// Called when the GameObject is first created. protected override void Awake() { base.Awake(); surfaceObserver = gameObject.GetComponent <SpatialMappingObserver>(); Source = surfaceObserver; }
private void TryDetach(SpatialMappingSource spatialMappingSource) { if (spatialMappingSource != null) { spatialMappingSource.SurfaceAdded -= HandleSurfaceAdded; spatialMappingSource.SurfaceUpdated -= HandleSurfaceUpdated; spatialMappingSource.SurfaceRemoved -= HandleSurfaceRemoved; spatialMappingSource.RemovingAllSurfaces -= HandleRemovingAllSurfaces; } inputMeshList.Clear(); }
/// <summary> /// Sets the source of surface information. /// </summary> /// <param name="mappingSource">The source to switch to. Null means return to the live stream if possible.</param> public void SetSpatialMappingSource(SpatialMappingSource mappingSource) { UpdateRendering(false); if (mappingSource == null) { Source = surfaceObserver; } else { Source = mappingSource; } UpdateRendering(DrawVisualMeshes); }
private void TryAttach(SpatialMappingSource spatialMappingSource) { if (spatialMappingSource != null) { spatialMappingSource.SurfaceAdded += HandleSurfaceAdded; spatialMappingSource.SurfaceUpdated += HandleSurfaceUpdated; spatialMappingSource.SurfaceRemoved += HandleSurfaceRemoved; spatialMappingSource.RemovingAllSurfaces += HandleRemovingAllSurfaces; Debug.Assert(inputMeshList.Count == 0); foreach (var surface in spatialMappingSource.SurfaceObjects) { inputMeshList.Add(CreateMeshData(surface, meshUpdateID: 0)); } } }
// Called when the GameObject is first created. private void Awake() { surfaceObserver = gameObject.GetComponent <SpatialMappingObserver>(); Source = surfaceObserver; }
// Called when the GameObject is first created. private void Awake() { surfaceObserver = gameObject.GetComponent <SpatialMappingObserver>(); Source = surfaceObserver; DontDestroyOnLoad(transform.gameObject); }