void OnVuforiaStarted() { Debug.Log("OnVuforiaStarted() called."); if (Device.Instance is EyewearDevice) { EyewearDevice eyewearDevice = (EyewearDevice)Device.Instance; DigitalEyewearARController.Instance.SetEyewearType(DigitalEyewearARController.EyewearType.OpticalSeeThrough); DigitalEyewearARController.Instance.SetSeeThroughConfiguration(DigitalEyewearARController.SeeThroughConfiguration.Vuforia); // when entering into 3d stereo mode if (!eyewearDevice.IsDisplayExtended()) { eyewearDevice.SetDisplayExtended(true); } // to enable predictive tracking if (!eyewearDevice.IsPredictiveTrackingEnabled()) { eyewearDevice.SetPredictiveTracking(true); } // when exiting 3d stereo mode back to 2d (duplication/mono) mode for menus, etc. eyewearDevice.SetDisplayExtended(false); } }
private void SetTargetFrameRate() { int targetFPS = 0; EyewearDevice eyewearDevice = Device.Instance as EyewearDevice; if ((eyewearDevice != null) && eyewearDevice.IsSeeThru()) { // In see-through devices, there is no video background to render targetFPS = VuforiaRenderer.Instance.GetRecommendedFps(VuforiaRenderer.FpsHint.NO_VIDEOBACKGROUND); } else { // Query Vuforia for AR target frame rate and set it in Unity: targetFPS = VuforiaRenderer.Instance.GetRecommendedFps(VuforiaRenderer.FpsHint.NONE); } // Note: if you use vsync in your quality settings, you should also set // your QualitySettings.vSyncCount according to the value returned above. // e.g. if targetFPS > 50 --> vSyncCount = 1; else vSyncCount = 2; Application.targetFrameRate = targetFPS; }