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第二代影创眼镜系统(HONGHU,鸿鹄系统)升级包下载
第二代影创眼镜SDK下载
第二代影创眼镜在线文档
第二代影创眼镜在线文档(Tesseract_Module_Vuforia_Example)
Action One
分辨率 2560x960(8:3) 垂直刷新率: 75赫兹
导入SDK
遇到的坑
1、需要处理交互事件的UI组件需要添加BoxCollider
2、动态创建GameObject时,一定要重置新对象的scale和z坐标,否则新对象的这两个值会变得很大,导致无法在眼镜里看到创建出来的新对象
示例代码
GameObject go = Instantiate<GameObject>(templet); go.transform.SetParent(xxx); //注意: 一定要对缩放和z坐标进行重置,否则这两个值会变得很大,无法在影创眼镜里看到创建出来的对象。 go.transform.localScale = scale;//重置此值与templet的scale保持一致 go.transform.localRotation = Quaternion.identity; RectTransform rt = go.GetComponent<RectTransform>(); Vector3 pos = rt.anchoredPosition3D; pos.z = posZ;//重置此值与templet的z坐标保持一致 rt.anchoredPosition3D = pos; go.SetActive(true);
3、影创SDK在Unity2017、Unity2019中才支持高通(Vuforia)插件
4、SDK3.0.1需要在Unity2019.2.3中运行才最稳定(影创官方推荐版本)
5、使用手柄时,需要在设置里开启蓝牙,长按手柄侧键复位
6、SDK3.0.1的UIButton脚本运行时会重置BoxCollider尺寸,建议修改他们的代码
void AddBoxCollider() { RectTransform rt = GetComponent<RectTransform>(); BoxCollider boxCollider = GetComponent<BoxCollider>(); if(rt) { //Fix: 仅对自动创建的BoxCollider设值 if(boxCollider == null) { boxCollider = gameObject.AddComponent<BoxCollider>(); boxCollider.size = new Vector3(rt.sizeDelta.x, rt.sizeDelta.y, 0); } } }
7、UGUI的z坐标会影响深度,值越小越靠前(接近眼睛)
8、影创的交互系统,需要导入using SC.InputSystem;
9、ARCamera的Culling Mask必须勾上Default层才能将AR摄像头画面渲染到TargetTexture上
要显示AR摄像头画面必须勾上Enable Video background
如果不希望叠加模型渲染到AR场景中,让双目相机不渲染模型所在层即可。
Eye Left和Eye Right两个摄像机的Clipping Planes Far保持官方默认值1000,否则AR扫描时,Video Background与看到的实景比例不同。Far值大于1000,Video Background会被放大。
10. 在影创眼镜里当有其他程序占用过摄像头,则无法使用CameraDevice.Instance.Start()启动高通。解决方案是用ARCamera的GameObject的SetActive()方法来控制Vuforia的开启或停止。
11. 鼠标点击音效由AudioEffect脚本控制
动态设置鼠标点击音效
AudioEffect.clickAudio = (AudioClip) Resources.Load
/// <summary> /// 影创眼镜辅助类 /// </summary> public sealed class ShadowCreatorHelper { public const string ARCAMERA_PATH = "ShadowSystem/SvrCamera/Head/ARCamera"; //[适配] 初始化 public static void Initialize() { GameObject SDKSystem = Resources.Load<GameObject>("Prefabs/SDKSystem"); //影创SDK_4.1.4已经移除了ShadowSystem GameObject ShadowSystem = Resources.Load<GameObject>("Prefabs/ShadowSystem"); //影创SDK_3.0.1已经移除了ActionSystem GameObject ActionSystem = Resources.Load<GameObject>("Prefabs/ActionSystem"); GameObject go = null; if (SDKSystem) { go = GameObject.Instantiate(ShadowSystem); go.name = "SDKSystem"; } if (ShadowSystem) { go = GameObject.Instantiate(ShadowSystem); go.name = "ShadowSystem"; } if (ActionSystem) { go = GameObject.Instantiate(ActionSystem); go.name = "ActionSystem"; } if (go != null) { go.transform.localScale = Vector3.one; go.transform.position = Vector3.zero; go.transform.rotation = Quaternion.identity; } } //[适配] Root Canvas public static void ModifyRootCanvas(Canvas rootCanvas) { //适配Canvas rootCanvas.renderMode = RenderMode.WorldSpace; RectTransform rt = rootCanvas.GetComponent<RectTransform>(); //z值调整界面远近 rt.anchoredPosition3D = new Vector3(0, 0, 1.7f); //设置成开发分辨率 rt.sizeDelta = new Vector2(1920, 1080); rt.pivot = new Vector2(0.5f, 0.5f); //rt.localScale = new Vector3(0.001f, 0.001f, 0.001f); rt.localScale = new Vector3(0.0005f, 0.0005f, 0.0005f); } //[适配] 移除主摄像机 public static void RemoveMainCamera() { GameObject mainCamera = GameObject.FindGameObjectWithTag("MainCamera"); if (mainCamera) mainCamera.SetActive(false); GameObject.Destroy(mainCamera); } //[适配] 