C# 使用ArCore显示Debug.drawLine()
我试图在我用ARCore实例化的两个对象之间显示一条线。我在虚拟环境(没有ARCORE)中没有任何问题,但当我想将其用于增强现实时,我的标记会显示出来,但不会显示我的线条。我也在努力调试它,因为我没有任何手机日志 我的代码:C# 使用ArCore显示Debug.drawLine(),c#,unity3d,arcore,C#,Unity3d,Arcore,我试图在我用ARCore实例化的两个对象之间显示一条线。我在虚拟环境(没有ARCORE)中没有任何问题,但当我想将其用于增强现实时,我的标记会显示出来,但不会显示我的线条。我也在努力调试它,因为我没有任何手机日志 我的代码: // Raycast against the location the player touched to search for planes. TrackableHit hit; TrackableHitFlags raycastFil
// Raycast against the location the player touched to search for planes.
TrackableHit hit;
TrackableHitFlags raycastFilter = TrackableHitFlags.PlaneWithinBounds | TrackableHitFlags.PlaneWithinPolygon;
if (Session.Raycast(touch.position.x, touch.position.y, raycastFilter, out hit))
{
if (instantiationState == true) //instantiate greencube on click
{
Destroy(landmarkEven);
andyObject = Instantiate(Resources.Load("CubeA", typeof(GameObject)), (hit.Pose.position + new Vector3(0, 1, 0)), hit.Pose.rotation) as GameObject;
landmarkEven = andyObject;
instantiationState = false;
}
else //instantiate redcube on click
{
Destroy(landmarkOdd);
andyObject = Instantiate(Resources.Load("CubeB", typeof(GameObject)), (hit.Pose.position + new Vector3(0, 1, 0)), hit.Pose.rotation) as GameObject;
landmarkOdd = andyObject;
instantiationState = true;
}
// Create an anchor to allow ARCore to track the hitpoint as understanding of the physical
// world evolves.
var anchor = hit.Trackable.CreateAnchor(hit.Pose);
// Andy should look at the camera but still be flush with the plane.
andyObject.transform.LookAt(FirstPersonCamera.transform);
andyObject.transform.rotation = Quaternion.Euler(0.0f,
andyObject.transform.rotation.eulerAngles.y, andyObject.transform.rotation.z);
// Make Andy model a child of the anchor.
andyObject.transform.parent = anchor.transform;
}
if (landmarkEven != null && landmarkOdd != null)
{
Debug.DrawLine(landmarkEven.transform.position, landmarkOdd.transform.position, Color.green);
}
其主要目的是基于该线的方向实例化第三个对象。如果有人看到我的代码有什么奇怪的地方,或者有任何想法用另一种方式来实现它。如果问题在电话上,那是因为只在Unity Editor播放模式下进行调试。如果问题在电话上,那是因为只在Unity Editor播放模式下进行调试