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Merge pull request #65 from unity/Multi-image

image tracking with multiple prefabs sample completed
/4.1
GitHub Enterprise 4 年前
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bdb8cfd3
共有 115 个文件被更改,包括 20233 次插入18 次删除
  1. 683
      Assets/Scenes/ARFoundationMenu/Menu.unity
  2. 2
      Assets/Scenes/ImageTracking/DynamicLibrary.cs
  3. 28
      Assets/Scripts/UX/ARSceneSelectUI.cs
  4. 1
      Assets/Scripts/UX/ActiveMenu.cs
  5. 5
      ProjectSettings/EditorBuildSettings.asset
  6. 13
      README.md
  7. 33
      Assets/Scenes/ImageTracking/Prefabs/ImageInfoPrefab.prefab
  8. 8
      Assets/Scenes/ImageTracking/BasicImageTracking.meta
  9. 8
      Assets/Scenes/ImageTracking/ImageTrackingWithMultiplePrefabs.meta
  10. 8
      Assets/Scenes/ImageTracking/Prefabs.meta
  11. 147
      Assets/Scenes/ImageTracking/ImageTrackingWithMultiplePrefabs/DynamicPrefab.cs
  12. 11
      Assets/Scenes/ImageTracking/ImageTrackingWithMultiplePrefabs/DynamicPrefab.cs.meta
  13. 853
      Assets/Scenes/ImageTracking/ImageTrackingWithMultiplePrefabs/ImageTrackingWithMultiplePrefabs.unity
  14. 7
      Assets/Scenes/ImageTracking/ImageTrackingWithMultiplePrefabs/ImageTrackingWithMultiplePrefabs.unity.meta
  15. 11
      Assets/Scenes/ImageTracking/ImageTrackingWithMultiplePrefabs/PrefabImagePairManager.cs.meta
  16. 217
      Assets/Scenes/ImageTracking/ImageTrackingWithMultiplePrefabs/PrefabImagePairManager.cs
  17. 8
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab.meta
  18. 1001
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/FireFliesPrefab.prefab
  19. 7
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/FireFliesPrefab.prefab.meta
  20. 1001
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Magic Spell - Sleeping spell 1.wav
  21. 23
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Magic Spell - Sleeping spell 1.wav.meta
  22. 8
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Materials.meta
  23. 92
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Materials/FireFly.mat
  24. 8
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Materials/FireFly.mat.meta
  25. 97
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Materials/FireFlyTrail.mat
  26. 8
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Materials/FireFlyTrail.mat.meta
  27. 8
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Models.meta
  28. 75
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Models/FireFly.fbx
  29. 94
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Models/FireFly.fbx.meta
  30. 8
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Prefabs.meta
  31. 1001
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Prefabs/FireFliesPrefab.prefab
  32. 8
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Prefabs/FireFliesPrefab.prefab.meta
  33. 79
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Prefabs/ParticlesLight.prefab
  34. 8
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Prefabs/ParticlesLight.prefab.meta
  35. 8
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Shaders.meta
  36. 8
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Textures.meta
  37. 1001
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Textures/FireFlyAlbedo.tif
  38. 86
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Textures/FireFlyAlbedo.tif.meta
  39. 1001
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Textures/FireFlyEmission.tif
  40. 86
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Textures/FireFlyEmission.tif.meta
  41. 362
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Textures/FireFlyWings.png
  42. 86
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Textures/FireFlyWings.png.meta
  43. 5
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Textures/Ramp01.png
  44. 86
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Textures/Ramp01.png.meta
