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Merge branch 'master' of github.cds.internal.unity3d.com:unity/arfoundation-samples

/3.1
Tim Mowrer 5 年前
当前提交
ee16df2a
共有 124 个文件被更改,包括 7704 次插入1083 次删除
  1. 1
      .gitignore
  2. 26
      Assets/Animation/TapToPlace/taptoplace_00.png.meta
  3. 26
      Assets/Animation/TapToPlace/taptoplace_01.png.meta
  4. 26
      Assets/Animation/TapToPlace/taptoplace_02.png.meta
  5. 26
      Assets/Animation/TapToPlace/taptoplace_03.png.meta
  6. 26
      Assets/Animation/TapToPlace/taptoplace_04.png.meta
  7. 26
      Assets/Animation/TapToPlace/taptoplace_05.png.meta
  8. 26
      Assets/Animation/TapToPlace/taptoplace_06.png.meta
  9. 26
      Assets/Animation/TapToPlace/taptoplace_07.png.meta
  10. 26
      Assets/Animation/TapToPlace/taptoplace_08.png.meta
  11. 26
      Assets/Animation/TapToPlace/taptoplace_09.png.meta
  12. 26
      Assets/Animation/TapToPlace/taptoplace_10.png.meta
  13. 26
      Assets/Animation/TapToPlace/taptoplace_11.png.meta
  14. 26
      Assets/Animation/TapToPlace/taptoplace_12.png.meta
  15. 26
      Assets/Animation/TapToPlace/taptoplace_13.png.meta
  16. 26
      Assets/Animation/TapToPlace/taptoplace_14.png.meta
  17. 26
      Assets/Animation/TapToPlace/taptoplace_15.png.meta
  18. 26
      Assets/Animation/TapToPlace/taptoplace_16.png.meta
  19. 26
      Assets/Animation/TapToPlace/taptoplace_17.png.meta
  20. 26
      Assets/Animation/TapToPlace/taptoplace_18.png.meta
  21. 68
      Assets/Scenes/ARCollaborationData/ARCollaborationDataExample.unity
  22. 4
      Assets/Scenes/ARCollaborationData/CollaborativeSession.cs
  23. 30
      Assets/Scenes/ARKitCoachingOverlay/ARKitCoachingOverlay.cs
  24. 227
      Assets/Scenes/ARKitCoachingOverlay/ARKitCoachingOverlay.unity
  25. 69
      Assets/Scenes/ARWorldMap.unity
  26. 102
      Assets/Scenes/CameraImage.unity
  27. 41
      Assets/Scenes/Check Support.unity
  28. 454
      Assets/Scenes/EnvironmentProbes.unity
  29. 16
      Assets/Scenes/FaceTracking/ARCoreFaceRegions.unity
  30. 20
      Assets/Scenes/FaceTracking/ARKitFaceBlendShapes.unity
  31. 152
      Assets/Scenes/FaceTracking/DisplayFaceInfo.cs
  32. 20
      Assets/Scenes/FaceTracking/EyeLasers.unity
  33. 20
      Assets/Scenes/FaceTracking/EyePoses.unity
  34. 127
      Assets/Scenes/FaceTracking/FaceMesh.unity
  35. 20
      Assets/Scenes/FaceTracking/FacePose.unity
  36. 20
      Assets/Scenes/FaceTracking/FixationPoint.unity
  37. 755
      Assets/Scenes/FaceTracking/WorldCameraWithUserFacingFaceTracking.unity
  38. 2
      Assets/Scenes/FaceTracking/ToggleCameraFacingDirection.cs.meta
  39. 11
      Assets/Scenes/HumanSegmentation/HumanBodyTracking2D.unity
  40. 8
      Assets/Scenes/HumanSegmentation/HumanBodyTracking3D.unity
  41. 109
      Assets/Scenes/HumanSegmentation/HumanSegmentationImages.unity
  42. 4
      Assets/Scenes/ImageTracking/ImageTracking.unity
  43. 4
      Assets/Scenes/Object Tracking/ObjectTracking.unity
  44. 16
      Assets/Scenes/Plane Detection/FeatheredPlanes.unity
  45. 37
      Assets/Scenes/Plane Detection/TogglePlaneDetection.unity
  46. 76
      Assets/Scenes/Scale.unity
  47. 29
      Assets/Scenes/UX/SampleUXScene.unity
  48. 81
      Assets/Scripts/LightEstimation.cs
  49. 74
      Assets/Scripts/LightEstimationUI.cs
  50. 2
      Assets/Scripts/Multipeer/NativeCode/MultipeerDelegate.m.meta
  51. 23
      Assets/Scripts/TestDepthImage.cs
  52. 22
      Packages/manifest.json
  53. 33
      ProjectSettings/EditorBuildSettings.asset
  54. 56
      ProjectSettings/EditorSettings.asset
  55. 4
      ProjectSettings/GraphicsSettings.asset
  56. 59
      ProjectSettings/ProjectSettings.asset
  57. 4
      ProjectSettings/ProjectVersion.txt
  58. 18
      ProjectSettings/QualitySettings.asset
  59. 214
      README.md
  60. 96
      Assets/Scenes/ARCollaborationData/AnchorInfoManager.cs
  61. 11
      Assets/Scenes/ARCollaborationData/AnchorInfoManager.cs.meta
  62. 893
      Assets/Scenes/Anchors.unity
  63. 7
      Assets/Scenes/Anchors.unity.meta
  64. 41
      Assets/Scenes/FaceTracking/ToggleCameraFacingDirection.cs
  65. 8
      Assets/Scenes/LightEstimation.meta
  66. 247
      Assets/Scenes/Plane Detection/AR Plane Classification Visualizer.prefab
  67. 7
      Assets/Scenes/Plane Detection/AR Plane Classification Visualizer.prefab.meta
  68. 466
      Assets/Scenes/Plane Detection/PlaneClassification.unity
  69. 7
      Assets/Scenes/Plane Detection/PlaneClassification.unity.meta
  70. 91
      Assets/Scenes/Plane Detection/PlaneClassificationLabeler.cs
  71. 11
      Assets/Scenes/Plane Detection/PlaneClassificationLabeler.cs.meta
  72. 8
      Assets/Scenes/PlaneOcclusion.meta
  73. 8
      Assets/Scenes/PointCloud.meta
  74. 8
      Assets/Scenes/SimpleAR.meta
  75. 59
      Assets/Scripts/AnchorCreator.cs
  76. 11
      Assets/Scripts/AnchorCreator.cs.meta
  77. 1001
      Assets/Scenes/LightEstimation/LightEstimation.unity
  78. 54
      Assets/Scenes/LightEstimation/PlatformSelector.cs
  79. 11
      Assets/Scenes/LightEstimation/PlatformSelector.cs.meta
  80. 14
      Assets/Scenes/LightEstimation/Rotator.cs
  81. 11
      Assets/Scenes/LightEstimation/Rotator.cs.meta
  82. 77
      Assets/Scenes/LightEstimation/Shiny.mat
  83. 8
      Assets/Scenes/LightEstimation/Shiny.mat.meta
  84. 1001
      Assets/Scenes/PlaneOcclusion/Cubes.prefab
  85. 7
      Assets/Scenes/PlaneOcclusion/Cubes.prefab.meta
  86. 77
      Assets/Scenes/PlaneOcclusion/OcclusionMaterial.mat
  87. 8
      Assets/Scenes/PlaneOcclusion/OcclusionMaterial.mat.meta
  88. 205
      Assets/Scenes/PlaneOcclusion/OcclusionPlane.prefab
  89. 7
      Assets/Scenes/PlaneOcclusion/OcclusionPlane.prefab.meta
  90. 7
      Assets/Scenes/PlaneOcclusion/PlaneOcclusion.unity.meta
  91. 43
      Assets/Scenes/PlaneOcclusion/PlaneOcclusionShader.shader
  92. 9
      Assets/Scenes/PlaneOcclusion/PlaneOcclusionShader.shader.meta
  93. 562
      Assets/Scenes/PlaneOcclusion/PlaneOcclusion.unity
  94. 162
      Assets/Scenes/PointCloud/ARAllPointCloudPointsParticleVisualizer.cs
  95. 11
      Assets/Scenes/PointCloud/ARAllPointCloudPointsParticleVisualizer.cs.meta
  96. 7
      Assets/Scenes/PointCloud/AllPointCloudPoints.unity.meta

