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