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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.XR.ARFoundation;
namespace UnityEngine.XR.ARFoundation.Samples
{
/// <summary>
/// This example shows how to check for AR support before the ARSession is enabled.
/// For ARCore in particular, it is possible for a device to support ARCore but not
/// have it installed. This example will detect this case and prompt the user to install ARCore.
/// To test this feature yourself, use a supported device and uninstall ARCore.
/// (Settings > Search for "ARCore" and uninstall or disable it.)
/// </summary>
public class SupportChecker : MonoBehaviour
{
[SerializeField]
ARSession m_Session;
public ARSession session
{
get { return m_Session; }
set { m_Session = value; }
}
[SerializeField]
Text m_LogText;
public Text logText
{
get { return m_LogText; }
set { m_LogText = value; }
}
[SerializeField]
Button m_InstallButton;
public Button installButton
{
get { return m_InstallButton; }
set { m_InstallButton = value; }
}
void Log(string message)
{
m_LogText.text += $"{message}\n";
}
IEnumerator CheckSupport()
{
SetInstallButtonActive(false);
Log("Checking for AR support...");
yield return ARSession.CheckAvailability();
if (ARSession.state == ARSessionState.NeedsInstall)
{
Log("Your device supports AR, but requires a software update.");
Log("Attempting install...");
yield return ARSession.Install();
}
if (ARSession.state == ARSessionState.Ready)
{
Log("Your device supports AR!");
Log("Starting AR session...");
// To start the ARSession, we just need to enable it.
m_Session.enabled = true;
}
else
{
switch (ARSession.state)
{
case ARSessionState.Unsupported:
Log("Your device does not support AR.");
break;
case ARSessionState.NeedsInstall:
Log("The software update failed, or you declined the update.");
// In this case, we enable a button which allows the user
// to try again in the event they decline the update the first time.
SetInstallButtonActive(true);
break;
}
Log("\n[Start non-AR experience instead]");
//
// Start a non-AR fallback experience here...
//
}
}
void SetInstallButtonActive(bool active)
{
if (m_InstallButton != null)
m_InstallButton.gameObject.SetActive(active);
}
IEnumerator Install()
{
SetInstallButtonActive(false);
if (ARSession.state == ARSessionState.NeedsInstall)
{
Log("Attempting install...");
yield return ARSession.Install();
if (ARSession.state == ARSessionState.NeedsInstall)
{
Log("The software update failed, or you declined the update.");
SetInstallButtonActive(true);
}
else if (ARSession.state == ARSessionState.Ready)
{
Log("Success! Starting AR session...");
m_Session.enabled = true;
}
}
else
{
Log("Error: ARSession does not require install.");
}
}
public void OnInstallButtonPressed()
{
StartCoroutine(Install());
}
void OnEnable()
{
StartCoroutine(CheckSupport());
}
}
}