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Update to WorldAnchorManager and added MultiLens capabilities #742

Merged
merged 73 commits into from
Sep 13, 2017
Merged

Update to WorldAnchorManager and added MultiLens capabilities #742

merged 73 commits into from
Sep 13, 2017

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StephenHodgson
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@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.

@@ -205,14 +205,14 @@ public void WaitForAnchor()
/// Attempts to attach to an anchor by anchorName in the local store..
/// </summary>
/// <returns>True if it attached, false if it could not attach</returns>
private bool AttachToCachedAnchor(string AnchorName)
private bool AttachToCachedAnchor(string anchorName)
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@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
…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.
@@ -131,26 +131,28 @@ protected virtual void AnchorStoreReady(WorldAnchorStore anchorStore)
/// <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))
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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
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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
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3 participants