  45. 9
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Shaders/FireFly.shader.meta
  46. 110
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Shaders/FireFly.shader
  47. 8
      Assets/Scenes/ImageTracking/Prefabs/FlowerAlternativePrefab.meta
  48. 7
      Assets/Scenes/ImageTracking/Prefabs/FlowerAlternativePrefab/FlowerAlternativePrefab.prefab.meta
  49. 306
      Assets/Scenes/ImageTracking/Prefabs/FlowerAlternativePrefab/FlowerAlternativePrefab.prefab
  50. 8
      Assets/Scenes/ImageTracking/Prefabs/FlowerAlternativePrefab/Models.meta
  51. 77
      Assets/Scenes/ImageTracking/Prefabs/FlowerAlternativePrefab/Models/VegetationSmall06_Mat.mat
  52. 10
      Assets/Scenes/ImageTracking/Prefabs/FlowerAlternativePrefab/Models/VegetationSmall06_Mat.mat.meta
  53. 8
      Assets/Scenes/ImageTracking/Prefabs/FlowerAlternativePrefab/Small.meta
  54. 1001
      Assets/Scenes/ImageTracking/Prefabs/FlowerAlternativePrefab/Small/VegetationSmall06.fbx
  55. 116
      Assets/Scenes/ImageTracking/Prefabs/FlowerAlternativePrefab/Small/VegetationSmall06.fbx.meta
  56. 8
      Assets/Scenes/ImageTracking/Prefabs/FlowerAlternativePrefab/Textures.meta
  57. 1001
      Assets/Scenes/ImageTracking/Prefabs/FlowerAlternativePrefab/Textures/VegetationSmall06_Albedo.tif
  58. 1001
      Assets/Scenes/ImageTracking/Prefabs/FlowerAlternativePrefab/Textures/VegetationSmall06_MetallicSmooth.tif
  59. 1001
      Assets/Scenes/ImageTracking/Prefabs/FlowerAlternativePrefab/Textures/VegetationSmall06_Normals.tif
  60. 1001
      Assets/Scenes/ImageTracking/Prefabs/FlowerAlternativePrefab/Textures/VegetationSmall06_Occlusion.tif
  61. 99
      Assets/Scenes/ImageTracking/Prefabs/FlowerAlternativePrefab/Textures/VegetationSmall06_Normals.tif.meta
  62. 88
      Assets/Scenes/ImageTracking/Prefabs/FlowerAlternativePrefab/Textures/VegetationSmall06_Albedo.tif.meta
  63. 88
      Assets/Scenes/ImageTracking/Prefabs/FlowerAlternativePrefab/Textures/VegetationSmall06_MetallicSmooth.tif.meta
  64. 88
      Assets/Scenes/ImageTracking/Prefabs/FlowerAlternativePrefab/Textures/VegetationSmall06_Occlusion.tif.meta
  65. 8
      Assets/Scenes/ImageTracking/Prefabs/FlowerPrefab.meta
  66. 300
      Assets/Scenes/ImageTracking/Prefabs/FlowerPrefab/FlowerPrefab.prefab
  67. 7
      Assets/Scenes/ImageTracking/Prefabs/FlowerPrefab/FlowerPrefab.prefab.meta
  68. 8
      Assets/Scenes/ImageTracking/Prefabs/FlowerPrefab/Models.meta
  69. 10
      Assets/Scenes/ImageTracking/Prefabs/FlowerPrefab/Models/VegetationSmall04_Mat.mat.meta
  70. 77
      Assets/Scenes/ImageTracking/Prefabs/FlowerPrefab/Models/VegetationSmall04_Mat.mat
  71. 8
      Assets/Scenes/ImageTracking/Prefabs/FlowerPrefab/Shaders.meta
  72. 8
      Assets/Scenes/ImageTracking/Prefabs/FlowerPrefab/Small.meta
  73. 1001
      Assets/Scenes/ImageTracking/Prefabs/FlowerPrefab/Small/VegetationSmall04.fbx
  74. 116
      Assets/Scenes/ImageTracking/Prefabs/FlowerPrefab/Small/VegetationSmall04.fbx.meta
  75. 8
      Assets/Scenes/ImageTracking/Prefabs/FlowerPrefab/Textures.meta
  76. 1001
      Assets/Scenes/ImageTracking/Prefabs/FlowerPrefab/Textures/VegetationSmall04_Albedo.tif
  77. 1001
      Assets/Scenes/ImageTracking/Prefabs/FlowerPrefab/Textures/VegetationSmall04_MetallicSmooth.tif
  78. 1001
      Assets/Scenes/ImageTracking/Prefabs/FlowerPrefab/Textures/VegetationSmall04_Normals.tif
  79. 1001
      Assets/Scenes/ImageTracking/Prefabs/FlowerPrefab/Textures/VegetationSmall04_Occlusion.tif
  80. 88
      Assets/Scenes/ImageTracking/Prefabs/FlowerPrefab/Textures/VegetationSmall04_Albedo.tif.meta
  81. 88
      Assets/Scenes/ImageTracking/Prefabs/FlowerPrefab/Textures/VegetationSmall04_MetallicSmooth.tif.meta
  82. 99
      Assets/Scenes/ImageTracking/Prefabs/FlowerPrefab/Textures/VegetationSmall04_Normals.tif.meta
  83. 88
      Assets/Scenes/ImageTracking/Prefabs/FlowerPrefab/Textures/VegetationSmall04_Occlusion.tif.meta

