Tim Mowrer
6 年前
当前提交
283f28ed
共有 50 个文件被更改,包括 3851 次插入 和 1330 次删除
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439Assets/Scenes/ARWorldMap.unity
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810Assets/Scenes/CameraImage.unity
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354Assets/Scenes/LightEstimation.unity
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125Assets/Scenes/Plane Detection/FeatheredPlaneScene.unity
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222Assets/Scenes/Plane Detection/TogglePlaneDetection.unity
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136Assets/Scenes/SampleScene.unity
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30Assets/Scripts/ARFeatheredPlaneMeshVisualizer.cs
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106Assets/Scripts/ARWorldMapController.cs
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13Assets/Scripts/DisableVerticalPlanes.cs
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13Assets/Scripts/LightEstimation.cs
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71Assets/Scripts/LightEstimationUI.cs
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43Assets/Scripts/PlaceOnPlane.cs
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18Assets/Scripts/PlaneDetectionController.cs
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37Assets/Scripts/TestCameraImage.cs
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1Assets/link.xml
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48Packages/manifest.json
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3ProjectSettings/ProjectSettings.asset
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2ProjectSettings/ProjectVersion.txt
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13README.md
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16Assets/ARKitSettings.asset
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8Assets/ARKitSettings.asset.meta
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76Assets/Materials/TriColor.mat
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8Assets/Materials/TriColor.mat.meta
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76Assets/Materials/XMaterial.mat
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8Assets/Materials/XMaterial.mat.meta
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76Assets/Materials/YMaterial.mat
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8Assets/Materials/YMaterial.mat.meta
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76Assets/Materials/ZMaterial 1.mat
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8Assets/Materials/ZMaterial 1.mat.meta
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76Assets/Materials/ZMaterial.mat
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8Assets/Materials/ZMaterial.mat.meta
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110Assets/Prefabs/FaceMeshPrefab.prefab
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8Assets/Prefabs/FaceMeshPrefab.prefab.meta
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312Assets/Prefabs/FacePrefab.prefab
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8Assets/Prefabs/FacePrefab.prefab.meta
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8Assets/Scenes/FaceTracking.meta
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89Assets/Scripts/CameraConfigController.cs
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11Assets/Scripts/CameraConfigController.cs.meta
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36Assets/Scripts/SetTargetFramerate.cs
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11Assets/Scripts/SetTargetFramerate.cs.meta
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4Assets/Textures/tricolor.png
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86Assets/Textures/tricolor.png.meta
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11ProjectSettings/VFXManager.asset
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7Assets/Scenes/FaceTracking/FaceMeshScene.unity.meta
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7Assets/Scenes/FaceTracking/FaceScene.unity.meta
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419Assets/Scenes/FaceTracking/FaceMeshScene.unity
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419Assets/Scenes/FaceTracking/FaceScene.unity
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700Assets/Scenes/Plane Detection/IgnoreVerticalPlanes.unity
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7Assets/Scenes/Plane Detection/IgnoreVerticalPlanes.unity.meta
810
Assets/Scenes/CameraImage.unity
文件差异内容过多而无法显示
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文件差异内容过多而无法显示
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<linker> |
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<assembly fullname="Unity.XR.ARCore" ignoreIfMissing="1" preserve="none"/> |
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<assembly fullname="Unity.XR.ARKit" ignoreIfMissing="1" preserve="none"/> |
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<assembly fullname="Unity.XR.ARKit.FaceTracking" ignoreIfMissing="1" preserve="none"/> |
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</linker> |
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{ |
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"dependencies": { |
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"com.unity.xr.arcore": "1.0.0-preview.23", |
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"com.unity.xr.arfoundation": "1.0.0-preview.20", |
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"com.unity.xr.arkit": "1.0.0-preview.17" |
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} |
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} |
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"dependencies": { |
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"com.unity.ads": "2.3.1", |
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"com.unity.collab-proxy": "1.2.15", |
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"com.unity.package-manager-ui": "2.0.3", |
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"com.unity.purchasing": "2.0.3", |
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"com.unity.textmeshpro": "1.3.0", |
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"com.unity.xr.arcore": "1.0.0-preview.24", |
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"com.unity.xr.arfoundation": "1.0.0-preview.22", |
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"com.unity.xr.arkit": "1.0.0-preview.20", |
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"com.unity.modules.ai": "1.0.0", |
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"com.unity.modules.animation": "1.0.0", |
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"com.unity.modules.assetbundle": "1.0.0", |
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"com.unity.modules.audio": "1.0.0", |
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"com.unity.modules.xr": "1.0.0" |
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} |
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} |
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m_EditorVersion: 2018.1.1f1 |
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m_EditorVersion: 2018.3.0f2 |
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# AR Foundation Samples |
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Example projects that utilize *AR Foundation* and demonstrates its functionality with sample assets and components. |
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Example projects that use *AR Foundation* and demonstrate its functionality with sample assets and components. |
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Requires Unity version 2018.1+ |
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Requires the AR Foundation package |
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Compatible with Unity 2018.3. |
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1. Download the latest version of Unity 2018.1 or 2018.2 |
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1. Download the latest version of Unity 2018.3 |
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3. Open your choice of sample scenes. |
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3. Open your choice of sample scene. |
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4. See the documentation for the AR Foundation for usage instructions and more information |
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See the [AR Foundation Documentation](https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@1.0/manual/index.html) to learn how to get started with the core components. |
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4. See the [AR Foundation Documentation](https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@1.0) for usage instructions and more information. |
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using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using UnityEngine.UI; |
|||
using UnityEngine.XR.ARExtensions; |
|||
using UnityEngine.XR.ARFoundation; |
|||
|
|||
/// <summary>
|
|||
/// Populates a drop down UI element with all the supported
|
|||
/// camera configurations and changes the active camera
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|||
/// configuration when the user changes the selection in the dropdown.
