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/* |
* We respond to five button events: |
* |
* Left trigger: Create a saveable (green) anchor. |
* Right trigger: Create a non-saveable (red) anchor. |
* A: Load, Save and display all saved anchors (green only) |
* X: Destroy all runtime anchors (red and green) |
* Y: Erase all anchors (green only) |
* others: no action |
*/ |
void Update() |
{ |
if (OVRInput.GetDown(OVRInput.Button.PrimaryIndexTrigger)) |
{ |
//create a green (saveable) spatial anchor |
GameObject gs = PlaceAnchor(_saveableAnchorPrefab, _saveableTransform.position, _saveableTransform.rotation); //anchor A |
_workingAnchor = gs.AddComponent<OVRSpatialAnchor>(); |
CreateAnchor(_workingAnchor, true); |
} |
else if (OVRInput.GetDown(OVRInput.Button.SecondaryIndexTrigger)) |
{ |
//create a red (non-saveable) spatial anchor. |
GameObject gs = PlaceAnchor(_nonSaveableAnchorPrefab, _nonSaveableTransform.position, _nonSaveableTransform.rotation); //anchor b |
_workingAnchor = gs.AddComponent<OVRSpatialAnchor>(); |
CreateAnchor(_workingAnchor, false); |
} |
else if (OVRInput.GetDown(OVRInput.Button.One)) |
{ |
LoadAllAnchors(); // load saved anchors |
} |
else if (OVRInput.GetDown(OVRInput.Button.Three)) //x button |
{ |
//Destroy all anchors from the scene, but don't erase them from storage |
using (var enumerator = _allRunningAnchors.GetEnumerator()) |
{ |
while (enumerator.MoveNext()) |
{ |
var spAnchor = enumerator.Current; |
Destroy(spAnchor.gameObject); |
//Debug.Log("Destroyed an Anchor " + spAnchor.Uuid.ToString() + "!"); |
} |
} |
//clear the list of running anchors |
_allRunningAnchors.Clear(); |
} |
else if (OVRInput.GetDown(OVRInput.Button.Four)) |
{ |
EraseAllAnchors(); // erase all saved (green) anchors |
} |
else // any other button? |
{ |
// no other actions tracked |
} |
} |
/****************************** Button Handlers ***********************/ |
/******************* Create Anchor Methods *****************/ |
public void CreateAnchor(OVRSpatialAnchor spAnchor, bool saveAnchor) |
{ |
//use a Unity coroutine to manage the async save |
StartCoroutine(anchorCreated(_workingAnchor, saveAnchor)); |
} |
/* |
* Unity Coroutine |
* We need to make sure the anchor is ready to use before we save it. |
* Also, only save if specified |
*/ |
public IEnumerator anchorCreated(OVRSpatialAnchor osAnchor, bool saveAnchor) |
{ |
// keep checking for a valid and localized anchor state |
while (!osAnchor.Created && !osAnchor.Localized) |
{ |
yield return new WaitForEndOfFrame(); |
} |
//Save the anchor to a local List so we can track during the current session |
_allRunningAnchors.Add(osAnchor); |
// we save the saveable (green) anchors only |
if (saveAnchor) |
{ |
//when ready, save the anchor. |
osAnchor.Save((anchor, success) => |
{ |
if (success) |
{ |
//save UUID to external storage so we can refer to the anchors in a later session |
SaveAnchorUuidToExternalStore(anchor); |
//Debug.Log("Anchor " + osAnchor.Uuid.ToString() + " Saved!"); |
//keep tabs on anchors in local storage |
_allSavedAnchors.Add(anchor); |
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