// Use this for initialization. private void Start() { #if UNITY_WSA || UNITY_STANDALONE_WIN // Create our keyword collection. keywordCollection = new Dictionary <string, System.Action> { { SendMeshesKeyword, SendMeshes } }; // Tell the KeywordRecognizer about our keywords. keywordRecognizer = new KeywordRecognizer(keywordCollection.Keys.ToArray()); // Register a callback for the KeywordRecognizer and start recognizing. keywordRecognizer.OnPhraseRecognized += KeywordRecognizer_OnPhraseRecognized; keywordRecognizer.Start(); #endif #if UNITY_EDITOR || UNITY_STANDALONE remoteMeshTarget = GetComponent <RemoteMeshTarget>(); if (remoteMeshTarget != null && SpatialMappingManager.Instance.Source == null) { // Use the network-based mapping source to receive meshes in the Unity editor. SpatialMappingManager.Instance.SetSpatialMappingSource(remoteMeshTarget); } #endif }
// Use this for initialization. private void Start() { #if UNITY_EDITOR || UNITY_STANDALONE remoteMeshTarget = GetComponent <RemoteMeshTarget>(); if (remoteMeshTarget != null && SpatialMappingManager.Instance.Source == null) { // Use the network-based mapping source to receive meshes in the Unity editor. SpatialMappingManager.Instance.SetSpatialMappingSource(remoteMeshTarget); } #endif }