Contoh migrasi dari versi 4.6 ke versi 4000: migrasi contoh SpatialMap_Sparse_Building
Artikel ini menjelaskan cara memigrasikan contoh SpatialMap_Sparse_Building dari EasyAR Sense Unity Plugin versi 4.6 ke versi 4000.
Mengganti paket plugin
Rujuk panduan migrasi umum untuk mengganti paket plugin.
Mengubah kode yang tidak kompatibel: versi yang paling cepat dapat dijalankan
Ganti SparseSpatialMapWorkerFrameFilter pada skrip asli MapBuilding_SparseSample dengan SparseSpatialMapBuilderFrameFilter:
Kode versi lama:
private SparseSpatialMapWorkerFrameFilter sparse;Ubah menjadi:
private SparseSpatialMapBuilderFrameFilter sparse;
Perbarui kode untuk mendapatkan SparseSpatialMapBuilderFrameFilter di Awake:
Kode versi lama:
sparse = Session.GetComponentInChildren<SparseSpatialMapWorkerFrameFilter>();Ubah menjadi:
Session.StateChanged += (state) => { if (state == ARSession.SessionState.Ready) { sparse = Session.Assembly.FrameFilters.Where(f => f is SparseSpatialMapBuilderFrameFilter).FirstOrDefault() as SparseSpatialMapBuilderFrameFilter; } };
Hapus kode yang menampilkan Status di Update, lalu perbarui referensi sparse spatial map menjadi sparse.Target sesuai API versi baru:
Kode versi lama:
private void Update() { Status.text = $"Device Model: {SystemInfo.deviceModel} {deviceModel}" + Environment.NewLine + "Frame Source: " + ((Session.Assembly != null && Session.Assembly.FrameSource) ? Session.Assembly.FrameSource.GetType().ToString().Replace》("easyar.", "").Replace("FrameSource", "") : "-") + Environment.NewLine + "Tracking Status: " + Session.TrackingStatus + Environment.NewLine + "Sparse Point Cloud Count: " + (sparse.LocalizedMap == null ? "-" : sparse.LocalizedMap.PointCloud.Count.ToString()) + Environment.NewLine + "Cube Location: " + (onSparse ? "On Sparse Spatial Map" : (Session.TrackingStatus.OnSome && Session.TrackingStatus != 》MotionTrackingStatus.NotTracking ? "Air" : "-")) + Environment.NewLine + Environment.NewLine + "Gesture Instruction" + Environment.NewLine + " Move to Sparse Spatial Map Point: One Finger Move" + Environment.NewLine + " Scale: Two Finger Pinch"; if (Input.touchCount == 1 && !EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId)) { var touch = Input.touches[0]; if (touch.phase == TouchPhase.Moved) { var viewPoint = new Vector2(touch.position.x / Screen.width, touch.position.y / Screen.height); if (sparse && sparse.LocalizedMap) { var points = sparse.LocalizedMap.HitTest(viewPoint); foreach (var point in points) { onSparse = true; TouchControl.transform.position = sparse.LocalizedMap.transform.TransformPoint(point); break; } } } } }Ubah menjadi:
private void Update() { if (Input.touchCount == 1 && !EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId)) { var touch = Input.touches[0]; if (touch.phase == TouchPhase.Moved) { var viewPoint = new Vector2(touch.position.x / Screen.width, touch.position.y / Screen.height); if (sparse && sparse.Target) { var points = sparse.Target.HitTest(viewPoint); foreach (var point in points) { TouchControl.transform.position = sparse.Target.transform.TransformPoint(point); break; } } } } }
Pada tahap ini, contoh sudah pada dasarnya dapat dijalankan.
Membangun ulang scene: menyiapkan penggunaan fitur baru
Hapus node Sparse SpatialMap di scene:
Hapus AR Session di scene:
Buat ulang AR Session:
Tetapkan ulang ARSession pada skrip contoh ke AR Session (EasyAR) yang baru dibuat:
Pada tahap ini, scene contoh dan skrip sudah diperbarui ke versi 4000.0 dan dapat dijalankan.