1
.gitignore


# Ignore manually added packages
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4
Assets/Scenes/ARCollaborationData/CollaborativeSession.cs


return;
}
subsystem.collaborationEnabled = true;
subsystem.collaborationRequested = true;
m_MCSession.Enabled = true;
#else
DisableNotSupported("Collaborative sessions are an ARKit 3 feature; This platform does not support them.");

var subsystem = GetSubsystem();
if (subsystem != null)
subsystem.collaborationEnabled = false;
subsystem.collaborationRequested = false;
}
void Update()

30
Assets/Scenes/ARKitCoachingOverlay/ARKitCoachingOverlay.cs


[SerializeField]
[Tooltip("The coaching goal associated with the coaching overlay.")]
#if !UNITY_IOS
#pragma warning disable CS0414
#endif
#if !UNITY_IOS
#pragma warning restore CS0414
#endif
#if UNITY_IOS
/// <summary>

{
if (GetComponent<ARSession>().subsystem is ARKitSessionSubsystem sessionSubsystem)
{
return sessionSubsystem.coachingGoal;
return sessionSubsystem.requestedCoachingGoal;
}
else
{

m_Goal = (CoachingGoal)value;
if (supported && GetComponent<ARSession>().subsystem is ARKitSessionSubsystem sessionSubsystem)
{
sessionSubsystem.coachingGoal = value;
sessionSubsystem.requestedCoachingGoal = value;
}
}
}

#if UNITY_IOS
if (supported && GetComponent<ARSession>().subsystem is ARKitSessionSubsystem sessionSubsystem)
{
sessionSubsystem.coachingGoal = (ARCoachingGoal)m_Goal;
sessionSubsystem.requestedCoachingGoal = (ARCoachingGoal)m_Goal;
sessionSubsystem.coachingActivatesAutomatically = m_ActivatesAutomatically;
}
else

if (supported && GetComponent<ARSession>().subsystem is ARKitSessionSubsystem sessionSubsystem)
{
sessionSubsystem.SetCoachingActive(true, animated ? ARCoachingOverlayTransition.Animated : ARCoachingOverlayTransition.Instant);
}
else
#endif
{
throw new NotSupportedException("ARCoachingOverlay is not supported");
}
}
/// <summary>
/// Disables the [ARCoachingGoal](https://developer.apple.com/documentation/arkit/arcoachinggoal)
/// </summary>
/// <param name="animated">If <c>true</c>, the coaching overlay is animated, e.g. fades out. If <c>false</c>, the coaching overlay disappears instantly, without any transition.</param>
public void DisableCoaching(bool animated)
{
#if UNITY_IOS
if (supported && GetComponent<ARSession>().subsystem is ARKitSessionSubsystem sessionSubsystem)
{
sessionSubsystem.SetCoachingActive(false, animated ? ARCoachingOverlayTransition.Animated : ARCoachingOverlayTransition.Instant);
}
else
#endif

227
Assets/Scenes/ARKitCoachingOverlay/ARKitCoachingOverlay.unity


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69
Assets/Scenes/ARWorldMap.unity


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41
Assets/Scenes/Check Support.unity


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454
Assets/Scenes/EnvironmentProbes.unity
文件差异内容过多而无法显示
查看文件

16
Assets/Scenes/FaceTracking/ARCoreFaceRegions.unity


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20
Assets/Scenes/FaceTracking/ARKitFaceBlendShapes.unity


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152
Assets/Scenes/FaceTracking/DisplayFaceInfo.cs


using System.Collections;
using System.Collections.Generic;
using System.Text;
using Unity.Collections;
using UnityEngine.XR.ARSubsystems;
[RequireComponent(typeof(ARSession))]
[RequireComponent(typeof(ARSessionOrigin))]
public class DisplayFaceInfo : MonoBehaviour
{
[SerializeField]

