/// <summary> /// Awake时添加SDK初始化完成回调 /// </summary> void Awake() { _render_to_model = GetComponent <RenderToModel>(); FaceunityWorker.Instance.OnInitOK += _InitApplication; foreach (StdController stc in std_controller_list) { stc.gameObject.SetActive(false); eye_controller_list.AddRange(stc.GetComponentsInChildren <EyeController>()); } _render_to_model.if_track_pos = enable_track.isOn; }
void Awake() { _render_to_model = GetComponent <RenderToModel>(); FaceunityWorker.Instance.OnInitOK += _InitApplication; _marks = new bool[std_controller_array.Length]; eye_controller_array = new EyeController[std_controller_array.Length][]; for (int i = 0; i < std_controller_array.Length; i++) { std_controller_array[i].gameObject.SetActive(false); eye_controller_array[i] = std_controller_array[i].GetComponentsInChildren <EyeController>(); } _render_to_model.if_track_pos = true; }
void Awake() { rtm = GetComponent <RenderToModel>(); }
void Awake() { rtm = GetComponent <RenderToModel>(); FaceunityWorker.instance.OnInitOK += InitApplication; }