/// <summary> /// Called when a remote anchor has been deserialized. /// </summary> /// <param name="status"></param> /// <param name="anchorBatch"></param> private void ImportComplete(SerializationCompletionReason status, WorldAnchorTransferBatch anchorBatch) { bool successful = status == SerializationCompletionReason.Succeeded; GameObject objectToAnchor = null; if (successful) { if (ShowDetailedLogs) { Debug.LogFormat("[SharingWorldAnchorManager] Successfully imported \"{0}\" anchors.", anchorBatch.anchorCount.ToString()); } if (AnchorDebugText != null) { AnchorDebugText.text += string.Format("\nSuccessfully imported \"{0}\" anchors.", anchorBatch.anchorCount.ToString()); } string[] anchorNames = anchorBatch.GetAllIds(); for (var i = 0; i < anchorNames.Length; i++) { if (AnchorGameObjectReferenceList.TryGetValue(anchorNames[i], out objectToAnchor)) { AnchorStore.Save(anchorNames[i], anchorBatch.LockObject(anchorNames[i], objectToAnchor)); } else { //TODO: Figure out how to get the GameObject reference from across the network. For now it's best to use unique GameObject names. Debug.LogWarning("[SharingWorldAnchorManager] Unable to import anchor! We don't know which GameObject to anchor!"); if (AnchorDebugText != null) { AnchorDebugText.text += "\nUnable to import anchor! We don\'t know which GameObject to anchor!"; } } } } else { Debug.LogError("[SharingWorldAnchorManager] Import failed!"); if (AnchorDebugText != null) { AnchorDebugText.text += "\nImport failed!"; } } if (AnchorDownloaded != null) { AnchorDownloaded(successful, objectToAnchor); } anchorBatch.Dispose(); rawAnchorDownloadData = null; isImportingAnchors = false; }
/// <summary> /// Called when anchors are changed in the room. /// </summary> /// <param name="room">The room where the anchors were changed.</param> private void RoomManagerListener_AnchorsChanged(Room room) { if (SharingStage.Instance.CurrentRoom.GetID() == room.GetID()) { if (AnchorDebugText != null) { AnchorDebugText.text += "\nRoom Anchors Updated! Clearing the local Anchor Store and attempting to download the update..."; } // Clear our local anchor store, and download all our shared anchors again. // TODO: Only download the anchors that changed. Currently there's no way to know which anchor changed. AnchorStore.Clear(); if (ShowDetailedLogs) { Debug.LogFormat("[SharingWorldAnchorManager] Anchors updated for room \"{0}\".\nClearing the local Anchor Store and attempting to download the update...", room.GetName().GetString()); } if (AnchorDebugText != null) { AnchorDebugText.text += string.Format("\nAnchors updated for room \"{0}\".\nClearing the local Anchor Store and attempting to download the update...", room.GetName().GetString()); } int roomAnchorCount = SharingStage.Instance.CurrentRoom.GetAnchorCount(); for (int i = 0; i < roomAnchorCount; i++) { GameObject anchoredObject; string roomAnchorId = SharingStage.Instance.CurrentRoom.GetAnchorName(i).GetString(); if (AnchorGameObjectReferenceList.TryGetValue(roomAnchorId, out anchoredObject)) { if (ShowDetailedLogs) { Debug.LogFormat("[SharingWorldAnchorManager] Found cached GameObject reference for \"{0}\".", roomAnchorId); } if (AnchorDebugText != null) { AnchorDebugText.text += string.Format("\nFound cached GameObject reference for \"{0}\".", roomAnchorId); } AttachAnchor(anchoredObject, roomAnchorId); } else { anchoredObject = GameObject.Find(roomAnchorId); if (anchoredObject != null) { if (ShowDetailedLogs) { Debug.LogFormat("[SharingWorldAnchorManager] Found a GameObject reference form scene for \"{0}\".", roomAnchorId); } if (AnchorDebugText != null) { AnchorDebugText.text += string.Format("\nFound a GameObject reference form scene for \"{0}\".", roomAnchorId); } AttachAnchor(anchoredObject, roomAnchorId); } else { Debug.LogWarning("[SharingWorldAnchorManager] Unable to find a matching GameObject for anchor!"); if (AnchorDebugText != null) { AnchorDebugText.text += "\nUnable to find a matching GameObject for anchor!"; } } } } } }