{
get { return m_FaceInfoText; }
set { m_FaceInfoText = value; }
get => m_FaceInfoText;
set => m_FaceInfoText = value;
[SerializeField]
Text m_InstructionsText;
public Text instructionsText
{
get => m_InstructionsText;
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;
ARCameraManager m_CameraManager;
StringBuilder m_Info = new StringBuilder();
bool m_FaceTrackingSupported;
bool m_FaceTrackingWithWorldCameraSupported;
m_Session = GetComponent<ARSession>();
m_CameraManager = GetComponent<ARSessionOrigin>().camera?.GetComponent<ARCameraManager>();
}
void OnEnable()
{
Application.onBeforeRender += OnBeforeRender;
// Detect face tracking with world-facing camera support
var subsystem = m_Session?.subsystem;
if (subsystem != null)
{
var configs = subsystem.GetConfigurationDescriptors(Allocator.Temp);
if (configs.IsCreated)
{
using (configs)
{
foreach (var config in configs)
{
if (config.capabilities.All(Feature.FaceTracking))
{
m_FaceTrackingSupported = true;
}
if (config.capabilities.All(Feature.WorldFacingCamera | Feature.FaceTracking))
{
m_FaceTrackingWithWorldCameraSupported = true;
}
}
}
}
}
}
void OnDisable()
{
Application.onBeforeRender -= OnBeforeRender;
}
void OnBeforeRender()
{
if (m_FaceControlledObject == null)
return;
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 * 0.5f;
}
}
if (m_FaceManager.subsystem != null && faceInfoText != null)
m_Info.Clear();
if (m_FaceManager.subsystem != null)
faceInfoText.text = $"Supported number of tracked faces: {m_FaceManager.supportedFaceCount}\n" +
$"Max number of faces to track: {m_FaceManager.maximumFaceCount}\n" +
$"Number of tracked faces: {m_FaceManager.trackables.count}";
m_Info.Append($"Supported number of tracked faces: {m_FaceManager.supportedFaceCount}\n");
m_Info.Append($"Max number of faces to track: {m_FaceManager.currentMaximumFaceCount}\n");
m_Info.Append($"Number of tracked faces: {m_FaceManager.trackables.count}\n");
}
if (m_CameraManager)
{
m_Info.Append($"Requested camera facing direction: {m_CameraManager.requestedFacingDirection}\n");
m_Info.Append($"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");
if (!m_FaceTrackingSupported)
{
if (m_InstructionsText)
{
m_InstructionsText.text = "Face tracking is not supported.\n";
}
else
{
m_Info.Append("Face tracking is not supported.\n");
}
}
else if (m_CameraManager.requestedFacingDirection == CameraFacingDirection.World && !m_FaceTrackingWithWorldCameraSupported)
{
m_Info.Append("Face tracking in world facing camera mode is not supported.\n");
}
if (m_FaceControlledObject)
{
m_FaceControlledObject.gameObject.SetActive(m_CameraManager.currentFacingDirection == CameraFacingDirection.World);
}
if (m_NotSupportedElement)
{
m_NotSupportedElement.SetActive(m_CameraManager.requestedFacingDirection == CameraFacingDirection.World && !m_FaceTrackingWithWorldCameraSupported);
}
if (m_FaceInfoText)
{
m_FaceInfoText.text = m_Info.ToString();
}
}
}

20
Assets/Scenes/FaceTracking/EyeLasers.unity


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20
Assets/Scenes/FaceTracking/EyePoses.unity


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127
Assets/Scenes/FaceTracking/FaceMesh.unity


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29
Assets/Scenes/UX/SampleUXScene.unity


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81
Assets/Scripts/LightEstimation.cs


using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.XR.ARFoundation;
/// <summary>

[SerializeField]
[Tooltip("The ARCameraManager which will produce frame events containing light estimation information.")]
ARCameraManager m_CameraManager;
[SerializeField]
Transform m_Arrow;
public Transform arrow
{
get => m_Arrow;
set => m_Arrow = value;
}
/// <summary>
/// Get or set the <c>ARCameraManager</c>.

/// </summary>
public Color? colorCorrection { get; private set; }
/// <summary>
/// The estimated direction of the main light of the physical environment, if available.
/// </summary>
public Vector3? mainLightDirection { get; private set; }
/// <summary>
/// The estimated color of the main light of the physical environment, if available.
/// </summary>
public Color? mainLightColor { get; private set; }
/// <summary>
/// The estimated intensity in lumens of main light of the physical environment, if available.
/// </summary>
public float? mainLightIntensityLumens { get; private set; }
/// <summary>
/// The estimated spherical harmonics coefficients of the physical environment, if available.
/// </summary>
public SphericalHarmonicsL2? sphericalHarmonics { get; private set; }
void Awake ()
{
m_Light = GetComponent<Light>();

{
if (m_CameraManager != null)
m_CameraManager.frameReceived += FrameChanged;
// Disable the arrow to start; enable it later if we get directional light info
arrow?.gameObject.SetActive(false);
Application.onBeforeRender += OnBeforeRender;
Application.onBeforeRender -= OnBeforeRender;
void OnBeforeRender()
{
if (arrow && m_CameraManager)
{
var cameraTransform = m_CameraManager.GetComponent<Camera>().transform;
arrow.position = cameraTransform.position + cameraTransform.forward * .25f;
}
}
void FrameChanged(ARCameraFrameEventArgs args)
{
if (args.lightEstimation.averageBrightness.HasValue)

colorTemperature = args.lightEstimation.averageColorTemperature.Value;
m_Light.colorTemperature = colorTemperature.Value;
}
}
if (args.lightEstimation.mainLightDirection.HasValue)
{
mainLightDirection = args.lightEstimation.mainLightDirection;
m_Light.transform.rotation = Quaternion.LookRotation(mainLightDirection.Value);
if (arrow)
{
arrow.gameObject.SetActive(true);
arrow.rotation = Quaternion.LookRotation(mainLightDirection.Value);
}
}
else
{
arrow?.gameObject.SetActive(false);
}
if (args.lightEstimation.mainLightColor.HasValue)
{
mainLightColor = args.lightEstimation.mainLightColor;
m_Light.color = mainLightColor.Value;
}
if (args.lightEstimation.mainLightIntensityLumens.HasValue)
{
mainLightIntensityLumens = args.lightEstimation.mainLightIntensityLumens;
m_Light.intensity = args.lightEstimation.averageMainLightBrightness.Value;
}
if (args.lightEstimation.ambientSphericalHarmonics.HasValue)
{
sphericalHarmonics = args.lightEstimation.ambientSphericalHarmonics;
RenderSettings.ambientMode = AmbientMode.Skybox;
RenderSettings.ambientProbe = sphericalHarmonics.Value;
}
}

74
Assets/Scripts/LightEstimationUI.cs


using UnityEngine;
using UnityEngine.UI;
using System.Text;
using UnityEngine.Rendering;
/// <summary>
/// A simple UI controller to display light estimation information.

