// Start is called before the first frame update void Start() { bool supported = GvrBetaSettings.IsFeatureSupported(GvrBetaFeature.SeeThrough); bool enabled = GvrBetaSettings.IsFeatureEnabled(GvrBetaFeature.SeeThrough); if (supported && !enabled) { GvrBetaFeature[] features = new GvrBetaFeature[] { GvrBetaFeature.SeeThrough }; GvrBetaSettings.RequestFeatures(features, null); } }
private void CycleSeeThroughModes() { if (!GvrBetaSettings.IsFeatureEnabled(GvrBetaFeature.SeeThrough)) { return; } GvrBetaSeeThroughCameraMode camMode = GvrBetaHeadset.CameraMode; GvrBetaSeeThroughSceneType sceneType = GvrBetaSeeThroughSceneType.Augmented; switch (camMode) { case GvrBetaSeeThroughCameraMode.Disabled: camMode = GvrBetaSeeThroughCameraMode.RawImage; break; case GvrBetaSeeThroughCameraMode.RawImage: camMode = GvrBetaSeeThroughCameraMode.ToneMap; break; case GvrBetaSeeThroughCameraMode.ToneMap: // When see-through is disabled, use scene type Virtual to restore headpose // offset to 0. sceneType = GvrBetaSeeThroughSceneType.Virtual; camMode = GvrBetaSeeThroughCameraMode.Disabled; break; } GvrBetaHeadset.SetSeeThroughConfig(camMode, sceneType); statusText.text = "Mode: " + camMode; bool seethruEnabled = camMode != GvrBetaSeeThroughCameraMode.Disabled; foreach (var go in hideDuringSeeThrough) { go.SetActive(!seethruEnabled); } }
private void UpdateInfoText() { if (GvrBetaSettings.IsFeatureEnabled(GvrBetaFeature.SeeThrough)) { // SeeThrough enabled. infoText.text = "Press the App button to cycle see-through modes."; statusText.gameObject.SetActive(true); } else { // SeeThrough not enabled. if (GvrBetaSettings.IsFeatureSupported(GvrBetaFeature.SeeThrough)) { infoText.text = "See-through is not currently enabled. " + "Enable in Settings > Beta Features."; } else { infoText.text = "See-through is not supported on this system."; } statusText.gameObject.SetActive(false); } }