private void StoreLoaded(UnityEngine.XR.WSA.Persistence.WorldAnchorStore store) { this.store = store; // We've loaded. Wait to place. StartCoroutine(PlaceWorldAnchor()); }
void AnchorStoreReady(UnityEngine.XR.WSA.Persistence.WorldAnchorStore store) { anchorStore = store; string[] ids = anchorStore.GetAllIds(); foreach (GameObject marker in Markers) { // Retrieve WorldAnchors for each marker if it exists Debug.Log("Looking for " + marker.name + " in WorldAnchorStore"); UnityEngine.XR.WSA.WorldAnchor wa = anchorStore.Load(marker.name, marker); if (wa != null) { Debug.Log("Retrieved anchor from WorldAnchorStore"); } else { // Set new WorldAnchor if no existing WorldAnchor found Debug.Log("No WorldAnchor for " + marker.name + " found, creating new WorldAnchor"); UnityEngine.XR.WSA.WorldAnchor attachingAnchor = marker.AddComponent <UnityEngine.XR.WSA.WorldAnchor>(); if (attachingAnchor.isLocated) { bool saved = anchorStore.Save(marker.name, attachingAnchor); Debug.Log("Saved new WorldAnchor position for " + marker.name + ": " + saved); } else { attachingAnchor.OnTrackingChanged += AttachingAnchor_OnTrackingChanged; } } } }
void AnchorStoreReady(UnityEngine.XR.WSA.Persistence.WorldAnchorStore store) { anchorStore = store; //if (PlacementBypasser.Instance != null) //{ // CreateAnchor(); //} CreateAnchor(); }
void AnchorStoreReady(UnityEngine.XR.WSA.Persistence.WorldAnchorStore store) { anchorStore = store; Debug.Log("looking for " + ObjectAnchorStoreName); anchorStore.Load(ObjectAnchorStoreName, gameObject); UnityEngine.XR.WSA.WorldAnchor anchor = gameObject.GetComponent <UnityEngine.XR.WSA.WorldAnchor>(); if (anchor != null) { Destroy(anchor); } }
private void AnchorStoreReady(UnityEngine.XR.WSA.Persistence.WorldAnchorStore store) { Debug.Log("WorldAnchorStore READY"); anchorStore = store; CurrentState = AnchorManagementState.AnchorStoreReady; if (!KeepRoomAlive) { anchorStore.Clear(); } }
void AnchorStoreReady(UnityEngine.XR.WSA.Persistence.WorldAnchorStore store) { anchorStore = store; Placing = true; Debug.Log("looking for " + ObjectAnchorStoreName); string[] ids = anchorStore.GetAllIds(); for (int index = 0; index < ids.Length; index++) { Debug.Log(ids[index]); if (ids[index] == ObjectAnchorStoreName) { UnityEngine.XR.WSA.WorldAnchor wa = anchorStore.Load(ids[index], gameObject); Placing = false; break; } } }
/// <summary> /// Attempts to attach to an anchor by anchorName in the local store.. /// </summary> /// <returns>True if it attached, false if it could not attach</returns> private bool AttachToCachedAnchor(string AnchorName) { UnityEngine.XR.WSA.Persistence.WorldAnchorStore anchorStore = WorldAnchorManager.Instance.AnchorStore; Debug.Log("Looking for " + AnchorName); string[] ids = anchorStore.GetAllIds(); for (int index = 0; index < ids.Length; index++) { if (ids[index] == AnchorName) { Debug.Log("Using what we have"); anchorStore.Load(ids[index], objectToAnchor); AnchorEstablished = true; return(true); } } // Didn't find the anchor. return(false); }
/// <summary> /// Called when the local anchor store is ready. /// </summary> /// <param name="store"></param> private void AnchorStoreReady(UnityEngine.XR.WSA.Persistence.WorldAnchorStore store) { anchorStore = store; currentState = ImportExportState.AnchorStore_Initialized; }
void AnchorStoreReady(UnityEngine.XR.WSA.Persistence.WorldAnchorStore store) { Debug.Log("Anchor Called"); anchorStore = store; }
private void StoreLoaded(UnityEngine.XR.WSA.Persistence.WorldAnchorStore store) { this.Store = store; }
void GotStore(UnityEngine.XR.WSA.Persistence.WorldAnchorStore newStore) { Debug.Log("GOT STORE"); store = newStore; }