[SerializeField]
Text m_ColorCorrectionText;
[Tooltip("The UI Text element used to display the estimated direction of the main light for the physical environment.")]
[SerializeField]
Text m_MainLightDirectionText;
public Text mainLightDirectionText
{
get => m_MainLightDirectionText;
set => m_MainLightDirectionText = value;
}
[Tooltip("The UI Text element used to display the estimated intensity in lumens of the main light for the physical environment.")]
[SerializeField]
Text m_MainLightIntensityLumens;
public Text mainLightIntensityLumens
{
get => m_MainLightIntensityLumens;
set => m_MainLightIntensityLumens = value;
}
[Tooltip("The UI Text element used to display the estimated color of the main light for the physical environment.")]
[SerializeField]
Text m_MainLightColor;
public Text mainLightColorText
{
get => m_MainLightColor;
set => m_MainLightColor = value;
}
[Tooltip("The UI Text element used to display the estimated spherical harmonics coefficients for the physical environment.")]
[SerializeField]
Text m_SphericalHarmonicsText;
public Text ambientSphericalHarmonicsText
{
get => m_SphericalHarmonicsText;
set => m_SphericalHarmonicsText = value;
}
StringBuilder m_SphericalHarmonicsStringBuilder = new StringBuilder("");
/// <summary>
/// The UI Text element used to display the estimated color correction value for the scene.
/// </summary>

SetUIValue(m_LightEstimation.brightness, brightnessText);
SetUIValue(m_LightEstimation.colorTemperature, colorTemperatureText);
SetUIValue(m_LightEstimation.colorCorrection, colorCorrectionText);
SetUIValue(m_LightEstimation.mainLightDirection, mainLightDirectionText);
SetUIValue(m_LightEstimation.mainLightColor, mainLightColorText);
SetUIValue(m_LightEstimation.mainLightIntensityLumens, mainLightIntensityLumens);
SetSphericalHarmonicsUIValue(m_LightEstimation.sphericalHarmonics, ambientSphericalHarmonicsText);
}
void SetSphericalHarmonicsUIValue(SphericalHarmonicsL2? maybeAmbientSphericalHarmonics, Text text)
{
if (text != null)
{
if (maybeAmbientSphericalHarmonics.HasValue)
{
m_SphericalHarmonicsStringBuilder.Clear();
for (int i = 0; i < 3; ++i)
{
if (i == 0)
m_SphericalHarmonicsStringBuilder.Append("R:[");
else if (i == 1)
m_SphericalHarmonicsStringBuilder.Append("G:[");
else
m_SphericalHarmonicsStringBuilder.Append("B:[");
for (int j = 0; j < 9; ++j)
{
m_SphericalHarmonicsStringBuilder.Append(j != 8 ? $"{maybeAmbientSphericalHarmonics.Value[i, j]}, " : $"{maybeAmbientSphericalHarmonics.Value[i, j]}]\n");
}
}
text.text = m_SphericalHarmonicsStringBuilder.ToString();
}
else
{
text.text = k_UnavailableText;
}
}
}
void SetUIValue<T>(T? displayValue, Text text) where T : struct

2
Assets/Scripts/Multipeer/NativeCode/MultipeerDelegate.m.meta


second:
enabled: 0
settings:
CPU: x86_64
CPU: AnyCPU
- first:
Standalone: OSXUniversal
second:

23
Assets/Scripts/TestDepthImage.cs


public class TestDepthImage : MonoBehaviour
{
[SerializeField]
[Tooltip("The ARHumanBodyManager which will produce frame events.")]
ARHumanBodyManager m_HumanBodyManager;
[Tooltip("The AROcclusionManager which will produce frame events.")]
AROcclusionManager m_OcclusionManager;
/// Get or set the <c>ARHumanBodyManager</c>.
/// Get or set the <c>AROcclusionManager</c>.
public ARHumanBodyManager humanBodyManager
public AROcclusionManager occlusionManager
get { return m_HumanBodyManager; }
set { m_HumanBodyManager = value; }
get { return m_OcclusionManager; }
set { m_OcclusionManager = value; }
}
[SerializeField]

void Update()
{
var subsystem = m_HumanBodyManager.subsystem;
Debug.Assert(m_OcclusionManager != null, "no occlusion manager");
var subsystem = m_OcclusionManager.subsystem;
if (subsystem == null)
{
if (m_ImageInfo != null)

}
StringBuilder sb = new StringBuilder();
Texture2D humanStencil = m_HumanBodyManager.humanStencilTexture;
Texture2D humanDepth = m_HumanBodyManager.humanDepthTexture;
Texture2D humanStencil = m_OcclusionManager.humanStencilTexture;
Texture2D humanDepth = m_OcclusionManager.humanDepthTexture;
LogTextureInfo(sb, "stencil", humanStencil);
LogTextureInfo(sb, "depth", humanDepth);

Debug.Log(sb.ToString());
}
// To use the stencil, be sure the HumanSegmentationStencilMode property on the ARHumanBodyManager is set to a
// To use the stencil, be sure the HumanSegmentationStencilMode property on the AROcclusionManager is set to a
// To use the depth, be sure the HumanSegmentationDepthMode property on the ARHumanBodyManager is set to a
// To use the depth, be sure the HumanSegmentationDepthMode property on the AROcclusionManager is set to a
/// non-disabled value.
// m_RawImage.texture = eventArgs.humanDepth;
}

22
Packages/manifest.json


"dependencies": {
"com.unity.2d.sprite": "1.0.0",
"com.unity.2d.tilemap": "1.0.0",
"com.unity.ads": "2.0.8",
"com.unity.analytics": "3.3.2",
"com.unity.analytics": "3.3.5",
"com.unity.ide.rider": "1.1.0",
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README.md


# AR Foundation Samples
Example projects that use [*AR Foundation 3.0*](https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@3.0/manual/index.html) and demonstrate its functionality with sample assets and components.
Example projects that use [*AR Foundation 3.0*](https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@3.1/manual/index.html) and demonstrate its functionality with sample assets and components.
* ARSubsystems
* ARCore XR Plugin
* ARKit XR Plugin
* ARKit Face Tracking
* ARFoundation
* ARSubsystems ([documentation](https://docs.unity3d.com/Packages/com.unity.xr.arsubsystems@3.1/manual/index.html))
* ARCore XR Plugin ([documentation](https://docs.unity3d.com/Packages/com.unity.xr.arcore@3.1/manual/index.html))
* ARKit XR Plugin ([documentation](https://docs.unity3d.com/Packages/com.unity.xr.arkit@3.1/manual/index.html))
* ARKit Face Tracking ([documentation](https://docs.unity3d.com/Packages/com.unity.xr.arkit-face-tracking@3.1/manual/index.html))
* ARFoundation ([documentation](https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@3.1/manual/index.html))
The `master` branch is compatible with Unity 2019.2 and later. For 2018.4, see the [1.5-preview branch](https://github.com/Unity-Technologies/arfoundation-samples/tree/1.5-preview). ARFoundation 1.5 is functionality equivalent to 2.2. The only difference is the version of Unity on which it depends.
The `master` branch is compatible with Unity 2019.2 and later. For 2018.4, see the [1.5-preview branch](https://github.com/Unity-Technologies/arfoundation-samples/tree/1.5-preview).
## Why is ARKit Face Tracking a separate package?
For privacy reasons, use of ARKit's face tracking feature requires additional validation in order to publish your app on the App Store. If your application binary contains certain face tracking related symbols, your app may fail validation. For this reason, we provide this feature as a separate package which must be explicitly included.
The ARKit 3 features require Xcode 11 beta 7 and iOS/iPadOS 13.1 beta.
The ARKit 3 features require Xcode 11 and iOS/iPadOS 13.
## Instructions for installing AR Foundation