683
Assets/Scenes/ARFoundationMenu/Menu.unity


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2
Assets/Scenes/ImageTracking/DynamicLibrary.cs


GUI.skin.button.fontSize = fontSize;
GUI.skin.label.fontSize = fontSize;
float margin = 50;
float margin = 100;
GUILayout.BeginArea(new Rect(margin, margin, Screen.width - margin * 2, Screen.height - margin * 2));

28
Assets/Scripts/UX/ARSceneSelectUI.cs


}
[SerializeField]
GameObject m_ImageTrackingMenu;
public GameObject imageTrackingMenu
{
get { return m_ImageTrackingMenu; }
set { m_ImageTrackingMenu = value; }
}
[SerializeField]
GameObject m_FaceTrackingMenu;
public GameObject faceTrackingMenu
{

m_FaceTrackingMenu.SetActive(true);
m_AllMenu.SetActive(false);
}
else if(ActiveMenu.currentMenu == MenuType.ImageTracking)
{
m_ImageTrackingMenu.SetActive(true);
m_AllMenu.SetActive(false);
}
else if(ActiveMenu.currentMenu == MenuType.PlaneDetection)
{
m_PlaneDetectionMenu.SetActive(true);

public void ImageTrackableButtonPressed()
{
LoadScene("ImageTracking");
ActiveMenu.currentMenu = MenuType.ImageTracking;
m_ImageTrackingMenu.SetActive(true);
m_AllMenu.SetActive(false);
}
public void BasicImageTrackingButtonPressed()
{
LoadScene("BasicImageTracking");
}
public void MultiImagesTrackingButtonPressed()
{
LoadScene("ImageTrackingWithMultiplePrefabs");
}
public void AnchorsButtonPressed()

public void BackButtonPressed()
{
ActiveMenu.currentMenu = MenuType.Main;
m_ImageTrackingMenu.SetActive(false);
m_FaceTrackingMenu.SetActive(false);
m_PlaneDetectionMenu.SetActive(false);
m_BodyTrackingMenu.SetActive(false);

1
Assets/Scripts/UX/ActiveMenu.cs


public enum MenuType
{
Main,
ImageTracking,
FaceTracking,
PlaneDetection,
BodyTracking,

5
ProjectSettings/EditorBuildSettings.asset


path: Assets/Scenes/Depth/SimpleOcclusion.unity
guid: 50a69364b393d4ce8a8b3589422b67b7
- enabled: 1
path: Assets/Scenes/ImageTracking/ImageTracking.unity
path: Assets/Scenes/ImageTracking/BasicImageTracking/BasicImageTracking.unity
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path: Assets/Scenes/ImageTracking/ImageTrackingWithMultiplePrefabs/ImageTrackingWithMultiplePrefabs.unity
guid: a1bf0e7b9cece455f81c1d2731ba76e7
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path: Assets/Scenes/LightEstimation/LightEstimation.unity
guid: 2f0cbc82480584c258f99f0d9e4ba302

