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290 bool isAnchorSharedSuccessfully = await _sharedAnchorManager.ShareAnchorsWithUser(requestedAnchorOculusId);
And it is in the ShareAnchorsWithUser method where the actual call to OVRSpatialAnchor.Share takes place.
// SharedAnchorManager.cs
127 public async UniTask<bool> ShareAnchorsWithUser(ulong userId) {
128 _userShareList.Add(new OVRSpaceUser(userId));
...
140 OVRSpatialAnchor.Share(
141 _localAnchors,
142 users,
143 (_, result) => { utcs.TrySetResult(result == OVRSpatialAnchor.OperationResult.Success); }
144 );
A Player Joins an Existing Room
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().
// DiscoverAppController.cs
105 public void StartClient()
106 {
...
114 NUXManager.Instance.StartNux(
115 NUX_EXPERIENCE_KEY,
116 () => StartConnection(false));
117 }
118 }
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:
// DiscoverAppController.cs
317 m_playerObject = runner.Spawn(
318 m_playerPrefab, onBeforeSpawned: (_, obj) =>
319 {
320 obj.GetComponent<DiscoverPlayer>().IsRemote =
321 AvatarColocationManager.Instance.IsCurrentPlayerRemote;
322 });
323 runner.SetPlayerObject(runner.LocalPlayer, m_playerObject);
324 MainMenuController.Instance.EnableMenuButton(true);
Colocate the Player
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.
// ColocationLauncher.cs
144 List<Anchor> alignmentAnchors = GetAllAlignmentAnchors();
145 foreach (var anchor in alignmentAnchors)
146 if (await AttemptToShareAndLocalizeToAnchor(anchor)) {
147 successfullyAlignedToAnchor = true;
148 Debug.Log($"ColocationLauncher: successfully aligned to anchor with id: {anchor.uuid}");
149 _networkData.AddPlayer(new Player(_myOculusId, anchor.colocationGroupId));
150 AlignPlayerToAnchor();
151 break;
152 }
We will look at how the player is aligned to the SSA next.
Aligning the Player and Loading the SSA
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:
// ColocationLauncher.cs
244 private UniTask<bool> AttemptToShareAndLocalizeToAnchor(Anchor anchor) {
245 Debug.Log(
246 $"ColocationLauncher: Called AttemptToShareAndLocalizeToAnchor with id: {anchor.uuid} and oculusId: {_myOculusId}"
247 );
...
254 var sharedAnchorId = new Guid(anchor.uuid.ToString());
255 LocalizeAnchor(sharedAnchorId);
256 return _alignToAnchorTask.Task;
The LocalizeAnchor method calls the SharedAnchorManager.cs script method RetrieveAnchors:
// ColocationLauncher.cs
334 private async void LocalizeAnchor(Guid anchorToLocalize) {
335 Debug.Log($"ColocationLauncher: Localize Anchor Called id: {_myOculusId}");
336 IReadOnlyList<OVRSpatialAnchor> sharedAnchors = null;
337 Guid[] anchorIds = {anchorToLocalize};
338 sharedAnchors = await _sharedAnchorManager.RetrieveAnchors(anchorIds);
And in RetrieveAnchors, the anchors are loaded and bound.
// SharedAnchorManager.cs
72 public async UniTask<IReadOnlyList<OVRSpatialAnchor>> RetrieveAnchors(Guid[] anchorIds) {
...
79 OVRSpatialAnchor.LoadUnboundAnchors(
80 new OVRSpatialAnchor.LoadOptions {
81 StorageLocation = OVRSpace.StorageLocation.Cloud,
82 Timeout = 0,
83 Uuids = anchorIds
84 },
...
103 foreach (var unboundAnchor in unboundAnchors) {
104 var anchor = InstantiateAnchor();
105 try {
106 unboundAnchor.BindTo(anchor);
107 _sharedAnchors.Add(anchor);
108 createdAnchors.Add(anchor);
109 createTasks.Add(UniTask.WaitWhile(() => anchor.PendingCreation, PlayerLoopTiming.PreUpdate));
110 }```
At this point the user can participate in any multiuser activity. All gameplay is relative to the one SSA.
More Information on Unity-Discover
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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