reason I would not use HTTPS as a means of verification since anyone could spoof the certificate
            ServicePointManager.ServerCertificateValidationCallback += (sender, cert, chain, sslPolicyErrors) => true;
        }
    }
        IEnumerator Start()
        {
            arSession.enabled = false;

            if (ARSession.state == ARSessionState.None || ARSession.state == ARSessionState.CheckingAvailability)
            {
                yield return(ARSession.CheckAvailability());
            }
            else if (ARSession.state == ARSessionState.Unsupported)
            {
                Debug.Log("ARSessionStartHelper :: ar unsupported");

                this.OnFailARSession?.Invoke();
                yield break;
            }

            if (ARSession.state == ARSessionState.NeedsInstall)
            {
                Debug.Log("ARSessionStartHelper :: ar library need install");

                this.OnRequestARLibInstall?.Invoke();
                yield return(ARSession.Install());

                Debug.Log("ARSessionStartHelper :: ar library installed");
            }

            if (ARSession.state == ARSessionState.Ready)
            {
                Debug.Log("ARSessionStartHelper :: ar ready");

                this.OnReadyAR?.Invoke();
                arSession.enabled = true;
            }

            yield return(null);
        }
Esempio n. 11
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    /// <summary>
    /// Sets up AR
    /// Disables the game mode switching button on homescreen if AR is not supported on device
    /// </summary>
    IEnumerator SetupAR()
    {
        //Disable the button first
        UIManager.Instance.ARBtn.gameObject.SetActive(false);

        //AR session
        GameObject arSessionGO = new GameObject("AR Session");

        arSessionGO.AddComponent <ARSession>();

        //if AR is not supported on device destroy AR session and exit from coroutine.
        if ((ARSession.state == ARSessionState.None) || (ARSession.state == ARSessionState.CheckingAvailability))
        {
            yield return(ARSession.CheckAvailability());
        }
        if (ARSession.state == ARSessionState.Unsupported)
        {
            Destroy(arSessionGO);
            yield break;
        }

        //AR is supported. Do the rest of the set up
        UIManager.Instance.ARBtn.gameObject.SetActive(true);
        arSessionGO.SetActive(false);

        arSessionGO.AddComponent <ARInputManager>();

        //AR session Origin
        GameObject aRsessionOriginGO = new GameObject("AR Session Origins");

        aRsessionOriginGO.SetActive(false);
        var origin = aRsessionOriginGO.AddComponent <ARSessionOrigin>();

        aRRaycastManager = aRsessionOriginGO.AddComponent <ARRaycastManager>();
        aRsessionOriginGO.AddComponent <ARPlaneManager>();

        //AR Camera
        GameObject arCamerGO = new GameObject("AR Camera");

        arCamerGO.transform.SetParent(aRsessionOriginGO.transform);
        arCamera                 = arCamerGO.AddComponent <Camera>();
        arCamera.clearFlags      = CameraClearFlags.Color;
        arCamera.backgroundColor = Color.black;
        arCamera.nearClipPlane   = 0.1f;
        arCamera.farClipPlane    = 80;
        origin.camera            = arCamera;
        var tpd = arCamerGO.AddComponent <TrackedPoseDriver>();

        arCamerGO.AddComponent <ARCameraManager>();
        arCamerGO.AddComponent <ARCameraBackground>();
        tpd.SetPoseSource(TrackedPoseDriver.DeviceType.GenericXRDevice, TrackedPoseDriver.TrackedPose.ColorCamera);

        //Setting the scale of AR world
        aRsessionOriginGO.transform.localScale = Vector3.one * AROriginScale;

        //Adding all AR assets to the list
        ARAssets.Add(arSessionGO);
        ARAssets.Add(aRsessionOriginGO);
        ARAssets.Add(maskPlane);
        ARAssets.Add(SurfaceNotFoundGraphic);
    }
Esempio n. 12
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 private IEnumerator CheckAvailable()
 {
     yield return(ARSession.CheckAvailability());
 }