using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
using UnityEngine.XR.ARSubsystems;
namespace UnityEngine.XR.ARFoundation.Samples
{
///
/// Listens for touch events and performs an AR raycast from the screen touch point.
/// AR raycasts will only hit detected trackables like feature points and planes.
///
/// If a raycast hits a trackable, the is instantiated
/// and moved to the hit position.
///
[RequireComponent(typeof(ARRaycastManager))]
public class PlaceOnPlane : MonoBehaviour
{
[SerializeField]
[Tooltip("Instantiates this prefab on a plane at the touch location.")]
GameObject m_PlacedPrefab;
///
/// The prefab to instantiate on touch.
///
public GameObject placedPrefab
{
get { return m_PlacedPrefab; }
set { m_PlacedPrefab = value; }
}
///
/// The object instantiated as a result of a successful raycast intersection with a plane.
///
public GameObject spawnedObject { get; private set; }
void Awake()
{
m_RaycastManager = GetComponent();
}
bool TryGetTouchPosition(out Vector2 touchPosition)
{
#if UNITY_EDITOR
if (Input.GetMouseButton(0))
{
var mousePosition = Input.mousePosition;
touchPosition = new Vector2(mousePosition.x, mousePosition.y);
return true;
}
#else
if (Input.touchCount > 0)
{
touchPosition = Input.GetTouch(0).position;
return true;
}
#endif
touchPosition = default;
return false;
}
void Update()
{
if (!TryGetTouchPosition(out Vector2 touchPosition))
return;
if (m_RaycastManager.Raycast(touchPosition, s_Hits, TrackableType.PlaneWithinPolygon))
{
// Raycast hits are sorted by distance, so the first one
// will be the closest hit.
var hitPose = s_Hits[0].pose;
if (spawnedObject == null)
{
spawnedObject = Instantiate(m_PlacedPrefab, hitPose.position, hitPose.rotation);
}
else
{
spawnedObject.transform.position = hitPose.position;
}
}
}
static List s_Hits = new List();
ARRaycastManager m_RaycastManager;
}
}