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Improve face tracking with rear camera sample

- Better error reporting
- Add a cube that tracks the face rotation
/3.1
Tim Mowrer 5 年前
当前提交
b7b14f88
共有 3 个文件被更改,包括 568 次插入57 次删除
  1. 53
      Assets/Scenes/FaceTracking/DisplayFaceInfo.cs
  2. 2
      Assets/Scenes/FaceTracking/ToggleCameraFacingDirection.cs
  3. 570
      Assets/Scenes/FaceTracking/WorldCameraWithUserFacingFaceTracking.unity

53
Assets/Scenes/FaceTracking/DisplayFaceInfo.cs


set => m_InstructionsText = value;
}
[SerializeField]
GameObject m_NotSupportedElement;
public GameObject notSupportedElement
{
get => m_NotSupportedElement;
set => m_NotSupportedElement = value;
}
[SerializeField]
[Tooltip("An object whose rotation will be set according to the tracked face.")]
Transform m_FaceControlledObject;
public Transform faceControlledObject
{
get => m_FaceControlledObject;
set => m_FaceControlledObject = value;
}
ARSession m_Session;
ARFaceManager m_FaceManager;

void OnEnable()
{
Application.onBeforeRender += OnBeforeRender;
// Detect face tracking with world-facing camera support
var subsystem = m_Session?.subsystem;
if (subsystem != null)

}
}
void OnDisable()
{
Application.onBeforeRender -= OnBeforeRender;
}
void OnBeforeRender()
{
foreach (var face in m_FaceManager.trackables)
{
if (face.trackingState == TrackingState.Tracking)
{
m_FaceControlledObject.transform.rotation = face.transform.rotation;
var camera = m_CameraManager.GetComponent<Camera>();
m_FaceControlledObject.transform.position = camera.transform.position + camera.transform.forward * 0.7f;
}
}
}
void Update()
{
m_Info.Clear();

m_Info.Append($"Current camera facing direction: {m_CameraManager.currentFacingDirection}\n");
}
m_Info.Append($"Requested tracking mode: {m_Session.requestedTrackingMode}\n");
m_Info.Append($"Current tracking mode: {m_Session.currentTrackingMode}\n");
m_InstructionsText.text = "Face tracking is not supported.";
m_InstructionsText.text = "Face tracking is not supported.\n";
m_Info.Append("Face tracking is not supported.");
m_Info.Append("Face tracking is not supported.\n");
m_Info.Append("Face tracking in world facing camera mode is not supported.");
m_Info.Append("Face tracking in world facing camera mode is not supported.\n");
}
if (m_NotSupportedElement)
{
m_NotSupportedElement.SetActive(m_CameraManager.requestedFacingDirection == CameraFacingDirection.World && !m_FaceTrackingWithWorldCameraSupported);
}
if (m_FaceInfoText)

2
Assets/Scenes/FaceTracking/ToggleCameraFacingDirection.cs


if (m_CameraManager.requestedFacingDirection == CameraFacingDirection.User)
{
m_CameraManager.requestedFacingDirection = CameraFacingDirection.World;
m_Session.requestedTrackingMode = TrackingMode.PositionAndRotation;
m_Session.requestedTrackingMode = TrackingMode.RotationOnly;
}
}
}

570
Assets/Scenes/FaceTracking/WorldCameraWithUserFacingFaceTracking.unity


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