Skip to content

Conversation

@StephenHodgson
Copy link
Contributor

@StephenHodgson StephenHodgson commented Jun 27, 2017

image

  • Added Manual IP Configuration Utility prefab.
  • Updated Sharing Test scene.
  • Updated SphereBasedTagalong to have the option to hide itself after initialization.
  • Replaced AnchorText.prefab with AnchorDebug.prefab.
  • Added SharingManagerDisconnected event to SharingStage.

See #493, #178 and #70

Breaking Changes

  • GameObjects that utilize the WorldAnchorStore need to have unique names.
    • This is important so you can spawn identical objects across the network without needing to know the anchor names ahead of time.

/// </summary>
/// <returns>True if it attached, false if it could not attach</returns>
private bool AttachToCachedAnchor(string AnchorName)
private bool AttachToCachedAnchor(string anchorName)
Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

@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.

@StephenHodgson StephenHodgson changed the title Update to WorldAnchorManager and added shared anchor operations Update to WorldAnchorManager and added MultiLens capabilities Jun 28, 2017
@StephenHodgson StephenHodgson requested a review from darax June 28, 2017 16:03
…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.
/// <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))
Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I should double check this and make sure this is a desired change.

Stephen Hodgson added 2 commits August 31, 2017 19:28
# Conflicts:
#	Assets/HoloToolkit/Input/Scripts/Interactions/TapToPlace.cs
# Conflicts:
#	Assets/HoloToolkit/BuildAndDeploy/Editor/BuildDeployPortal.cs
Copy link

@edwinckc edwinckc left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

The code from #803 used System.Linq and UnityEngine, but they're probably not needed with your improved code. Cheers!

@StephenHodgson StephenHodgson merged commit 527e864 into microsoft:master Sep 13, 2017
@StephenHodgson StephenHodgson deleted the HTK-WorldAnchorManagerUpdate branch September 13, 2017 02:18
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Projects

None yet

Development

Successfully merging this pull request may close these issues.

3 participants