设置AR摄像机 public static void SvrMonoOverlay(Canvas canvas) { Camera overlayCamera = SvrManager.Instance.monoOverlay; canvas.worldCamera = overlayCamera; overlayCamera.enabled = true; overlayCamera.gameObject.SetActive(true); } // 获取ARCamera public static Camera GetARCamera() { GameObject go = GameObject.Find(ARCAMERA_PATH); if (go == null) return null; Camera camera = go.GetComponent<Camera>(); return camera; } //启动高通扫描 public static void StartVuforia() { if (VuforiaRuntime.Instance.InitializationState == VuforiaRuntime.InitState.NOT_INITIALIZED) VuforiaRuntime.Instance.InitVuforia(); if (!Application.HasUserAuthorization(UserAuthorization.WebCam)) Application.RequestUserAuthorization(UserAuthorization.WebCam); CameraDevice.Instance.Start(); GameObject ARCamera = GameObject.Find(ARCAMERA_PATH); if (ARCamera) ARCamera.SetActive(true); } //停止高通扫描 public static void StopVuforia() { GameObject ARCamera = GameObject.Find(ARCAMERA_PATH); if (ARCamera) ARCamera.SetActive(false); } }
using System.Collections; using System.Collections.Generic; using UnityEngine; /// <summary> /// 跟随头显姿态 /// 影创HUD信息显示 /// </summary> public class SC_FollowHeadPose : MonoBehaviour { private Transform cacheTransform; private bool firstSet = true; private float lastRotY = 0; private void Awake() { cacheTransform = transform; } private void LateUpdate() { if (SvrManager.Instance == null) return; //SvrManager.Instance.headPose: 左右摆头姿态 //SvrManager.Instance.head.transform: 获取头显姿态变换 float y = SvrManager.Instance.head.localEulerAngles.y; if (firstSet) { firstSet = false; cacheTransform.RotateAround(SvrManager.Instance.head.position, Vector3.up, y); lastRotY = y; } else { if (Mathf.Abs(y - lastRotY) >= 0.01f) { cacheTransform.RotateAround(SvrManager.Instance.head.position, Vector3.up, y - lastRotY); lastRotY = y; } } } }
------------------------------------------ 第二代 影创眼镜(鸿鹄系统) -------------------------------------
鸿鹄系统(HONGHU)、视场角52度、单眼分辨率1920*1080、摄像头800万主摄+双6DoF空间定位摄像头。眼镜参数
1、系统升级步骤:
1、将待升级设备连接到PC端,确保PC已经连接上待升级设备。
2、将从官网下载来的升级包先进行解压,后得到一个update.zip压缩包,将该压缩包拷贝至设备的根目录下。
3、在设备上依次打开设置->系统->系统更新,然后点击右上角的三个点中的隐藏menu,并选择本地升级(local update)后,页面会跳转到升级界面。
按电源键10秒以上强制开机/关机。
注意:运行时ARCamera会自动设置到SDKSystem/SlamCamera/Head/ARCamera位置。
SDK自带的字体资源 SDK/Common/StandardAssets/Font
获取头显对象: Transform head = GSXRManager.Instance.head;
2、拖动窗口时,让UI始终面向玩家
所需组件:BoxCollider + NearInterationGrabbable.cs + ManipulationHandler.cs + UIDragLookAtPlayer.cs
因为需要让UI的负Z轴方向面向玩家,所以不能直接用transform.LookAt()
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems; /// <summary> /// 让UI面向玩家 /// </summary> [DisallowMultipleComponent] public class UIDragLookAtPlayer : PointerHandler { public Transform head; public Transform target; private void Start() { BackLookAt(); } public override void OnDrag(PointerEventData eventData) { BackLookAt(); } //让UI的背面(Z轴负方向)面向玩家 private void BackLookAt() { Vector3 headPos = head.position; Vector3 targetPos = target.position; Vector3 targetForward = target.forward; targetForward = -targetForward; Vector3 fromDirection = targetForward; Vector3 toDirection = headPos - targetPos; //让UI只绕Y轴旋转 fromDirection.y = 0; toDirection.y = 0; Quaternion qua = Quaternion.FromToRotation(fromDirection, toDirection); target.Rotate(qua.eulerAngles, Space.World); } }
3、给UI添加缩放/旋转边框
所需组件:BoxCollider + BoundingBox.cs
Active Handler: 设置支持的功能, None相当于关闭该功能。