示例#1
0
 void Start()
 {
     _synchronizationContext = new SimpleAutomaticSynchronizationContext();
     _synchronizationContext.MinimumDeltaDistance            = _minimumDeltaDistance;
     _synchronizationContext.ArTrustRange                    = _arTrustRange;
     _synchronizationContext.UseAutomaticSynchronizationBias = _useAutomaticSynchronizationBias;
     _synchronizationContext.SynchronizationBias             = _synchronizationBias;
     _synchronizationContext.OnAlignmentAvailable           += SynchronizationContext_OnAlignmentAvailable;
     _map.OnInitialized += Map_OnInitialized;
     UnityARSessionNativeInterface.ARAnchorAddedEvent            += AnchorAdded;
     UnityARSessionNativeInterface.ARSessionTrackingChangedEvent += UnityARSessionNativeInterface_ARSessionTrackingChanged;
 }
        void Awake()
        {
            _alignmentStrategy.Register(this);
            _synchronizationContext = new SimpleAutomaticSynchronizationContext();
            _synchronizationContext.MinimumDeltaDistance            = _minimumDeltaDistance;
            _synchronizationContext.ArTrustRange                    = _arTrustRange;
            _synchronizationContext.UseAutomaticSynchronizationBias = _useAutomaticSynchronizationBias;
            _synchronizationContext.SynchronizationBias             = _synchronizationBias;
            _synchronizationContext.OnAlignmentAvailable           += SynchronizationContext_OnAlignmentAvailable;
            _map.OnInitialized += Map_OnInitialized;


            // TODO: not available in ARInterface yet?!
            //UnityARSessionNativeInterface.ARSessionTrackingChangedEvent += UnityARSessionNativeInterface_ARSessionTrackingChanged;
            ARInterface.planeAdded += PlaneAddedHandler;
        }
示例#3
0
        void Start()
        {
            _alignmentStrategy.Register(this);
            _synchronizationContext = new SimpleAutomaticSynchronizationContext();
            _synchronizationContext.MinimumDeltaDistance            = _minimumDeltaDistance;
            _synchronizationContext.ArTrustRange                    = _arTrustRange;
            _synchronizationContext.UseAutomaticSynchronizationBias = _useAutomaticSynchronizationBias;
            _synchronizationContext.SynchronizationBias             = _synchronizationBias;
            _synchronizationContext.OnAlignmentAvailable           += SynchronizationContext_OnAlignmentAvailable;
            _map.OnInitialized += Map_OnInitialized;

            target = Instantiate(Resources.Load("target")) as GameObject;
            target.transform.position = new Vector3(0, 0, 2);



            // TODO: not available in ARInterface yet?!
            //UnityARSessionNativeInterface.ARSessionTrackingChangedEvent += UnityARSessionNativeInterface_ARSessionTrackingChanged;
            ARInterface.planeAdded += PlaneAddedHandler;


            InstructionCanvas.Instance.SetInstruction(firstTarget);
        }
示例#4
0
        void Awake()
        {
            Input.compass.enabled = true;
            Input.location.Start(1f, 0.1f);//could be a problem? Since location parameters are not the same with Device Location Provider

            _alignmentStrategy.Register(this);
            _synchronizationContext = new SimpleAutomaticSynchronizationContext();
            _synchronizationContext.MinimumDeltaDistance            = _minimumDeltaDistance;
            _synchronizationContext.ArTrustRange                    = _arTrustRange;
            _synchronizationContext.UseAutomaticSynchronizationBias = _useAutomaticSynchronizationBias;
            _synchronizationContext.SynchronizationBias             = _synchronizationBias;
            _synchronizationContext.OnAlignmentAvailable           += SynchronizationContext_OnAlignmentAvailable;
            _map.OnInitialized += Map_OnInitialized;


            // TODO: not available in ARInterface yet?!
            //UnityARSessionNativeInterface.ARSessionTrackingChangedEvent += UnityARSessionNativeInterface_ARSessionTrackingChanged;
            ARInterface.planeAdded += PlaneAddedHandler;

            //First Arrow
            target = Instantiate(Resources.Load("target")) as GameObject;
            target.transform.position = new Vector3(0, 0, 2);
            //InstructionUXCanvas.Instance.SetInstruction(_firstTarget);
        }