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Commit 0c294314 authored by lacoche's avatar lacoche
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Update readme, update factory with local_arfoundation name instead of just local, add hhi server

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1 merge request!2Move tracking prefab to package, add export assetbundle capabilities for...
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......@@ -8,13 +8,13 @@ public class WorldAnalysisFactory
[System.Serializable]
public enum WorldAnalysisType
{
LOCAL,
LOCAL_ARFOUNDATION,
REST
}
public static WorldAnalysisInterface CreateWorldAnalysis(WorldAnalysisType type, GameObject obj)
{
if (type == WorldAnalysisType.LOCAL)
if (type == WorldAnalysisType.LOCAL_ARFOUNDATION)
{
return obj.AddComponent<WorldAnalysisARFoundation>();
}
......
Subproject commit 933e9f8d9e4f288cc248b78bf90a06b407bd6bf2
Subproject commit af6828c50e1f75316a4297ed60d6eeb90af0875d
......@@ -28,7 +28,22 @@ or clone the repos updating the submodules directly:
Once it's done, you can open your project from the Unity Hub, the project was developed with Unity 2021.3
## Test Scene
## World Analysis
The WA is responsible to compute the poses of the AR Scene nodes in reference to the real world at runtime.
Two types of WA are available.
* LOCAL_ARFOUNDATION corresponds to WA that runs locally based on Unity ARFoundation (ARKit on iOS and ARCore on Android)
* REST corresponds to a remote WA (HHI or b<>com SolAR solution for instance).
To choose a given one use the WorldAnalysisInstance script on the ARFWorldAnalysis GameObject.
For a local WA, the information about the WS to retrieve Relocalization Information in a WorldStorageServer ScriptableObject assigned to the WorldStorageInfo script on the ARFWorldStorageInfo GameObject. This ScriptableObject specifies the URL of the WS server.
A GameObject of the Unity Scene graph can be associated with a node (Trackable or WorldAnchor) of the World Storage with the AnchorTrackableReferenceNode script. You just have to associate the script with a given GameObject and specify the WS uuid of the corresponding Trackable or WorldAnchor.
## Test Scene glTF
This repo is used to demonstrate and to show the usage of the different World Analysis wrappers.
......@@ -38,3 +53,4 @@ A First Unity Scene can be found here:
The scene loads a GLTF file situated in the Unity persistent data path (streaming assets path in editor mode). Any node with the following pattern name: ws:"uuid" will correspond to an Anchor or Trackable in the World Storage and then will be updated by the loaded World Analysis wrapper.
#
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