|
|||
///
|
|||
/// The camera configuration affects the resolution (and possibly framerate)
|
|||
/// of the hardware camera during an AR session.
|
|||
/// </summary>
|
|||
[RequireComponent(typeof(Dropdown))] |
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public class CameraConfigController : MonoBehaviour |
|||
{ |
|||
List<string> m_ConfigurationNames; |
|||
|
|||
Dropdown m_Dropdown; |
|||
|
|||
/// <summary>
|
|||
/// Callback invoked when <see cref="m_Dropdown"/> changes. This
|
|||
/// lets us change the camera configuration when the user changes
|
|||
/// the selection in the UI.
|
|||
/// </summary>
|
|||
/// <param name="dropdown">The <c>Dropdown</c> which changed.</param>
|
|||
public void OnValueChanged(Dropdown dropdown) |
|||
{ |
|||
var cameraSubsystem = ARSubsystemManager.cameraSubsystem; |
|||
if (cameraSubsystem == null) |
|||
return; |
|||
|
|||
var configurationIndex = dropdown.value; |
|||
|
|||
// Check that the value makes sense
|
|||
var configurations = cameraSubsystem.Configurations(); |
|||
if (configurationIndex >= configurations.count) |
|||
return; |
|||
|
|||
// Get that configuration by index
|
|||
var configuration = configurations[configurationIndex]; |
|||
|
|||
// Make it the active one
|
|||
cameraSubsystem.SetCurrentConfiguration(configuration); |
|||
} |
|||
|
|||
void Awake() |
|||
{ |
|||
m_Dropdown = GetComponent<Dropdown>(); |
|||
m_Dropdown.ClearOptions(); |
|||
m_ConfigurationNames = new List<string>(); |
|||
} |
|||
|
|||
void PopulateDropdown() |
|||
{ |
|||
var cameraSubsystem = ARSubsystemManager.cameraSubsystem; |
|||
if (cameraSubsystem == null) |
|||
return; |
|||
|
|||
// No configurations available probably means this feature
|
|||
// isn't supported by the current device.
|
|||
var configurations = cameraSubsystem.Configurations(); |
|||
if (configurations.count == 0) |
|||
return; |
|||
|
|||
// There are two ways to enumerate the camera configurations.
|
|||
|
|||
// 1. Use a foreach to iterate over all the available configurations
|
|||
foreach (var config in configurations) |
|||
m_ConfigurationNames.Add(config.ToString()); |
|||
m_Dropdown.AddOptions(m_ConfigurationNames); |
|||
|
|||
// 2. Use a normal for...loop
|
|||
var currentConfig = cameraSubsystem.GetCurrentConfiguration(); |
|||
for (int i = 0; i < configurations.count; i++) |
|||
{ |
|||
// Find the current configuration and update the drop down value
|
|||
if (currentConfig == configurations[i]) |
|||
m_Dropdown.value = i; |
|||
} |
|||
} |
|||
|
|||
void Update() |
|||
{ |
|||
if (m_ConfigurationNames.Count == 0) |
|||
PopulateDropdown(); |
|||
} |
|||
} |
|
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|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
/// <summary>
|
|||
/// Simple MonoBehaviour to set the Application's targetFrameRate
|
|||
/// </summary>
|
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public class SetTargetFramerate : MonoBehaviour |
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{ |
|||
[SerializeField] |
|||
[Tooltip("Sets the application's target frame rate.")] |
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int m_TargetFrameRate = 60; |
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|
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/// <summary>
|
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/// Get or set the application's target frame rate.
|
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/// </summary>
|
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public int targetFrameRate |
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{ |
|||
get { return m_TargetFrameRate; } |
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set |
|||
{ |
|||
m_TargetFrameRate = value; |
|||
SetFrameRate(); |
|||
} |
|||
} |
|||
|
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void SetFrameRate() |
|||
{ |
|||
Application.targetFrameRate = targetFrameRate; |
|||
} |
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|
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void Start() |
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{ |
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SetFrameRate(); |
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