3. Open your choice of sample scene.
4. See the [AR Foundation Documentation](https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@latest?preview=1) for usage instructions and more information.
# Samples
## SimpleAR
This is a good starting sample that enables point cloud visualization and plane detection. There are buttons on screen that let you pause, resume, reset, and reload the ARSession.
When a plane is detected, you can tap on the detected plane to place a cube on it. This uses the `ARRaycastManager` to perform a raycast against the plane.
| Action | Meaning |
| ------ | ------- |
| Pause | Pauses the ARSession, meaning device tracking and trackable detection (e.g., plane detection) is temporarily paused. While paused, the ARSession does not consume CPU resources. |
| Resume | Resumes a paused ARSession. The device will attempt to relocalize and previously detected objects may shift around as tracking is reestablished. |
| Reset | Clears all detected trackables and effectively begins a new ARSession. |
| Reload | Completely destroys the ARSession GameObject and re-instantiates it. This simulates the behavior you might experience during scene switching. |
## Check Support
Demonstrates checking for AR support and logs the results to the screen. The relevant script is [`SupportChecker.cs`](https://github.com/Unity-Technologies/arfoundation-samples/blob/master/Assets/Scripts/SupportChecker.cs).
## LightEstimation
Demonstrates light estimation information from the camera frame. You should see values for "Brightness", "Color Temp", and "Color Correct" on screen. Most devices only support a subset of these 3, so some will be listed as "unavailable."
This sample also attempts to read HDR lighting information. On iOS, this is only available when face tracking is enabled and requires a device with a TrueDepth camera (such as an iPhone X, XS or 11). When available, a virtual arrow appears in front of the camera which indicates the estimated main light direction. The virtual light direction is also updated, so that virtual content appears to be lit from the direction of the real light source.
The relevant scripts are on the "Directional Light" GameObject.
## Anchors
This sample shows how to create anchors as the result of a raycast hit. The "Clear Anchors" button removes all created anchors. See the [`AnchorCreator.cs`](https://github.com/Unity-Technologies/arfoundation-samples/blob/master/Assets/Scripts/AnchorCreator.cs) script.
## Scale
This sample shows how to adjust the apparent scale of content in an AR scene. It does this by moving, rotating, and scaling the `ARSessionOrigin` instead of the content. Complex scenes often can't be moved after creation (e.g., terrain), and scale can negatively affect other systems such as physics, particle effects, and AI navigation. The `ARSessionOrigin`'s scale feature is useful if you want to make your content "appear" at a position on a detected plane and to scale, for example, a building sized object to a table-top miniature.
To use this sample, first move the device around until a plane is detected, then tap on the plane. Content will appear at the touch point. After the content is placed, you can adjust its rotation and scale using the on-screen sliders. Note that the content itself is never moved, rotated, or scaled.
The relevant script is [`MakeAppearOnPlane.cs`](https://github.com/Unity-Technologies/arfoundation-samples/blob/master/Assets/Scripts/MakeAppearOnPlane.cs).
## CameraImage
This samples shows how to manipulate the camera textures on the CPU. The video feed for pass through cameras involves GPU-only textures, and manipulating them on the CPU (e.g., for computer vision algorithms) would require an expensive GPU read. Fortunately, ARFoundation provides an API for obtaining the camera image on the CPU for further processing.
The relevant script is [`TestCameraImage.cs`](https://github.com/Unity-Technologies/arfoundation-samples/blob/master/Assets/Scripts/TestCameraImage.cs).
The resolution of the CPU image is affected by the camera's configuration. The current configuration is indicated at the bottom left of the screen inside a dropdown box which lets you select one of the supported camera configurations. The [`CameraConfigController.cs`](https://github.com/Unity-Technologies/arfoundation-samples/blob/master/Assets/Scripts/CameraConfigController.cs) demonstrates enumerating and selecting a camera configuration. It is on the `CameraConfigs` GameObject.
## TogglePlaneDetection
This sample shows how to toggle plane detection on and off. When off, it will also hide all previously detected planes by disabling their GameObjects. See [`PlaneDetectionController.cs`](https://github.com/Unity-Technologies/arfoundation-samples/blob/master/Assets/Scripts/PlaneDetectionController.cs).
## PlaneClassification
This sample shows how to query for a plane's classification. Some devices attempt to classify planes into categories such as "door", "seat", "window", and "floor". This scene enables plane detection using the `ARPlaneManager`, and uses a prefab which includes a component which displays the plane's classification, or "none" if it cannot be classified.
## FeatheredPlanes
This sample demonstrates basic plane detection, but uses a better looking prefab for the `ARPlane`. Rather than being drawn as exactly defined, the plane fades out towards the edges.
## PlaneOcclusion
This sample demonstrates basic plane detection, but uses an occlusion shader for the plane's material. This makes the plane appear invisible, but virtual objects behind the plane are culled. This provides an additional level of realism when, for example, placing objects on a table.
Move the device around until a plane is detected (its edges are still drawn) and then tap on the plane to place/move content.
## UX
This sample demonstrates some UI that may be useful when guiding new users through an AR application. It uses the script [`UIManager.cs`](https://github.com/Unity-Technologies/arfoundation-samples/blob/master/Assets/Scripts/UX/UIManager.cs) to trigger different UI animations based on events (e.g., a plane being detected).
The functionality demonstrated here is conceptually similar to the `ARKitCoachingOverlay` sample.
## EnvironmentProbes
This sample demonstrates environment probes, a feature which attempts to generate a 3D texture from the real environment and applies it to reflection probes in the scene. The scene includes several spheres which start out completely black, but will change to shiny spheres which reflect the real environment when possible.
## ARWorldMap
An `ARWorldMap` is an ARKit-specific feature which lets you save a scanned area. ARKit can optionally relocalize to a saved world map at a later time. This can be used to synchronize multiple devices to a common space, or for curated experiences specific to a location, such as a museum exhibition or other special installation. Read more about world maps [here](https://developer.apple.com/documentation/arkit/arworldmap). A world map will store most types of trackables, such as reference points and planes.
The [`ARWorldMapController.cs`](https://github.com/Unity-Technologies/arfoundation-samples/blob/master/Assets/Scripts/ARWorldMapController.cs) performs most of the logic in this sample.
This sample requires iOS 12.
## ARCollaborationData
Similar to an `ARWorldMap`, a "collaborative session" is an ARKit-specific feature which allows multiple devices to share session information in real time. Each device will periodically produce `ARCollaborationData` which should be sent to all other devices in the collaborative session. ARKit will share each participant's pose and all reference points. Other types of trackables, such as detected planes, are not shared.
See [`CollaborativeSession.cs`](https://github.com/Unity-Technologies/arfoundation-samples/blob/master/Assets/Scenes/ARCollaborationData/CollaborativeSession.cs). Note there are two types of collaboration data: "Critical" and "Optional". "Critical" data is available periodically and should be sent to all other devices reliably. "Optional" data is available nearly every frame and may be sent unreliably. Data marked as "optional" includes data about the device's location, which is why it is produced very frequently (i.e., every frame).
Note that ARKit's support for collaborative sessions does not include any networking; it is up to the developer to manage the connection and send data to other participants in the collaborative session. For this sample, we used Apple's [MultipeerConnectivity Framework](https://developer.apple.com/documentation/multipeerconnectivity). Our implementation can be found [here](https://github.com/Unity-Technologies/arfoundation-samples/tree/master/Assets/Scripts/Multipeer).
You can create reference points by tapping on the screen. Reference points are created when the tap results in a raycast which hits a point in the point cloud.
This sample requires iOS 13.
## ARKitCoachingOverlay
The coaching overlay is an ARKit-specific feature which will overlay a helpful UI guiding the user to perform certain actions to achieve some "goal", such as finding a horizontal plane.
The coaching overlay can be activated automatically or manually, and you can set its goal. In this sample, we've set the goal to be "Any plane", and for it to activate automatically. This will display a special UI on the screen until a plane is found. There is also a button to activate it manually.
The sample includes a MonoBehavior to define the settings of the coaching overlay. See [`ARKitCoachingOverlay.cs`](https://github.com/Unity-Technologies/arfoundation-samples/blob/master/Assets/Scenes/ARKitCoachingOverlay/ARKitCoachingOverlay.cs).
This sample requires iOS 13.
## 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@3.1/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.
## 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@3.1/manual/object-tracking.html) for instructions on creating one.
To use this sample, you must have a physical object the device can recognize. The sample's reference object library is built using two reference objects. The sample includes [printable templates](https://github.com/Unity-Technologies/arfoundation-samples/tree/master/Assets/Scenes/Object%20Tracking/Printable%20Templates) which can be printed on 8.5x11 inch paper and folded into a cube and cylinder.
Alternatively, you can [scan your own objects](https://developer.apple.com/documentation/arkit/scanning_and_detecting_3d_objects) and add them to the reference object library.
This sample requires iOS 12 and is not supported on Android.
## Face Tracking
There are several samples showing different face tracking features. Some are ARCore specific and some are ARKit specific.
### FacePose
This is the simplest face tracking sample and simply draws an axis at the detected face's pose.
This sample uses the front-facing (i.e., selfie) camera.
### FaceMesh
This sample instantiates and updates a mesh representing the detected face. Information about the device support (e.g., number of faces that can be simultaneously tracked) is displayed on the screen.
This sample uses the front-facing (i.e., selfie) camera.
### ARKitFaceBlendShapes
"Blend shapes" are an ARKit-specific feature which provides information about various facial features on a scale of 0..1. For instance, "wink" and "frown". In this sample, blend shapes are used to puppet a cartoon face which is displayed over the detected face. See the [`ARKitBlendShapeVisualizer.cs`](https://github.com/Unity-Technologies/arfoundation-samples/blob/master/Assets/Scripts/ARKitBlendShapeVisualizer.cs).
This sample uses the front-facing (i.e., selfie) camera.
### ARCoreFaceRegions
"Face regions" are an ARCore-specific feature which provides pose information for specific "regions" on the detected face, e.g., left eyebrow. In this example, axes are drawn at each face region. See the [`ARCoreFaceRegionManager.cs`](https://github.com/Unity-Technologies/arfoundation-samples/blob/master/Assets/Scripts/ARCoreFaceRegionManager.cs).
This sample uses the front-facing (i.e., selfie) camera.
### EyeLasers, EyePoses, FixationPoint
These samples demonstrate eye and fixation point tracking. Eye tracking produces a pose (position and rotation) for each eye in the detected face, and the "fixation point" is the point the face is looking at (i.e., fixated upon). `EyeLasers` uses the eye pose to draw laser beams emitted from the detected face.
This sample uses the front-facing (i.e., selfie) camera and requires an iOS device with a TrueDepth camera.
### WorldCameraWithUserFacingFaceTracking
iOS 13 adds support for face tracking while the world-facing (i.e., rear) camera is active. This means the user-facing (i.e., front) camera is used for face tracking, but the pass through video uses the world-facing camera. To enable this mode in ARFoundation, you must enable an `ARFaceManager`, set the `ARSession` tracking mode to "Position and Rotation" or "Don't Care", and set the `ARCameraManager`'s facing direction to "World". Tap the screen to toggle between the user-facing and world-facing cameras.
The sample code in `DisplayFaceInfo.OnEnable` shows how to detect support for these face tracking features.
When using the world-facing camera, a cube is displayed in front of the camera whose orientation is driven by the face in front of the user-facing camera.
This feature requires a device with a TrueDepth camera and an A12 bionic chip running iOS 13.
## HumanBodyTracking2D
This sample demonstrates 2D screen space body tracking. A 2D skeleton is generated when a person is detected. See the [`ScreenSpaceJointVisualizer.cs`](https://github.com/Unity-Technologies/arfoundation-samples/blob/master/Assets/Scripts/ScreenSpaceJointVisualizer.cs) script.
This sample requires a device with an A12 bionic chip running iOS 13.
## HumanBodyTracking3D
This sample demonstrates 3D world space body tracking. A 3D skeleton is generated when a person is detected. See the [`HumanBodyTracker.cs`](https://github.com/Unity-Technologies/arfoundation-samples/blob/master/Assets/Scripts/HumanBodyTracker.cs) script.
This sample requires a device with an A12 bionic chip running iOS 13.
## HumanSegmentationImages
This sample demonstrates "people occlusion", which can produce stencil and depth textures for detected persons. This sample is very primitive and simply displays the raw texture on the screen. We are currently working on a better sample.
This sample requires a device with an A12 bionic chip running iOS 13.
## AllPointCloudPoints
This sample shows all feature points over time, not just the current frame's feature points as the "AR Default Point Cloud" prefab does. It does this by using a slightly modified version of the `ARPointCloudParticleVisualzier` component that stores all the feature points in a Dictionary. Since each feature point has a unique identifier, it can look up the stored point and update its position in the dictionary if it already exists. This can be a useful starting point for custom solutions that require the entire map of point cloud points, e.g., for custom mesh reconstruction techniques.
This sample has two UI components:
* A button in the lower left which allows you to switch between visualizing "All" the points and just those in the "Current Frame".
* Text in the upper right which displays the number of points in each point cloud (ARCore & ARKit will only ever have one).

