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m_headsetGuid,
NetworkAdapter.NetworkData,
NetworkAdapter.NetworkMessenger,
sharedAnchorManager,
m_alignmentAnchorManager,
overrideEventCode
);
```
Using the AlignmentAnchorManager class
The AlignmentAnchorManager class plays a significant role in the overall flow because it handles player alignment to the spatial anchor. It is defined in /Packages/com.meta.xr.sdk.colocation/Anchors/AlignmentAnchorManager.cs.
The AlignmentAnchorManager class contains the AlignPlayerToAnchor function, as shown here:
public void AlignPlayerToAnchor(OVRSpatialAnchor anchor) {
Debug.Log("AlignmentAnchorManager: Called AlignPlayerToAnchor");
if (_alignmentCoroutine != null) {
StopCoroutine(_alignmentCoroutine);
_alignmentCoroutine = null;
}
_alignmentCoroutine = StartCoroutine(AlignmentCoroutine(anchor, 2));
}
Invoking the AlignPlayerToAnchor function gets the spatial anchor used by the Colocation package. It connects to the Spatial Anchors API in order to align a player to the anchor.
ColocationLauncher class
Back in the Colocation package, in the ColocationLauncher class, defined in /Packages/com.meta.xr.sdk.colocation/ColocationLauncher/ColocationLauncher.cs.
ExecuteAction function
This class contains the ExecuteAction function:
private void ExecuteAction(ColocationMethod colocationMethod) {
switch (colocationMethod) {
case ColocationMethod.ColocateAutomatically:
ColocateAutomaticallyInternal();
break;
case ColocationMethod.ColocateByPlayerWithOculusId:
ColocateByPlayerWithOculusIdInternal(_oculusIdToColocateTo);
break;
case ColocationMethod.CreateColocatedSpace:
CreateColocatedSpaceInternal();
break;
default:
Debug.LogError($"ColocationLauncher: Unknown action: {colocationMethod}");
break;
}
}
ColocationAutomaticallyInternal function
The ExecuteAction function can, in turn, call the ColocateAutomaticallyInternal() function. This is where the shared spatial anchors come to play:
private async void ColocateAutomaticallyInternal() {
Debug.Log("ColocationLauncher: Called Init Anchor Flow");
var successfullyAlignedToAnchor = false;
List<Anchor> alignmentAnchors = GetAllAlignmentAnchors();
foreach (var anchor in alignmentAnchors)
if (await AttemptToShareAndLocalizeToAnchor(anchor)) {
successfullyAlignedToAnchor = true;
Debug.Log($"ColocationLauncher: successfully aligned to anchor with id: {anchor.uuid}");
_networkData.AddPlayer(new Player(_myOculusId, anchor.colocationGroupId));
AlignPlayerToAnchor();
break;
}
if (!successfullyAlignedToAnchor) {
if (CreateAnchorIfColocationFailed)
{
CreateNewColocatedSpace().Forget();
}
else
{
OnAutoColocationFailed?.Invoke();
}
}
}
This gets all the alignment anchors by calling the List<Anchor> GetAllAlignmentAnchors() function, as shown here:
private List<Anchor> GetAllAlignmentAnchors() {
var alignmentAnchors = new List<Anchor>();
List<Anchor> allAnchors = _networkData.GetAllAnchors();
foreach (var anchor in allAnchors)
if (anchor.isAlignmentAnchor) {
alignmentAnchors.Add(anchor);
}
return alignmentAnchors;
}
The important line here is:
List<Anchor> allAnchors = _networkData.GetAllAnchors();