/// <summary> /// Ensures that the scene has what we need to continue. /// </summary> /// <returns>True if we can proceed, false otherwise.</returns> private bool CheckConfiguration() { networkTransmitter = GenericNetworkTransmitter.Instance; if (networkTransmitter == null) { Debug.Log("No UNetNetworkTransmitter found in scene"); return(false); } networkManager = NetworkManager.singleton; if (networkManager == null) { Debug.Log("No NetworkManager found in scene"); return(false); } if (SharedCollection.Instance == null) { Debug.Log("No SharedCollection found in scene"); return(false); } else { objectToAnchor = SharedCollection.Instance.gameObject; } spatialMapping = SpatialMappingManager.Instance; if (spatialMapping == null) { Debug.Log("Spatial mapping not found in scene. Better anchor locations can be found if a SpatialMappingManager is in the scene"); } return(true); }
/// <summary> /// Ensures that the scene has what we need to continue. /// </summary> /// <returns>True if we can proceed, false otherwise.</returns> private bool CheckConfiguration() { networkTransmitter = GenericNetworkTransmitter.Instance; if (networkTransmitter == null) { Debug.Log("No UNetNetworkTransmitter found in scene"); return(false); } networkManager = NetworkManager.singleton; if (networkManager == null) { Debug.Log("No NetworkManager found in scene"); return(false); } if (UNetAnchorManager.Instance == null) { Debug.Log("No UNetAnchorManager found in scene"); return(false); } else { objectToAnchor = UNetAnchorManager.Instance.gameObject; } return(true); }