private async void Start() { _mainCamera = Camera.main; _trackableObjectDataLoader = TrackableObjectDataLoader.Instance; _awaiting = true; await _objectAnchorsService.InitializeAsync(); _objectAnchorsService.Pause(); bool hasObjects = await _trackableObjectDataLoader.LoadObjectModelsAsync(Application.persistentDataPath); _awaiting = false; // if the trackable object loader doesn't find anything, may as well give up. // future: add a refresh button... if (hasObjects) { _objectAnchorsService.ObjectAdded += _objectAnchorsService_ObjectAdded; _objectAnchorsService.ObjectUpdated += _objectAnchorsService_ObjectUpdated; _objectAnchorsService.ObjectRemoved += _objectAnchorsService_ObjectRemoved; _objectAnchorsService.RunningChanged += _objectAnchorsService_RunningChanged; Debug.Log("Object detector ready"); } else { Debug.LogWarning("no objects to detect."); enabled = false; } }
private void Start() { _mainCamera = Camera.main; // // Find bounding box components. // _searchAreaBboxManipulationHandler = GetComponent <ObjectManipulator>(); _searchAreaBboxManipulationHandler.OnManipulationEnded.AddListener(BoundingBoxMoved); _searchAreaBounds = GetComponent <BoundsControl>(); _objectAnchorsService = ObjectAnchorsService.GetService(); _trackableObjectDataLoader = TrackableObjectDataLoader.Instance; _trackableObjectDataLoader.ModelsLoaded += _trackableObjectDataLoader_ModelsLoaded; _automaticSearchAreaMovementController = GetComponent <AutonomousSearchArea>(); _searchAreaModelVisualization = GetComponentInChildren <SearchAreaModelVisualization>(); }
public void Dispose() { _trackableObjects.Clear(); _instance = null; }