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new buttons and meshing check fix

/4.0
Alexandra Serralta 4 年前
当前提交
8f141e0a
共有 3 个文件被更改,包括 482 次插入1 次删除
  1. 450
      Assets/Scenes/ARFoundationMenu/Menu.unity
  2. 11
      Assets/Scenes/UX/SampleUXScene.unity
  3. 22
      Assets/Scripts/UX/CheckAvailableFeatures.cs

450
Assets/Scenes/ARFoundationMenu/Menu.unity


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11
Assets/Scenes/UX/SampleUXScene.unity


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22
Assets/Scripts/UX/CheckAvailableFeatures.cs


#if UNITY_IOS
using UnityEngine.XR.ARKit;
#endif
using UnityEngine.XR.Management;
namespace UnityEngine.XR.ARFoundation.Samples
{

set { m_EyeLasers = value; }
}
[SerializeField]
Button m_SampleUX;
public Button sampleUX
{
get { return m_SampleUX; }
set { m_SampleUX = value; }
}
[SerializeField]
Button m_CheckSupport;
public Button checkSupport
{
get { return m_CheckSupport; }
set { m_CheckSupport = value; }
}
XRLoader activeLoader = LoaderUtility.GetActiveLoader();
var planeDescriptors = new List<XRPlaneSubsystemDescriptor>();
SubsystemManager.GetSubsystemDescriptors<XRPlaneSubsystemDescriptor>(planeDescriptors);

m_SimpleAR.interactable = true;
m_Scale.interactable = true;
m_Interaction.interactable = true;
m_SampleUX.interactable = true;
m_CheckSupport.interactable = true;
}
if(faceDescriptors.Count > 0)

m_PlaneOcclusion.interactable = true;
}
if(meshDescriptors.Count > 0)
if(activeLoader is ARKitLoader && ((ARKitLoader)activeLoader).meshSubsystem !=null)
{
m_Meshing.interactable = true;
}

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