Open dremond71 opened 4 years ago
Code updated
`using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.XR.ARFoundation; using UnityEngine.Experimental.XR; using System; using UnityEngine.XR.ARSubsystems;
public class ARTapToPlaceObject : MonoBehaviour { public GameObject objectToPlace; public GameObject placementIndicator;
private ARRaycastManager arOrigin;
private Pose placementPose;
private bool placementPoseIsValid = false;
void Start()
{
arOrigin = FindObjectOfType<ARRaycastManager>();
}
void Update()
{
UpdatePlacementPose();
UpdatePlacementIndicator();
if (placementPoseIsValid && Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began)
{
PlaceObject();
}
}
private void PlaceObject()
{
Instantiate(objectToPlace, placementPose.position, placementPose.rotation);
}
private void UpdatePlacementIndicator()
{
if (placementPoseIsValid)
{
placementIndicator.SetActive(true);
placementIndicator.transform.SetPositionAndRotation(placementPose.position, placementPose.rotation);
}
else
{
placementIndicator.SetActive(false);
}
}
private void UpdatePlacementPose()
{
var screenCenter = Camera.current.ViewportToScreenPoint(new Vector3(0.5f, 0.5f));
var hits = new List<ARRaycastHit>();
arOrigin.Raycast(screenCenter, hits, TrackableType.Planes);
placementPoseIsValid = hits.Count > 0;
if (placementPoseIsValid)
{
placementPose = hits[0].pose;
var cameraForward = Camera.current.transform.forward;
var cameraBearing = new Vector3(cameraForward.x, 0, cameraForward.z).normalized;
placementPose.rotation = Quaternion.LookRotation(cameraBearing);
}
}
}`
Hi,
I came across your cool demo application
https://www.youtube.com/watch?v=Ml2UakwRxjk&t=1218s
I am a newbie with Unity programming, but a veteran with android programming.
The recent version of unity changed, and I guess some of the code you are using is out-dated.
If you could please update your application, that would be very helpful....and appreciated.
Thanks
:)