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Update to WorldAnchorManager and added MultiLens capabilities #742
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Update to WorldAnchorManager and added MultiLens capabilities #742
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Updated Sphere based tagalong to have the option to hide itself after initialization.
…cts on subsequent sessions. Updated Sharing Stage to also have a disconnect event. Replaced AnchorText prefab with AnchorDebug prefab. Updated SharingTest scene.
…r to better facilitate networked anchors across shared experiences.
Added string.IsNullOrEmpty for anchorId when doing anchor ops.
| /// </summary> | ||
| /// <returns>True if it attached, false if it could not attach</returns> | ||
| private bool AttachToCachedAnchor(string AnchorName) | ||
| private bool AttachToCachedAnchor(string anchorName) |
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@darax it would be nice to make the UNetAnchorManager inherit from the WorldAnchorManager, but I wasn't sure where to start. I noticed this class inherits from NetworkBehavior.
…exporting/uploading. Reverted Export anchor logic, removed check if anchor was set already. Should overwrite whatever is there.
…rns the current room instance, before attaching anchor.
Made the update loop wait until the sharing service is ready and in a room before processing anchor ops. Added a room listener for anchors changed to initiate a new download. Updated download logic to return the download request response. Updated Anchor_OnTrackingChanged callback to not export the anchor again, when located and to properly re attempt to anchor again if unable to loacte anchor.
Fixed issue with first run check.
Updated AutoJoinSessionAndRoom to properly listen for the SharingSessionTracker discconection event instead of the SharingManagers
| /// <param name="located">Indicates if the anchor is located or not located.</param> | ||
| private void Anchor_OnTrackingChanged(WorldAnchor anchor, bool located) | ||
| { | ||
| if (located && SaveAnchor(anchor, export: false)) |
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I should double check this and make sure this is a desired change.
# Conflicts: # Assets/HoloToolkit/Input/Scripts/Interactions/TapToPlace.cs
# Conflicts: # Assets/HoloToolkit/BuildAndDeploy/Editor/BuildDeployPortal.cs
… not have good equality checking.
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The code from #803 used System.Linq and UnityEngine, but they're probably not needed with your improved code. Cheers!
WorldAnchorManager. Handles creating and deleting Anchors better.SharedWorldAnchorManagerthat inherits fromWorldAnchorManager.SharingTestscene.SharedWorldAnchorcomponent by default.TapToPlace. No longer uses a friendly anchor name, but instead uses theGameObject.nameof the object that is being moved.AutoJoinSessiontoAutoJoinSessionAndRoomand anchors the whole scene appropriately. See improvements for ImportExportAnchorManager #728.SharingStageto handle server disconnections better.ServerSessionsTracker.SphereBasedTagalongto have the option to hide itself after initialization.AnchorText.prefabwithAnchorDebug.prefab.SharingManagerDisconnectedevent toSharingStage.See #493, #178 and #70
Breaking Changes
GameObjectsthat utilize theWorldAnchorStoreneed to have unique names.