예제 #1
0
 private void Start()
 {
     scrollingUIControl = IScrollingSessionListUIController.Instance;
     textMesh           = transform.parent.GetComponentInChildren <TextMesh>();
     textMaterial       = textMesh.GetComponent <MeshRenderer>().material;
     textColorId        = Shader.PropertyToID("_Color");
     textMaterial.SetColor(textColorId, Color.grey);
     networkDiscovery = INetworkDiscovery.Instance;
 }
    private void Start()
    {
        // On the immersive device the UI is best placed a little closer than on a HoloLens
#if UNITY_WSA && UNITY_2017_2_OR_NEWER
        if (UnityEngine.XR.WSA.HolographicSettings.IsDisplayOpaque)
        {
            gameObject.GetComponent <SimpleTagalong>().TagalongDistance = 1;
        }
#endif

        // Register for events when sessions are found / joined.
        networkDiscovery = INetworkDiscovery.Instance;
        networkDiscovery.SessionListChanged      += NetworkDiscovery_SessionListChanged;
        networkDiscovery.ConnectionStatusChanged += NetworkDiscovery_ConnectionStatusChanged;
        ScrollSessions(0);
    }
예제 #3
0
    private void Start()
    {
        networkDiscovery = INetworkDiscovery.Instance;

#if UNITY_WSA && UNITY_2017_2_OR_NEWER
        if (UnityEngine.XR.WSA.HolographicSettings.IsDisplayOpaque && !Application.isEditor)
        {
            Debug.Log("Only HoloLens can host for now");
            Destroy(gameObject);
        }
#else
        if (Application.isEditor)
        {
            Debug.Log("Only HoloLens can host for now");
            Destroy(gameObject);
        }
#endif
    }
예제 #4
0
 void Awake()
 {
     networkDiscovery = INetworkDiscovery.Instance;
     anchorManager    = UNetAnchorManager.Instance;
 }