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扫描图像目标时调用场景
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Stack Overflow用户
提问于 2017-04-19 12:34:01
回答 3查看 929关注 0票数 1

所有人!..我想建立一个琐事增强现实游戏,AR场景是工作正常的立方体对象。我有游戏的场景。..。任何人都可以帮助我,“当我的图像目标被检测到时,如何使游戏场景出现?”

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回答 3

Stack Overflow用户

发布于 2017-04-19 13:25:06

您可以使用SceneManager.LoadScene方法加载场景,如下所示-

代码语言:javascript
复制
SceneManager.LoadScene("GameSceneName");

Here是SceneManager.LoadScene方法的文档。

票数 2
EN

Stack Overflow用户

发布于 2017-04-19 18:42:33

您使用的是哪个AR SDK?Vuforia还是什么?如果你使用Vuforia,你可以使用ImageTargetBehaviou.CurrentStatus属性。当检测到您的图像目标时,currentState应等于

代码语言:javascript
复制
    imageTargetTemplate.CurrentStatus == TrackableBehaviour.Status.DETECTED

然后你可以像@Mukesh Saini说的那样使用SceneManager.LoadScene方法。

票数 0
EN

Stack Overflow用户

发布于 2020-03-19 21:10:05

下面是我在自己的项目中编写和测试的完整代码。它适用于我的对象扫描。我将这个脚本放在我的Image Target中,如果检测到目标,只需在//Go to Scene部分下对场景名称进行更改即可。然后,在Unity中的Image Target组件中拖动Image Target。

代码语言:javascript
复制
using UnityEngine;
using UnityEngine.Events;
using Vuforia;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.SceneManagement;

namespace Vuforia
{
    /// <summary>
    /// A custom handler that implements the ITrackableEventHandler interface.
    /// </summary>
    public class CustomsTrackableEventHandler : MonoBehaviour,
                                                ITrackableEventHandler
    {

        public ImageTargetBehaviour imageTarget;
        private ImageTargetBehaviour[] allImageSources;


        #region PRIVATE_MEMBER_VARIABLES

        private TrackableBehaviour mTrackableBehaviour;

        #endregion // PRIVATE_MEMBER_VARIABLES



        #region UNTIY_MONOBEHAVIOUR_METHODS

        void Start()
        {
            mTrackableBehaviour = GetComponent<TrackableBehaviour>();
            if (mTrackableBehaviour)
            {
                mTrackableBehaviour.RegisterTrackableEventHandler(this);
            }

            imageTarget = (ImageTargetBehaviour)gameObject.AddComponent<ImageTargetBehaviour>();
        }

        #endregion // UNTIY_MONOBEHAVIOUR_METHODS



        #region PUBLIC_METHODS

        /// <summary>
        /// Implementation of the ITrackableEventHandler function called when the
        /// tracking state changes.
        /// </summary>
        public void OnTrackableStateChanged(
                                        TrackableBehaviour.Status previousStatus,
                                        TrackableBehaviour.Status newStatus)
        {
            if (newStatus == TrackableBehaviour.Status.DETECTED ||
                newStatus == TrackableBehaviour.Status.TRACKED ||
                newStatus == TrackableBehaviour.Status.EXTENDED_TRACKED)
            {
                OnTrackingFound();
            }
            else
            {
                OnTrackingLost();
            }
        }

        #endregion // PUBLIC_METHODS



        #region PRIVATE_METHODS


        private void OnTrackingFound()
        {
            Renderer[] rendererComponents = GetComponentsInChildren<Renderer>(true);
            Collider[] colliderComponents = GetComponentsInChildren<Collider>(true);

            // Enable rendering:
            foreach (Renderer component in rendererComponents)
            {
                component.enabled = true;
            }

            // Enable colliders:
            foreach (Collider component in colliderComponents)
            {
                component.enabled = true;
            }

            Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " found");


            //Go to Scene, IF detect a target

            if (mTrackableBehaviour.TrackableName == "Scene 1")
            {
                SceneManager.LoadScene("YourUnityProjectName 1");
            }

            if (mTrackableBehaviour.TrackableName == "Scene 2")
            {
                SceneManager.LoadScene("YourUnityProjectName 2");
            }


            if (mTrackableBehaviour.TrackableName == "Scene 3")
            {
                SceneManager.LoadScene("YourUnityProjectName 3");
            }
        }


        private void OnTrackingLost()
        {
            Renderer[] rendererComponents = GetComponentsInChildren<Renderer>(true);
            Collider[] colliderComponents = GetComponentsInChildren<Collider>(true);

            // Disable rendering:
            foreach (Renderer component in rendererComponents)
            {
                component.enabled = false;
            }

            // Disable colliders:
            foreach (Collider component in colliderComponents)
            {
                component.enabled = false;
            }

            Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " lost");
        }

        #endregion // PRIVATE_METHODS
    }
}
票数 0
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页面原文内容由Stack Overflow提供。腾讯云小微IT领域专用引擎提供翻译支持
原文链接:

https://stackoverflow.com/questions/43486455

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