// Use this for initialization void Start() { bTexturesInitialized = false; //put some defaults so that it doesnt complain UnityARCamera scamera = new UnityARCamera(); scamera.worldTransform = new UnityARMatrix4x4(new Vector4(1, 0, 0, 0), new Vector4(0, 1, 0, 0), new Vector4(0, 0, 1, 0), new Vector4(0, 0, 0, 1)); Matrix4x4 projMat = Matrix4x4.Perspective(60.0f, 1.33f, 0.1f, 30.0f); scamera.projectionMatrix = new UnityARMatrix4x4(projMat.GetColumn(0), projMat.GetColumn(1), projMat.GetColumn(2), projMat.GetColumn(3)); UnityARSessionNativeInterface.SetStaticCamera(scamera); editorConnection = EditorConnection.instance; editorConnection.Initialize(); editorConnection.RegisterConnection(PlayerConnected); editorConnection.RegisterDisconnection(PlayerDisconnected); editorConnection.Register(ConnectionMessageIds.updateCameraFrameMsgId, UpdateCameraFrame); editorConnection.Register(ConnectionMessageIds.addPlaneAnchorMsgeId, AddPlaneAnchor); editorConnection.Register(ConnectionMessageIds.updatePlaneAnchorMsgeId, UpdatePlaneAnchor); editorConnection.Register(ConnectionMessageIds.removePlaneAnchorMsgeId, RemovePlaneAnchor); editorConnection.Register(ConnectionMessageIds.screenCaptureYMsgId, ReceiveRemoteScreenYTex); editorConnection.Register(ConnectionMessageIds.screenCaptureUVMsgId, ReceiveRemoteScreenUVTex); }
void UpdateCameraFrame(MessageEventArgs mea) { serializableUnityARCamera serCamera = mea.data.Deserialize <serializableUnityARCamera> (); UnityARCamera scamera = new UnityARCamera(); scamera = serCamera; InitializeTextures(scamera); UnityARSessionNativeInterface.SetStaticCamera(scamera); UnityARSessionNativeInterface.RunFrameUpdateCallbacks(); }