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README.md


The `master` branch is compatible with Unity 2019.3
## Image Tracking — also available on the asset store [here](https://assetstore.unity.com/packages/templates/ar-foundation-demos-image-tracking-164880)
## Image Tracking — Also available on the asset store [here](https://assetstore.unity.com/packages/templates/ar-foundation-demos-image-tracking-164880)
![img](https://user-images.githubusercontent.com/2120584/86505962-759de600-bd7f-11ea-80c5-b494cdd96427.png)
A sample app showing off how to use Image Tracking to track multiple unique images and spawn unique prefabs for each image.

### Missing Prefab in ImageTracking scene.
If you import the image tracking package or download it from the asset store **without** the Onboarding UX there will be a Missing Prefab in your scene. This prefab is a configured [ScreenSpaceUI prefab](https://github.com/Unity-Technologies/arfoundation-demos/blob/master/Assets/UX/Prefabs/ScreenspaceUI.prefab) from the Onboarding UX. It is configured with the UI for finding an image with the goal of finding an image.
## UX — also available on the asset store [here](https://assetstore.unity.com/packages/templates/ar-foundation-demos-onboarding-ux-164766)
## UX — Also available on the asset store [here](https://assetstore.unity.com/packages/templates/ar-foundation-demos-onboarding-ux-164766)
![img](https://user-images.githubusercontent.com/2120584/87749208-e2b47100-c7ac-11ea-93ef-5955e2a541b1.png)
The [instructional UI](https://github.com/Unity-Technologies/arfoundation-demos/blob/master/Assets/UX/Scripts/UIManager.cs#L25-L35) consist of the following animations / videos

The script [`DisableTrackedVisuals`](https://github.com/Unity-Technologies/arfoundation-demos/blob/master/Assets/UX/Scripts/DisableTrackedVisuals.cs) holds a reference to the ARPlaneManger and ARPointCloudManager to allow for disabling both the spawned objects from the managers and the managers themselves, preventing further plane tracking or feature point (point clouds) tracking.
### Tracking Reasons
![img](https://user-images.githubusercontent.com/2120584/87749234-fb248b80-c7ac-11ea-9cba-99032ee3bc0d.png)

The [ARUXReasonsManager.cs](https://github.com/Unity-Technologies/arfoundation-demos/blob/master/Assets/UX/Scripts/ARUXReasonsManager.cs) handles the visualization of the states and subscribes to the state change on the ARSession. The reasons are set and the display text and icon are changed in the [SetReaons()](https://github.com/Unity-Technologies/arfoundation-demos/blob/master/Assets/UX/Scripts/ARUXReasonsManager.cs#L175-L247) method. Here I treat both Initializing and Relocalizing the same and for english display `Initializing augmented reality.`
## Localization

Many languages require unique fonts in order to properly render the characters for these languages the font's are swapped at runtime along with language specific settings in [SwapFonts()](https://github.com/Unity-Technologies/arfoundation-demos/blob/master/Assets/UX/Scripts/LocalizationManager.cs#L150-L179)
![img](https://user-images.githubusercontent.com/2120584/87748387-9bc57c00-c7aa-11ea-99b5-d83c52e29369.png)
3. You will need to do this for every platform you are building for. (Once for Android and once for iOS).
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