13
README.md


## ImageTracking
This sample demonstrates image tracking. Image tracking is supported on ARCore and ARKit. To enable image tracking, you must first create an `XRReferenceImageLibrary`. This is the set of images to look for in the environment. [Click here](https://docs.unity3d.com/Packages/com.unity.xr.arsubsystems@4.1/manual/image-tracking.html) for instructions on creating one.
There are two samples demonstrating image tracking. The image tracking samples are supported on ARCore, ARKit, and Magic Leap. To enable image tracking, you must first create an `XRReferenceImageLibrary`. This is the set of images to look for in the environment. [Click here](https://docs.unity3d.com/Packages/com.unity.xr.arsubsystems@4.1/manual/image-tracking.html) for instructions on creating one.
At runtime, ARFoundation will generate an `ARTrackedImage` for each detected reference image. This sample uses the [`TrackedImageInfoManager.cs`](https://github.com/Unity-Technologies/arfoundation-samples/blob/master/Assets/Scenes/ImageTracking/TrackedImageInfoManager.cs) script to overlay the original image on top of the detected image, along with some meta data.
Run the sample on an ARCore or ARKit-capable device and point your device at one of the images in [`Assets/Scenes/ImageTracking/Images`](https://github.com/Unity-Technologies/arfoundation-samples/tree/master/Assets/Scenes/ImageTracking/Images). They can be displayed on a computer monitor; they do not need to be printed out.
### BasicImageTracking
At runtime, ARFoundation will generate an `ARTrackedImage` for each detected reference image. This sample uses the [`TrackedImageInfoManager.cs`](https://github.com/Unity-Technologies/arfoundation-samples/blob/master/Assets/Scenes/ImageTracking/BasicImageTracking/TrackedImageInfoManager.cs) script to overlay the original image on top of the detected image, along with some meta data.
Run the sample on an ARCore or ARKit-capable device and point your device at one of the images in [`Assets/Scenes/ImageTracking/Images`](https://github.com/Unity-Technologies/arfoundation-samples/tree/master/Assets/Scenes/ImageTracking/Images). They can be displayed on a computer monitor; they do not need to be printed out.
### ImageTrackingWithMultiplePrefabs
With [`PrefabImagePairManager.cs`](https://github.com/Unity-Technologies/arfoundation-samples/blob/master/Assets/Scenes/ImageTracking/ImageTrackingWithMultiplePrefabs/PrefabImagePairManager.cs) script, you can assign different prefabs for each image in the reference image library.
You can also change prefabs at runtime. This sample includes a button that switch between the original and alternative prefab for the first image in the reference image library. See the script [`DynamicPrefab.cs`](https://github.com/Unity-Technologies/arfoundation-samples/blob/master/Assets/Scenes/ImageTracking/ImageTrackingWithMultiplePrefabs/DynamicPrefab.cs) for example code.
## ObjectTracking
Similar to the image tracking sample, this sample detects a 3D object from a set of reference objects in an `XRReferenceObjectLibrary`. [Click here](https://docs.unity3d.com/Packages/com.unity.xr.arsubsystems@4.1/manual/object-tracking.html) for instructions on creating one.

33
Assets/Scenes/ImageTracking/Prefabs/ImageInfoPrefab.prefab


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147
Assets/Scenes/ImageTracking/ImageTrackingWithMultiplePrefabs/DynamicPrefab.cs


