No more support to set up the focus mode on Vuforia 7 directly.

However, If you add this code to your AR camera, you could change that by your mind.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Vuforia;

public class CameraFocusController : MonoBehaviour {

bool mVuforiaStarted = false;

// Use this for initialization
void Start () {
VuforiaARController vuforia = VuforiaARController.Instance;
if (vuforia != null) vuforia.RegisterVuforiaStartedCallback(StartAfterVuforia);
}
 
void StartAfterVuforia() {
mVuforiaStarted = true;
SetAutofocus();
}

void SetAutofocus() {
CameraDevice.Instance.SetFocusMode(CameraDevice.FocusMode.FOCUS_MODE_TRIGGERAUTO);
}

void OnApplicationPause(bool pauseStatus)
{
if (!pauseStatus) SetAutofocus();
}
}



2018/05/15 03:43 2018/05/15 03:43
Create "Editor" folder on "Asset" folder first.
and make a "ProjectBuilder.cs" file in "Editor" folder.

using UnityEngine;
using UnityEditor;
using UnityEditor.Callbacks;
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Net;
using System.Net.Sockets;

class ProjectBuilder {
    static string[] SCENES = FindEnabledEditorScenes();
    static string APP_NAME = "Your Project name";
    static string TARGET_DIR = "build";

    [MenuItem ("ForYou/CI/Build IOS")]
    staticvoidPerformiOSBuild ()
    {
        BuildOptions opt = BuildOptions.Il2CPP |
        BuildOptions.AcceptExternalModificationsToPlayer;
         /*
             BuildOptions.SymlinkLibraries |
            BuildOptions.Development |
            BuildOptions.ConnectWithProfiler |
            BuildOptions.AllowDebugging |
            BuildOptions.Development;
         */
        
        //If you want to change attribute by script, use it.
        //PlayerSettings.iOS.sdkVersion = iOSSdkVersion.DeviceSDK;
        //PlayerSettings.iOS.targetOSVersionString = "11.0";
        //PlayerSettings.statusBarHidden = true;
        //PlayerSettings.iOS.cameraUsageDescription = "ARMode";

        char sep = Path.DirectorySeparatorChar;
        string buildDirectory = Path.GetFullPath(".") + sep + TARGET_DIR;
        Directory.CreateDirectory(buildDirectory);

        string BUILD_TARGET_PATH = buildDirectory + "/ios";
        Directory.CreateDirectory(BUILD_TARGET_PATH);

        GenericBuild(SCENES, BUILD_TARGET_PATH, BuildTargetGroup.iOS, BuildTarget.iOS, opt);
    }

    [MenuItem ("ForYou/CI/Build Android")]
    staticvoidPerformAndroidBuild ()
    {
        string target_filename = APP_NAME + ".apk";
        GenericBuild(SCENES, target_filename, BuildTargetGroup.Android, BuildTarget.Android ,BuildOptions.None);
    }
    
    [MenuItem ("ForYou/CI/Build Window")]
    static void PerformWindowsBuild () {
        string target_filename = APP_NAME + ".exe";
        GenericBuild(SCENES, target_filename, BuildTargetGroup.Standalone, BuildTarget.StandaloneWindows, BuildOptions.None);
    }

    [MenuItem ("ForYou/CI/Build Mac")]
    static void PerformMacBuild () {
        string target_filename = APP_NAME + ".app";
        GenericBuild(SCENES, target_filename, BuildTargetGroup.Standalone, BuildTarget.StandaloneOSX, BuildOptions.None);
    }

   private static string[] FindEnabledEditorScenes() {
      List<string> EditorScenes = new List<string>();
      foreach(EditorBuildSettingsScene scene in EditorBuildSettings.scenes) {
         if (!scene.enabled) continue;
         EditorScenes.Add(scene.path);
      }
      return EditorScenes.ToArray();
   }

    staticvoidGenericBuild(string[] scenes, string target_filename, BuildTargetGroup build_group, BuildTarget build_target, BuildOptions build_options)
    {
        EditorUserBuildSettings.SwitchActiveBuildTarget(build_group, build_target);
        string res = BuildPipeline.BuildPlayer(scenes, target_filename, build_target, build_options);
        if (res.Length > 0) {
            thrownewException("BuildPlayer failure: " + res);
        }
    }
}


You could copy & paste it. and Test it on Unity3d Editor.

Next time, Continue.



2018/04/24 08:22 2018/04/24 08:22
If you use the uGUI for making mobile UI Event, perhaps, Your code like below code.

* button script (Example): Mobile has just 3 events. Pressed, Exit from a button (Cancel), Deattached from a button (OK).

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;

public class CommonButton : MonoBehaviour, IPointerDownHandler, IPointerExitHandler, IPointerClickHandler {

GameObject selectedObject;
 
//Process for Selected button
public void OnPointerDown(PointerEventData eventData) {
selectedObject = gameObject;
//Blah blah... something
}

//Process for cancel button
public void OnPointerExit(PointerEventData eventData) {
selectedObject = null;
//Blah blah... something
}

//Process for OK button
public void OnPointerClick(PointerEventData eventData) {
if (selectedObject != gameObject) return;
selectedObject = null;
//Blah blah... something
}
}


Normally, We attach this code @ each button object.
It is terrible for maintenance.

If someone wants to change some behavior, We should change all.

however, we could solve this problem by simple Inheritance.

1. Make a parents class for sharing.
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;

public class CommonButton : MonoBehaviour, IPointerDownHandler, IPointerExitHandler, IPointerClickHandler {

 GameObject selectedObject;

 public void OnPointerDown(PointerEventData eventData) {
 selectedObject = gameObject;
 PressedButton();
 }

 public void OnPointerExit(PointerEventData eventData) {
 selectedObject = null;
 CancelButton();
 }

 public void OnPointerClick(PointerEventData eventData) {
 if (selectedObject != gameObject) return;
 selectedObject = null;
 OKButton();
 }

 public virtual void PressedButton() { } //Virtual method is key point
 public virtual void CancelButton() { }
 public virtual void OKButton() { }
}


2. Make a child class for attaching to each button.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class BehaviourRadioMenus : CommonButton {

 override public void PressedButton() {
 RevealDesc();
 }

 override public void CancelButton() {
 HideDesc();
 }

 override public void OKButton() {
 HideDesc();
 }

 void RevealDesc() {
 }

 void HideDesc() {
 }
}


Cheers!
2018/03/04 06:27 2018/03/04 06:27