96
Assets/Scenes/ARCollaborationData/AnchorInfoManager.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.XR.ARFoundation;
/// <summary>
/// Displays information about each reference point including
/// whether or not the reference point is local or remote.
/// The reference point prefab is assumed to include a GameObject
/// which can be colored to indicate which session created it.
/// </summary>
[RequireComponent(typeof(ARSessionOrigin))]
[RequireComponent(typeof(ARAnchorManager))]
public class AnchorInfoManager : MonoBehaviour
{
[SerializeField]
ARSession m_Session;
public ARSession session
{
get { return m_Session; }
set { m_Session = value; }
}
void OnEnable()
{
GetComponent<ARAnchorManager>().anchorsChanged += OnAnchorsChanged;
}
void OnDisable()
{
GetComponent<ARAnchorManager>().anchorsChanged -= OnAnchorsChanged;
}
void OnAnchorsChanged(ARAnchorsChangedEventArgs eventArgs)
{
foreach (var referencePoint in eventArgs.added)
{
UpdateAnchor(referencePoint);
}
foreach (var referencePoint in eventArgs.updated)
{
UpdateAnchor(referencePoint);
}
}
unsafe struct byte128
{
public fixed byte data[16];
}
void UpdateAnchor(ARAnchor referencePoint)
{
var canvas = referencePoint.GetComponentInChildren<Canvas>();
if (canvas == null)
return;
canvas.worldCamera = GetComponent<ARSessionOrigin>().camera;
var text = canvas.GetComponentInChildren<Text>();
if (text == null)
return;
var sessionId = referencePoint.sessionId;
if (sessionId.Equals(session.subsystem.sessionId))
{
text.text = $"Local";
}
else
{
text.text = $"Remote";
}
var cube = referencePoint.transform.Find("Scale/SessionId Indicator");
if (cube != null)
{
var renderer = cube.GetComponent<Renderer>();
{
// Generate a color from the sessionId
Color color;
unsafe
{
var bytes = *(byte128*)&sessionId;
color = new Color(
bytes.data[0] / 255f,
bytes.data[4] / 255f,
bytes.data[8] / 255f,
bytes.data[12] / 255f);
}
renderer.material.color = color;
}
}
}
}

