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Spatial Mapping #8
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I have access to spatial mapping information and have mostly translated it to unity dimensions. The main issue now is putting my data in a usable form for the GameSetup class. This will likely come in the form of an array or vector of positions which can be requested and then accessed by GameSetup through a getPositions() method. These positions will be in a 3 dimensional grid with position 0 at the top, front, left position with respect to the user's position upon starting the program. This grid system will simplify the task of setting up the objects in the room, but the final objects will still be movable to any arbitrary point by the user after the program has begun. |
I'm currently working on fixing all of the differences in code between Unity 2017.1 and 2017.2. The major one is that the API has been almost entirely recreated to help with XR and there is a new namespace called UnityEngine.XR to deal with that. Anyway, here is what to use for GameSetup:
The main thing to worry about here is grid position vs. world position. The world position is the actual Unity position of the GameObject in world space. The grid position is the coordinate system position in the game grid where (0,0,0) refers to the front, top, left position when starting. Let me know if you all need a diagram to describe this. |
Added a temporary fix for the script as I am fixing the current solution. You can find it in my branch @noahzemlin |
The script is done for the most part so I am moving it to that section and updating it to v1.0. Any future changes will be reflected in the version number. |
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