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; }
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); }
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); }