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using UnityEngine;
using UnityEngine.XR.ARFoundation;
public class ToggleCameraFacingDirection : MonoBehaviour
{
[SerializeField]
ARCameraManager m_CameraManager;
public ARCameraManager cameraManager
{
get => m_CameraManager;
set => m_CameraManager = value;
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ARSession m_Session;
public ARSession session
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void Update()
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if (m_CameraManager == null || m_Session == null)
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if (Input.touchCount > 0 && Input.touches[0].phase == TouchPhase.Began)
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7
Assets/Scenes/Plane Detection/PlaneClassification.unity.meta


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91
Assets/Scenes/Plane Detection/PlaneClassificationLabeler.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
using UnityEngine.XR.ARSubsystems;
/// <summary>
/// Manages the label and plane material color for each recognized plane based on
/// the PlaneClassification enumeration defined in ARSubsystems.
/// </summary>
[RequireComponent(typeof(ARPlane))]
[RequireComponent(typeof(MeshRenderer))]
public class PlaneClassificationLabeler : MonoBehaviour
{
ARPlane m_ARPlane;
MeshRenderer m_PlaneMeshRenderer;
TextMesh m_TextMesh;
GameObject m_TextObj;
Vector3 m_TextFlipVec = new Vector3(0, 180, 0);
void Awake()
{
m_ARPlane = GetComponent<ARPlane>();
m_PlaneMeshRenderer = GetComponent<MeshRenderer>();
// Setup label
m_TextObj = new GameObject();
m_TextMesh = m_TextObj.AddComponent<TextMesh>();
m_TextMesh.characterSize = 0.05f;
m_TextMesh.color = Color.black;
}
void Update()
{
UpdateLabel();
UpdatePlaneColor();
}
void UpdateLabel()
{
// Update text
m_TextMesh.text = m_ARPlane.classification.ToString();
// Update Pose
m_TextObj.transform.position = m_ARPlane.center;
m_TextObj.transform.LookAt(Camera.main.transform);
m_TextObj.transform.Rotate(m_TextFlipVec);
}
void UpdatePlaneColor()
{
Color planeMatColor = Color.cyan;
switch (m_ARPlane.classification)
{
case PlaneClassification.None:
planeMatColor = Color.cyan;
break;
case PlaneClassification.Wall:
planeMatColor = Color.white;
break;
case PlaneClassification.Floor:
planeMatColor = Color.green;
break;
case PlaneClassification.Ceiling:
planeMatColor = Color.blue;
break;
case PlaneClassification.Table:
planeMatColor = Color.yellow;
break;
case PlaneClassification.Seat:
planeMatColor = Color.magenta;
break;
case PlaneClassification.Door:
planeMatColor = Color.red;
break;
case PlaneClassification.Window:
planeMatColor = Color.clear;
break;
}
planeMatColor.a = 0.33f;
m_PlaneMeshRenderer.material.color = planeMatColor;
}
void OnDestroy()
{
Destroy(m_TextObj);
}
}

11
Assets/Scenes/Plane Detection/PlaneClassificationLabeler.cs.meta


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8
Assets/Scenes/PlaneOcclusion.meta


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8
Assets/Scenes/PointCloud.meta


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8
Assets/Scenes/SimpleAR.meta


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59
Assets/Scripts/AnchorCreator.cs


using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
using UnityEngine.XR.ARSubsystems;
[RequireComponent(typeof(ARAnchorManager))]
[RequireComponent(typeof(ARRaycastManager))]
public class AnchorCreator : MonoBehaviour
{
public void RemoveAllAnchors()
{
foreach (var anchor in m_Anchors)
{
m_AnchorManager.RemoveAnchor(anchor);
}
m_Anchors.Clear();
}
void Awake()
{
m_RaycastManager = GetComponent<ARRaycastManager>();
m_AnchorManager = GetComponent<ARAnchorManager>();
m_Anchors = new List<ARAnchor>();
}
void Update()
{
if (Input.touchCount == 0)
return;
var touch = Input.GetTouch(0);
if (touch.phase != TouchPhase.Began)
return;
if (m_RaycastManager.Raycast(touch.position, s_Hits, TrackableType.FeaturePoint))
{
// Raycast hits are sorted by distance, so the first one
// will be the closest hit.
var hitPose = s_Hits[0].pose;
var anchor = m_AnchorManager.AddAnchor(hitPose);
if (anchor == null)
{
Logger.Log("Error creating anchor");
}
else
{
m_Anchors.Add(anchor);
}
}
}
static List<ARRaycastHit> s_Hits = new List<ARRaycastHit>();
List<ARAnchor> m_Anchors;
ARRaycastManager m_RaycastManager;
ARAnchorManager m_AnchorManager;
}

