提问者:小点点

如何使用Unity ARKit激活场景中的对象而不是预制件


我有一个游戏对象的选择,我用ARKit在Unity中与不同的标记关联。这些游戏对象目前是预制的,但数量有限,而且每个都是唯一的。如果预设是场景中的非活动游戏对象,当设备摄像头识别标记时,该对象变为活动对象,则更有意义。有没有办法更改下面的代码,使游戏对象设置为活动的,而不是实例化一个预置?

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR;
using UnityEngine.XR.ARFoundation;

[RequireComponent(typeof(ARTrackedImageManager))]

public class ImageTracking : MonoBehaviour
{

    [SerializeField]
    private GameObject[] placeablePrefabs;

    private Dictionary<string, GameObject> spawnedPrefabs = new Dictionary<string, GameObject>();
    private ARTrackedImageManager trackedImageManager;

    private void Awake()
    {
        trackedImageManager = FindObjectOfType<ARTrackedImageManager>();

        foreach(GameObject prefab in placeablePrefabs)
        {
            GameObject newPrefab = Instantiate(prefab, Vector3.zero, Quaternion.identity);
            newPrefab.name = prefab.name;
            spawnedPrefabs.Add(prefab.name, newPrefab);
        }
    }

    private void OnEnable()
    {
        trackedImageManager.trackedImagesChanged += ImageChanged;
    }

    private void OnDisable()
    {
        trackedImageManager.trackedImagesChanged -= ImageChanged;
    }

    private void ImageChanged(ARTrackedImagesChangedEventArgs eventArgs)
    {
        foreach(ARTrackedImage trackedImage in eventArgs.added)
        {
            UpdateImage(trackedImage);
        }
        foreach (ARTrackedImage trackedImage in eventArgs.updated)
        {
            UpdateImage(trackedImage);
        }
        foreach (ARTrackedImage trackedImage in eventArgs.removed)
        {
            spawnedPrefabs[trackedImage.name].SetActive(false);
        }
    }

    private void UpdateImage(ARTrackedImage trackedImage)
    {
        string name = trackedImage.referenceImage.name;
        Vector3 position = trackedImage.transform.position;

        GameObject prefab = spawnedPrefabs[name];
        prefab.transform.position = position;
        prefab.SetActive(true);

        foreach(GameObject go in spawnedPrefabs.Values)
        {
            if(go.name != name)
            {
                go.SetActive(false);
            }
        }
    }
}

共1个答案

匿名用户

因此,不是预置,而是简单地将场景中所有现有的对象引用到可放置的预置对象中(当然稍后会更改该名称!)然后去做

[SerializeField]
private GameObject[] showAbleObjects;

private Dictionary<string, GameObject> nameToGameObject = new Dictionary<string, GameObject>();

private void Awake()
{
    trackedImageManager = FindObjectOfType<ARTrackedImageManager>();

    foreach(var obj in showAbleObjects)
    {
        nameToGameObject.Add(obj.name, obj);
    }
}

你甚至可以考虑使用一些免费资产,比如。序列化字典,并通过检查员直接做这一切。