// Use this for initialization void Start () { //TODO: Allow for per-object disabling of logging //TODO: Apply a gizmo to each Tracker object for easier finding in the Editor g = Gloggr.Instance; if (g == null) { Debug.LogError("Could not find Gloggr object. Make sure one GameObject in the scene has the Gloggr component."); trackingPossible = false; } else trackingPossible = enableTracking; }
//TODO: Define events by Level of Detail in the Tracker, allow for more/less granular logging in the future. // Use this for initialization void Awake () { Debug.Log("awake now"); _instance = this; gameObject.name = NAME; if (Application.isEditor) serverURL = developmentURL; else serverURL = releaseURL; events = new List<Gloggr_PlayEvent>(); processedEvents = new List<Gloggr_PlayEvent>(); ClearProcessedEvents(); //used if length checks are used in the future on events sent to the server if (initializeOnAwake) Initialize(); }