using System;
using System.Text;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
using UnityEngine.XR.ARSubsystems;
namespace UnityEngine.XR.ARFoundation.Samples
{
/// <summary>
/// Change the prefab for the first image in library at runtime.
/// </summary>
[RequireComponent(typeof(ARTrackedImageManager))]
public class DynamicPrefab : MonoBehaviour
{
GameObject m_OriginalPrefab;
[SerializeField]
GameObject m_AlternativePrefab;
public GameObject alternativePrefab
{
get => m_AlternativePrefab;
set => m_AlternativePrefab = value;
}
enum State
{
OriginalPrefab,
ChangeToOriginalPrefab,
AlternativePrefab,
ChangeToAlternativePrefab,
Error
}
State m_State;
string m_ErrorMessage = "";
void OnGUI()
{
var fontSize = 50;
GUI.skin.button.fontSize = fontSize;
GUI.skin.label.fontSize = fontSize;
float margin = 100;
GUILayout.BeginArea(new Rect(margin, margin, Screen.width - margin * 2, Screen.height - margin * 2));
switch (m_State)
{
case State.OriginalPrefab:
{
if (GUILayout.Button($"Alternative Prefab for {GetComponent<PrefabImagePairManager>().imageLibrary[0].name}"))
{
m_State = State.ChangeToAlternativePrefab;
}
break;
}
case State.AlternativePrefab:
{
if (GUILayout.Button($"Original Prefab for {GetComponent<PrefabImagePairManager>().imageLibrary[0].name}"))
{
m_State = State.ChangeToOriginalPrefab;
}
break;
}
case State.Error:
{
GUILayout.Label(m_ErrorMessage);
break;
}
}
GUILayout.EndArea();
}
void SetError(string errorMessage)
{
m_State = State.Error;
m_ErrorMessage = $"Error: {errorMessage}";
}
void Update()
{
switch (m_State)
{
case State.ChangeToAlternativePrefab:
{
if (!alternativePrefab)
{
SetError("No alternative prefab is given.");
break;
}
var manager = GetComponent<PrefabImagePairManager>();
if (!manager)
{
SetError($"No {nameof(PrefabImagePairManager)} available.");
break;
}
var library = manager.imageLibrary;
if (!library)
{
SetError($"No image library available.");
break;
}
if (!m_OriginalPrefab)
m_OriginalPrefab = manager.GetPrefabForReferenceImage(library[0]);
manager.SetPrefabForReferenceImage(library[0], alternativePrefab);
m_State = State.AlternativePrefab;
break;
}
case State.ChangeToOriginalPrefab:
{
if (!m_OriginalPrefab)
{
SetError("No original prefab is given.");
break;
}
var manager = GetComponent<PrefabImagePairManager>();
if (!manager)
{
SetError($"No {nameof(PrefabImagePairManager)} available.");
break;
}
var library = manager.imageLibrary;
if (!library)
{
SetError($"No image library available.");
break;
}
manager.SetPrefabForReferenceImage(library[0], m_OriginalPrefab);
m_State = State.OriginalPrefab;
break;
}
}
}
}
}

11
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Assets/Scenes/ImageTracking/ImageTrackingWithMultiplePrefabs/PrefabImagePairManager.cs


