大家好!.. 我想建立一个Trivia增强现实游戏,AR场景在立方体对象上正常工作。我有游戏场景。 ... 任何人都可以帮助我,“当检测到我的图像目标时如何使游戏场景出现?”。
答案 0 :(得分:2)
您可以使用 SceneManager.LoadScene 方法加载场景,如下所示 -
SceneManager.LoadScene("GameSceneName");
Here是 SceneManager.LoadScene 方法的文档。
答案 1 :(得分:0)
您使用的是哪种AR SDK? Vuforia还是什么? 如果您使用的是Vuforia,则可以使用ImageTargetBehaviou.CurrentStatus属性。 检测到图像目标时,currentState应等于
imageTargetTemplate.CurrentStatus == TrackableBehaviour.Status.DETECTED
然后你可以使用SceneManager.LoadScene方法作为@Mukesh Saini说。
答案 2 :(得分:0)
这是我在自己的项目上编写和测试的完整代码。在对象扫描时它对我有用。我将此脚本放在“图像目标”中,只要对 //转到场景下的场景名称进行自己的更改,如果检测到目标部分即可。然后,将您的Image Target拖到Unity的Image Target组件中。
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
}
}