11
Assets/Scripts/AnchorCreator.cs.meta


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1001
Assets/Scenes/LightEstimation/LightEstimation.unity
文件差异内容过多而无法显示
查看文件

54
Assets/Scenes/LightEstimation/PlatformSelector.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
/// <summary>
/// On ARKit, HDR light estimation only works in face tracking mode.
/// On ARCore, HDR light estimation only works when NOT in face tracking mode.
/// This script enables face tracking on iOS and disables it otherwise.
/// </summary>
[RequireComponent(typeof(ARSessionOrigin))]
[RequireComponent(typeof(ARFaceManager))]
public class PlatformSelector : MonoBehaviour
{
[SerializeField]
GameObject m_WorldSpaceObject;
public GameObject worldSpaceObject
{
get => m_WorldSpaceObject;
set => m_WorldSpaceObject = value;
}
#if UNITY_IOS
const bool k_PlatformIsIOS = true;
#else
const bool k_PlatformIsIOS = false;
#endif
void OnEnable()
{
GetComponent<ARFaceManager>().enabled = k_PlatformIsIOS;
if (!k_PlatformIsIOS)
{
worldSpaceObject?.SetActive(true);
Application.onBeforeRender += OnBeforeRender;
}
}
void OnDisable()
{
GetComponent<ARFaceManager>().enabled = false;
Application.onBeforeRender -= OnBeforeRender;
}
void OnBeforeRender()
{
var camera = GetComponent<ARSessionOrigin>().camera;
if (camera && worldSpaceObject)
{
worldSpaceObject.transform.position = camera.transform.position + camera.transform.forward;
}
}
}

11
Assets/Scenes/LightEstimation/PlatformSelector.cs.meta


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14
Assets/Scenes/LightEstimation/Rotator.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Rotator : MonoBehaviour
{
float m_Angle;
void Update()
{
m_Angle += Time.deltaTime * 10f;
transform.rotation = Quaternion.Euler(m_Angle, m_Angle, m_Angle);
}
}

11
Assets/Scenes/LightEstimation/Rotator.cs.meta


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77
Assets/Scenes/LightEstimation/Shiny.mat


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162
Assets/Scenes/PointCloud/ARAllPointCloudPointsParticleVisualizer.cs


using System;
using System.Collections.Generic;
using UnityEngine.XR.ARSubsystems;
namespace UnityEngine.XR.ARFoundation
{
/// <summary>
/// Renders all points in an <see cref="ARPointCloud"/> as a <c>ParticleSystem</c>, persisting them all.
/// </summary>
[RequireComponent(typeof(ARPointCloud))]
[RequireComponent(typeof(ParticleSystem))]
public sealed class ARAllPointCloudPointsParticleVisualizer : MonoBehaviour
{
public enum Mode
{
/// <summary>
/// Draw all the feature points from the start of the session
/// </summary>
All,
/// <summary>
/// Only draw the feature points from the current frame
/// </summary>
CurrentFrame,
}
[SerializeField]
[Tooltip("Whether to draw all the feature points or only the ones from the current frame.")]
Mode m_Mode;
public Mode mode
{
get => m_Mode;
set
{
m_Mode = value;
RenderPoints();
}
}
public int totalPointCount => m_Points.Count;
void OnPointCloudChanged(ARPointCloudUpdatedEventArgs eventArgs)
{
RenderPoints();
}
void SetParticlePosition(int index, Vector3 position)
{
m_Particles[index].startColor = m_ParticleSystem.main.startColor.color;
m_Particles[index].startSize = m_ParticleSystem.main.startSize.constant;
m_Particles[index].position = position;
m_Particles[index].remainingLifetime = 1f;
}
void RenderPoints()
{
if (!m_PointCloud.positions.HasValue)
return;
var positions = m_PointCloud.positions.Value;
// Store all the positions over time associated with their unique identifiers
if (m_PointCloud.identifiers.HasValue)
{
var identifiers = m_PointCloud.identifiers.Value;
for (int i = 0; i < positions.Length; ++i)
{
m_Points[identifiers[i]] = positions[i];
}
}
// Make sure we have enough particles to store all the ones we want to draw
int numParticles = (mode == Mode.All) ? m_Points.Count : positions.Length;
if (m_Particles == null || m_Particles.Length < numParticles)
{
m_Particles = new ParticleSystem.Particle[numParticles];
}
switch (mode)
{
case Mode.All:
{
// Draw all the particles
int particleIndex = 0;
foreach (var kvp in m_Points)
{
SetParticlePosition(particleIndex++, kvp.Value);
}
break;
}
case Mode.CurrentFrame:
{
// Only draw the particles in the current frame
for (int i = 0; i < positions.Length; ++i)
{
SetParticlePosition(i, positions[i]);
}
break;
}
}
// Remove any existing particles by setting remainingLifetime
// to a negative value.
for (int i = numParticles; i < m_NumParticles; ++i)
{
m_Particles[i].remainingLifetime = -1f;
}
m_ParticleSystem.SetParticles(m_Particles, Math.Max(numParticles, m_NumParticles));
m_NumParticles = numParticles;
}
void Awake()
{
m_PointCloud = GetComponent<ARPointCloud>();
m_ParticleSystem = GetComponent<ParticleSystem>();
}
void OnEnable()
{
m_PointCloud.updated += OnPointCloudChanged;
UpdateVisibility();
}
void OnDisable()
{
m_PointCloud.updated -= OnPointCloudChanged;
UpdateVisibility();
}
void Update()
{
UpdateVisibility();
}
void UpdateVisibility()
{
SetVisible(enabled && (m_PointCloud.trackingState != TrackingState.None));
}
void SetVisible(bool visible)
{
if (m_ParticleSystem == null)
return;
var renderer = m_ParticleSystem.GetComponent<Renderer>();
if (renderer != null)
renderer.enabled = visible;
}
ARPointCloud m_PointCloud;
ParticleSystem m_ParticleSystem;
ParticleSystem.Particle[] m_Particles;
int m_NumParticles;
Dictionary<ulong, Vector3> m_Points = new Dictionary<ulong, Vector3>();
}
}

11
Assets/Scenes/PointCloud/ARAllPointCloudPointsParticleVisualizer.cs.meta


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7
Assets/Scenes/PointCloud/AllPointCloudPoints.unity.meta


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