using System;
using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.XR.ARSubsystems;
using UnityEngine.XR.ARFoundation;
namespace UnityEngine.XR.ARFoundation.Samples
{
/// <summary>
/// This component listens for images detected by the <c>XRImageTrackingSubsystem</c>
/// and overlays some prefabs on top of the detected image.
/// </summary>
[RequireComponent(typeof(ARTrackedImageManager))]
public class PrefabImagePairManager : MonoBehaviour, ISerializationCallbackReceiver
{
/// <summary>
/// Used to associate an `XRReferenceImage` with a Prefab by using the `XRReferenceImage`'s guid as a unique identifier for a particular reference image.
/// </summary>
[Serializable]
struct NamedPrefab
{
// System.Guid isn't serializable, so we store the Guid as a string. At runtime, this is converted back to a System.Guid
public string imageGuid;
public GameObject imagePrefab;
public NamedPrefab(Guid guid, GameObject prefab)
{
imageGuid = guid.ToString();
imagePrefab = prefab;
}
}
[SerializeField]
[HideInInspector]
List<NamedPrefab> m_PrefabsList = new List<NamedPrefab>();
Dictionary<Guid, GameObject> m_PrefabsDictionary = new Dictionary<Guid, GameObject>();
Dictionary<Guid, GameObject> m_Instantiated = new Dictionary<Guid, GameObject>();
ARTrackedImageManager m_TrackedImageManager;
[SerializeField]
[Tooltip("Reference Image Library")]
XRReferenceImageLibrary m_ImageLibrary;
/// <summary>
/// Get the <c>XRReferenceImageLibrary</c>
/// </summary>
public XRReferenceImageLibrary imageLibrary
{
get => m_ImageLibrary;
set => m_ImageLibrary = value;
}
public void OnBeforeSerialize()
{
m_PrefabsList.Clear();
foreach (var kvp in m_PrefabsDictionary)
{
m_PrefabsList.Add(new NamedPrefab(kvp.Key, kvp.Value));
}
}
public void OnAfterDeserialize()
{
m_PrefabsDictionary = new Dictionary<Guid, GameObject>();
foreach (var entry in m_PrefabsList)
{
m_PrefabsDictionary.Add(Guid.Parse(entry.imageGuid), entry.imagePrefab);
}
}
void Awake()
{
m_TrackedImageManager = GetComponent<ARTrackedImageManager>();
}
void OnEnable()
{
m_TrackedImageManager.trackedImagesChanged += OnTrackedImagesChanged;
}
void OnDisable()
{
m_TrackedImageManager.trackedImagesChanged -= OnTrackedImagesChanged;
}
void OnTrackedImagesChanged(ARTrackedImagesChangedEventArgs eventArgs)
{
foreach (var trackedImage in eventArgs.added)
{
// Give the initial image a reasonable default scale
var minLocalScalar = Mathf.Min(trackedImage.size.x, trackedImage.size.y) / 2;
trackedImage.transform.localScale = new Vector3(minLocalScalar, minLocalScalar, minLocalScalar);
AssignPrefab(trackedImage);
}
}
void AssignPrefab(ARTrackedImage trackedImage)
{
if (m_PrefabsDictionary.TryGetValue(trackedImage.referenceImage.guid, out var prefab))
m_Instantiated[trackedImage.referenceImage.guid] = Instantiate(prefab, trackedImage.transform);
}
public GameObject GetPrefabForReferenceImage(XRReferenceImage referenceImage)
=> m_PrefabsDictionary.TryGetValue(referenceImage.guid, out var prefab) ? prefab : null;
public void SetPrefabForReferenceImage(XRReferenceImage referenceImage, GameObject alternativePrefab)
{
m_PrefabsDictionary[referenceImage.guid] = alternativePrefab;
if (m_Instantiated.TryGetValue(referenceImage.guid, out var instantiatedPrefab))
{
m_Instantiated[referenceImage.guid] = Instantiate(alternativePrefab, instantiatedPrefab.transform.parent);
Destroy(instantiatedPrefab);
}
}
#if UNITY_EDITOR
/// <summary>
/// This customizes the inspector component and updates the prefab list when
/// the reference image library is changed.
/// </summary>
[CustomEditor(typeof(PrefabImagePairManager))]
class PrefabImagePairManagerInspector : Editor
{
List<XRReferenceImage> m_ReferenceImages = new List<XRReferenceImage>();
bool m_IsExpanded = true;
bool HasLibraryChanged(XRReferenceImageLibrary library)
{
if (library == null)
return m_ReferenceImages.Count == 0;
if (m_ReferenceImages.Count != library.count)
return true;
for (int i = 0; i < library.count; i++)
{
if (m_ReferenceImages[i] != library[i])
return true;
}
return false;
}
public override void OnInspectorGUI()
{
//customized inspector
var behaviour = serializedObject.targetObject as PrefabImagePairManager;
serializedObject.Update();
using (new EditorGUI.DisabledScope(true))
{
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_Script"));
}
var libraryProperty = serializedObject.FindProperty(nameof(m_ImageLibrary));
EditorGUILayout.PropertyField(libraryProperty);
var library = libraryProperty.objectReferenceValue as XRReferenceImageLibrary;
//check library changes
if (HasLibraryChanged(library))
{
if (library)
{
var tempDictionary = new Dictionary<Guid, GameObject>();
foreach (var referenceImage in library)
{
tempDictionary.Add(referenceImage.guid, behaviour.GetPrefabForReferenceImage(referenceImage));
}
behaviour.m_PrefabsDictionary = tempDictionary;
}
}
// update current
m_ReferenceImages.Clear();
if (library)
{
foreach (var referenceImage in library)
{
m_ReferenceImages.Add(referenceImage);
}
}
//show prefab list
m_IsExpanded = EditorGUILayout.Foldout(m_IsExpanded, "Prefab List");
if (m_IsExpanded)
{
using (new EditorGUI.IndentLevelScope())
{
EditorGUI.BeginChangeCheck();
var tempDictionary = new Dictionary<Guid, GameObject>();
foreach (var image in library)
{
var prefab = (GameObject) EditorGUILayout.ObjectField(image.name, behaviour.m_PrefabsDictionary[image.guid], typeof(GameObject), false);
tempDictionary.Add(image.guid, prefab);
}
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(target, "Update Prefab");
behaviour.m_PrefabsDictionary = tempDictionary;
EditorUtility.SetDirty(target);
}
}
}
serializedObject.ApplyModifiedProperties();
}
}
#endif
}
}

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