PICO+Unity MR空间网格

官方链接:空间网格 | PICO 开发者平台

注意:该功能只能打包成APK在PICO 4 Ultra上真机运行,无法通过串流或PICO developer center在PC上运行。使用之前要开启视频透视。

在 Inspector 窗口中的 PXR_Manager (Script) 面板上,勾选 Spatial Mesh 选框。

新建一个空物体名为SpatialMesh,添加PXR_Spatial Mesh Manager组件(生成网格)、SeethroughManager代码(开启透视)、SpatialMesh代码(发射球)

PXR_Spatial Mesh Manager中的Mesh Prefab 至少需要包含 Mesh Filter 组件。如果想显示扫描到的网格,则还需包含 Mesh Renderer 组件。

cs 复制代码
/
// Copyright (c) 2024 PICO Developer
// SPDX-License-Identifier: MIT
// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.


using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System.Linq;

public class SpatialMesh : MonoBehaviour
{
    public Text text;
    private static SpatialMesh _instance = null;
    public GameObject gun;
    public GameObject ballPrefab;
    public Transform firePoint;
    public static SpatialMesh Instance
    {
        get
        {
            if (_instance == null)
            {
                _instance = FindObjectOfType<SpatialMesh>();
            }
            return _instance;
        }
    }

    int pressCount = 0;
    bool _previousTrigger = false;
    private void Update()
    {
        var rightHandDevice = UnityEngine.XR.InputDevices.GetDeviceAtXRNode(UnityEngine.XR.XRNode.RightHand);
        // 获取扳机键是否被按下
        bool triggerValue;
        bool suc = rightHandDevice.TryGetFeatureValue(UnityEngine.XR.CommonUsages.triggerButton, out triggerValue);
        if(suc)
        {
            if (triggerValue != _previousTrigger && triggerValue)
            {
                Debug.Log("Trigger button is pressed.");
                pressCount++;
                if (pressCount > 10000)
                {
                    pressCount = 0;
                }
                text.text = pressCount.ToString();

                var obj = GameObject.CreatePrimitive(PrimitiveType.Sphere);
                obj.transform.position = firePoint.position;
                obj.SetActive(true);
                obj.transform.localScale = new Vector3(0.5f, 0.5f, 0.5f);
                obj.AddComponent<Rigidbody>().velocity = gun.transform.forward*10;
            }
            _previousTrigger = triggerValue;
        }
        
    }
}
cs 复制代码
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Unity.XR.PXR;

public class SeethroughManager : MonoBehaviour
{
    // 开启透视
    void Start()
    {
        PXR_Manager.EnableVideoSeeThrough = true;        
        
    }
}
相关推荐
Martina_03217 小时前
AI生成3D场景导入 Unity/Unreal 后,NPC 总串层?用6步检查导航高度与跨层连接
人工智能·游戏·数学建模·3d·unity·自然语言处理·aigc
优信电子7 小时前
Raspberry Pi Pico 硬件开发 —— 第二课:MicroPython 从入门到项目实践(LED篇)
单片机·嵌入式硬件·树莓派·micropython·pico·入门教学
小贺儿开发9 小时前
Unity 局域网遥控幻灯片展示工具 3.0
科技·http·unity·工具·ppt·通信·网页
WarPigs2 天前
Unity对象不应该使用null传播的问题
unity
每日出拳老爷子3 天前
【VR】【Unity】抓走转放系列21|一天搭完门和抽屉工具槽:小场景按这个次序拼装
unity·vr·驱动·排错·snap zone
淡海水4 天前
02-02-原理篇-分代GC
算法·unity·c#·游戏引擎·.net·gc
小贺儿开发4 天前
Unity 文物新生 会讲故事的文物展墙
人工智能·科技·unity·ai·视频·互动·演示
淡海水4 天前
02-03-原理篇-大对象堆
unity·c#·游戏引擎·.net·gc
WarPigs5 天前
Unity在Create菜单添加创建自定义脚本模板选项
unity
淡海水5 天前
02-01-原理篇-Mark-Sweep与变种算法
算法·unity·c#·游戏引擎·.net·gc