private void Start() { string[] errors; if (!DependenciesValid(out errors)) { PrintValidationErrors(errors); gameObject.SetActive(false); } #if WINDOWS_UWP try { OpenCVUtils.CheckOpenCVWrapperHasLoaded(); } catch (System.Exception e) { Debug.LogError(e); gameObject.SetActive(false); return; } #endif isHost = FindObjectOfType <PlatformSwitcher>().TargetPlatform == PlatformSwitcher.Platform.Hololens; // The host needs an aditional component if (isHost) { NetworkServer.RegisterHandler(MsgType.Connect, OnServerConnect); StartCoroutine(StartHostRoutine()); } else { WorldSync.OnWorldSyncCompleteClient += OnWorldSync; NetworkServer.RegisterHandler(MsgType.Connect, OnClientConnect); } }
private void Awake() { string[] errors; if (!DependenciesValid(out errors)) { PrintValidationErrors(errors); gameObject.SetActive(false); } #if WINDOWS_UWP try { OpenCVUtils.CheckOpenCVWrapperHasLoaded(); } catch (System.Exception e) { Debug.LogError(e); gameObject.SetActive(false); return; } #endif // The client doesn't have to wait for the server to be started, but this works best if the component // waits for the remaining networking bits to have warmed up, // just give it a couple of seconds and then start it if (!spectatorView.IsHost) { Invoke("ManualStart", 3f); } }
private void Start() { #if WINDOWS_UWP try { OpenCVUtils.CheckOpenCVWrapperHasLoaded(); } catch (System.Exception e) { Debug.LogError(e); gameObject.SetActive(false); return; } #endif isHost = FindObjectOfType <PlatformSwitcher>().TargetPlatform == PlatformSwitcher.Platform.Hololens; // Auto find components if necessary if (NewDeviceDiscovery == null) { NewDeviceDiscovery = FindObjectOfType <NewDeviceDiscovery>(); } if (SpectatorViewNetworkDiscovery == null) { SpectatorViewNetworkDiscovery = FindObjectOfType <SpectatorViewNetworkDiscovery>(); } // The host needs an aditional component if (isHost) { if (MarkerDetectionHololens == null) { MarkerDetectionHololens = FindObjectOfType <MarkerDetectionHololens>(); } NetworkServer.Reset(); // Reset the server to make sure that it starts clean StartHost(); } else { if (MarkerGeneration3D == null) { MarkerGeneration3D = FindObjectOfType <MarkerGeneration3D>(); } WorldSync.OnWorldSyncCompleteClient += OnWorldSync; } }
private void Start() { #if WINDOWS_UWP try { OpenCVUtils.CheckOpenCVWrapperHasLoaded(); } catch (Exception e) { Debug.LogError(e); gameObject.SetActive(false); return; } detector = new MarkerDetector(); detector.Initialize(); holoLensCapture.OnFrameCapture += ProcessImage; #endif }
private void Awake() { #if WINDOWS_UWP try { OpenCVUtils.CheckOpenCVWrapperHasLoaded(); } catch (System.Exception e) { Debug.LogError(e); gameObject.SetActive(false); return; } #endif isHost = FindObjectOfType <PlatformSwitcher>().TargetPlatform == PlatformSwitcher.Platform.Hololens; // The client doesn't have to wait for the server to be started, but this works best if the component // waits for the remaining networking bits to have warmed up, // just give it a couple of seconds and then start it if (!isHost) { Invoke("ManualStart", 4f); } }