public void AddAnchor(ARPlaneAnchor arPlaneAnchor) { GameObject go = UnityARUtility.CreatePlaneInScene(arPlaneAnchor); go.AddComponent <DontDestroyOnLoad> (); //this is so these GOs persist across scene loads ARPlaneAnchorGameObject arpag = new ARPlaneAnchorGameObject(); arpag.planeAnchor = arPlaneAnchor; arpag.gameObject = go; planeAnchorMap.Add(arPlaneAnchor.identifier, arpag); }
public void AddAnchor(ARPlaneAnchor arPlaneAnchor) { GameObject gameObject = UnityARUtility.CreatePlaneInScene(arPlaneAnchor); gameObject.AddComponent <DontDestroyOnLoad>(); ARPlaneAnchorGameObject aRPlaneAnchorGameObject = new ARPlaneAnchorGameObject(); aRPlaneAnchorGameObject.planeAnchor = arPlaneAnchor; aRPlaneAnchorGameObject.gameObject = gameObject; planeAnchorMap.Add(arPlaneAnchor.identifier, aRPlaneAnchorGameObject); }
public void AddAnchor(ARPlaneAnchor arPlaneAnchor) { GameObject go = UnityARUtility.CreatePlaneInScene(arPlaneAnchor); go.AddComponent <DontDestroyOnLoad> (); //this is so these GOs persist across scene loads ARPlaneAnchorGameObject arpag = new ARPlaneAnchorGameObject(); arpag.planeAnchor = arPlaneAnchor; arpag.gameObject = go; planeAnchorMap.Add(arPlaneAnchor.identifier, arpag); //下面是自己写的 //if(planeAnchorMap.Count>1){ // RemoveAnchor(lastARPlaneAnchor); //} bound = go.GetComponentInChildren <MeshRenderer>().bounds; lastARPlaneAnchor = arPlaneAnchor; }
public void AddAnchor(ARPlaneAnchor arPlaneAnchor) { GameObject go = UnityARUtility.CreatePlaneInScene(arPlaneAnchor); go.AddComponent <DontDestroyOnLoad> (); //this is so these GOs persist across scene loads ARPlaneAnchorGameObject arpag = new ARPlaneAnchorGameObject(); arpag.planeAnchor = arPlaneAnchor; arpag.gameObject = go; DebugPlaneTiler planeTiler = go.GetComponentInChildren <DebugPlaneTiler>(); if (planeTiler) { planeTiler.AddToList(); } planeAnchorMap.Add(arPlaneAnchor.identifier, arpag); }
public void AddAnchor(ARPlaneAnchor arPlaneAnchor) { GameObject go = UnityARUtility.CreatePlaneInScene(arPlaneAnchor); go.AddComponent <DontDestroyOnLoad> (); //this is so these GOs persist across scene loads ARPlaneAnchorGameObject arpag = new ARPlaneAnchorGameObject(); arpag.planeAnchor = arPlaneAnchor; arpag.gameObject = go; planeAnchorMap.Add(arPlaneAnchor.identifier, arpag); UnityARSessionNativeInterface.ARAnchorAddedEvent -= AddAnchor; //modified PlaneAppearDetector detector = generatedPlane; detector.planeDetect(); detector = hitScript; detector.planeDetect(); PlaneDetectorSwitcher switcher = Camera_managerScrpt; }