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290 bool isAnchorSharedSuccessfully = await _sharedAnchorManager.ShareAnchorsWithUser(requestedAnchorOculusId);
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And it is in the ShareAnchorsWithUser method where the actual call to OVRSpatialAnchor.Share takes place.
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// SharedAnchorManager.cs
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127 public async UniTask<bool> ShareAnchorsWithUser(ulong userId) {
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128 _userShareList.Add(new OVRSpaceUser(userId));
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...
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140 OVRSpatialAnchor.Share(
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141 _localAnchors,
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142 users,
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143 (_, result) => { utcs.TrySetResult(result == OVRSpatialAnchor.OperationResult.Success); }
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144 );
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A Player Joins an Existing Room
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When a player chooses to join an existing room, the flow is much simpler. If the user is a player, the DiscoverAppController.cs script StartClient() method is called and runs the NUXController.cs method StartNux().
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// DiscoverAppController.cs
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105 public void StartClient()
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106 {
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...
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114 NUXManager.Instance.StartNux(
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115 NUX_EXPERIENCE_KEY,
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116 () => StartConnection(false));
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117 }
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118 }
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StartNux is dependent on the DiscoverAppController.cs script method StartConnectionAsync(). As with the host, the OnConnectedToServer action is invoked. However, only the player portions are executed:
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// DiscoverAppController.cs
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317 m_playerObject = runner.Spawn(
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318 m_playerPrefab, onBeforeSpawned: (_, obj) =>
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319 {
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320 obj.GetComponent<DiscoverPlayer>().IsRemote =
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321 AvatarColocationManager.Instance.IsCurrentPlayerRemote;
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322 });
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323 runner.SetPlayerObject(runner.LocalPlayer, m_playerObject);
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324 MainMenuController.Instance.EnableMenuButton(true);
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Colocate the Player
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For the player joining a room, the ColocationLauncher.cs script ColocateAutomaticallyInternal() method, gets all known alignment anchors (for Unity-Discover, there is just one), and aligns the player to them.
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// ColocationLauncher.cs
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144 List<Anchor> alignmentAnchors = GetAllAlignmentAnchors();
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145 foreach (var anchor in alignmentAnchors)
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146 if (await AttemptToShareAndLocalizeToAnchor(anchor)) {
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147 successfullyAlignedToAnchor = true;
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148 Debug.Log($"ColocationLauncher: successfully aligned to anchor with id: {anchor.uuid}");
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149 _networkData.AddPlayer(new Player(_myOculusId, anchor.colocationGroupId));
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150 AlignPlayerToAnchor();
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151 break;
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152 }
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We will look at how the player is aligned to the SSA next.
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Aligning the Player and Loading the SSA
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As we learned in Sharing the Anchor, each of the colocation methods in the ColocationLauncher.cs script make a call to AttemptToShareAndLocalizeToAnchor. For a joining player, the method calls LocalizeAnchor:
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// ColocationLauncher.cs
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244 private UniTask<bool> AttemptToShareAndLocalizeToAnchor(Anchor anchor) {
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245 Debug.Log(
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246 $"ColocationLauncher: Called AttemptToShareAndLocalizeToAnchor with id: {anchor.uuid} and oculusId: {_myOculusId}"
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247 );
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...
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254 var sharedAnchorId = new Guid(anchor.uuid.ToString());
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255 LocalizeAnchor(sharedAnchorId);
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256 return _alignToAnchorTask.Task;
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The LocalizeAnchor method calls the SharedAnchorManager.cs script method RetrieveAnchors:
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// ColocationLauncher.cs
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334 private async void LocalizeAnchor(Guid anchorToLocalize) {
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335 Debug.Log($"ColocationLauncher: Localize Anchor Called id: {_myOculusId}");
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336 IReadOnlyList<OVRSpatialAnchor> sharedAnchors = null;
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337 Guid[] anchorIds = {anchorToLocalize};
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338 sharedAnchors = await _sharedAnchorManager.RetrieveAnchors(anchorIds);
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And in RetrieveAnchors, the anchors are loaded and bound.
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// SharedAnchorManager.cs
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72 public async UniTask<IReadOnlyList<OVRSpatialAnchor>> RetrieveAnchors(Guid[] anchorIds) {
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...
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79 OVRSpatialAnchor.LoadUnboundAnchors(
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80 new OVRSpatialAnchor.LoadOptions {
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81 StorageLocation = OVRSpace.StorageLocation.Cloud,
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82 Timeout = 0,
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83 Uuids = anchorIds
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84 },
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...
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103 foreach (var unboundAnchor in unboundAnchors) {
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104 var anchor = InstantiateAnchor();
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105 try {
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106 unboundAnchor.BindTo(anchor);
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107 _sharedAnchors.Add(anchor);
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108 createdAnchors.Add(anchor);
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109 createTasks.Add(UniTask.WaitWhile(() => anchor.PendingCreation, PlayerLoopTiming.PreUpdate));
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110 }```
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At this point the user can participate in any multiuser activity. All gameplay is relative to the one SSA.
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More Information on Unity-Discover
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The GitHub page Unity-Discover Documentation provides the developer’s information on building, using, and understanding the app.Shared Spatial Anchors Troubleshooting Guide
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Unity
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All-In-One VR
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Subsets and Splits
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