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Save your project and your scene.
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From the File Menu, select Project Settings.
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Select Oculus, and then select the Android tab.
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Check the Checklist for warnings or errors or warnings. Choose Apply All or Fix to have Unity resolve them.
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Check the Project Setup Tool
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Save and Run the Project
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From the File menu, choose Save to save your scene and Save Project to save the project.
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From the File menu, choose Build Settings to open the Build Settings* window.
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Make sure your Meta Quest headset is the selected device in the Run Device dropdown. If you don’t see your headset in the list, click Refresh.
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Click Add Open Scenes to add your scene to the build. Deselect and remove any other scenes from the selection window.
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Click the Build and Run button to launch the program onto your headset.
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Try Out the App
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When you first start the app, you’ll see that each controller displays a capsule. The left controller shows a green capsule, and the right controller shows a red capsule. Green capsules are saved to local storage when they are created, but red ones are never saved.
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Press the left index trigger one or more times to create small green capsules. The anchor for each capsule is automatically saved to the headset.
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Press the right index trigger one or more times to create small red capsules. These anchors are not saved to the headset.
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Press the X button to destroy all capsules. All capsules are removed from your view.
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Press the A button to load all saved capsules. Only green capsules reappear.
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Press the Y button to erase all green anchors from local storage. The green capsules remain on the screen.
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Press the X button to destroy all capsules. All capsules are removed from your view.
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Press the A button to load all saved capsules. Because you erased them, no green capsules reappear.
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Spatial Anchors Added at Runtime
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Appendix: The Full AnchorTutorialUIScript.cs File.
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine.Serialization;
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using UnityEngine.UIElements;
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using static OVRSpatialAnchor;
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//using static UnityEditor.Progress;
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public class AnchorTutorialUIManager : MonoBehaviour
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{
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/// <summary>
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/// Anchor Tutorial UI manager singleton instance
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/// </summary>
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public static AnchorTutorialUIManager Instance;
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[SerializeField]
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private GameObject _saveableAnchorPrefab;
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public GameObject SaveableAnchorPrefab => _saveableAnchorPrefab;
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[SerializeField, FormerlySerializedAs("_saveablePreview")]
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private GameObject _saveablePreview;
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[SerializeField, FormerlySerializedAs("_saveableTransform")]
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private Transform _saveableTransform;
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[SerializeField]
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private GameObject _nonSaveableAnchorPrefab;
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public GameObject NonSaveableAnchorPrefab => _nonSaveableAnchorPrefab;
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[SerializeField, FormerlySerializedAs("_nonSaveablePreview")]
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private GameObject _nonSaveablePreview;
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[SerializeField, FormerlySerializedAs("_nonSaveableTransform")]
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private Transform _nonSaveableTransform;
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private OVRSpatialAnchor _workingAnchor;
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private List<OVRSpatialAnchor> _allSavedAnchors; //we've written these to the headset (green only)
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private List<OVRSpatialAnchor> _allRunningAnchors; //these are currently running (red and green)
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private System.Guid[] _anchorSavedUUIDList; //simulated external location, like PlayerPrefs
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private int _anchorSavedUUIDListSize;
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private const int _anchorSavedUUIDListMaxSize = 50;
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Action<OVRSpatialAnchor.UnboundAnchor, bool> _onLoadAnchor;
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private void Awake()
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{
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if (Instance == null)
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{
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Instance = this;
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_allSavedAnchors = new List<OVRSpatialAnchor>();
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_allRunningAnchors = new List<OVRSpatialAnchor>();
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_anchorSavedUUIDList = new System.Guid[_anchorSavedUUIDListMaxSize];
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_anchorSavedUUIDListSize = 0;
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_onLoadAnchor = OnLocalized;
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}
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else
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{
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Destroy(this);
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}
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}
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