官方链接:空间锚点 | PICO 开发者平台
注意:该功能只能打包成APK在PICO 4 Ultra上真机运行,无法通过串流或PICO developer center在PC上运行。使用之前要开启视频透视。
在 Inspector 窗口中的 PXR_Manager (Script) 面板上,勾选 Spatial Anchor 选框,为应用开启空间锚点能力。然后,你可以调用空间锚点相关接口,在应用内实现空间锚点功能。
新建一个空物体名为SpatialAnchor,添加SpatialAnchor组件(指定地方放置物体)、SeethroughManager代码(开启透视)
编写代码SpatialAnchor
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.XR.PXR;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.UI;public class SpatialAnchor : MonoBehaviour
{public GameObject prerefAnchor;public GameObject anchorPreview;public GameObject firePoint;public Text textPrompt;public Button btnLoadAllAnchors;public Button btnClearAllAnchors;[SerializeField]private InputActionReference rightGrip;public Dictionary<ulong, AnchorInfo> anchorList = new Dictionary<ulong, AnchorInfo>();// Start is called before the first frame updatevoid Start(){btnLoadAllAnchors.onClick.AddListener(OnBtnPressedLoadAllAnchors);btnClearAllAnchors.onClick.AddListener(OnBtnPressedClearAllAnchors);StartSpatialAnchorProvider();}private void OnEnable(){rightGrip.action.started += OnRightGripPressed;rightGrip.action.canceled += OnRightGripReleased;}private void OnDisable(){rightGrip.action.started -= OnRightGripPressed;rightGrip.action.canceled -= OnRightGripReleased;}//called on action.startedprivate void OnRightGripPressed(InputAction.CallbackContext callback){ShowAnchorPreview();}//called on action.releaseprivate void OnRightGripReleased(InputAction.CallbackContext callback){CreateAnchor();}private void ShowAnchorPreview(){//Show anchoranchorPreview.SetActive(true);}private async void StartSpatialAnchorProvider(){var result0 = await PXR_MixedReality.StartSenseDataProvider(PxrSenseDataProviderType.SpatialAnchor);Debug.unityLogger.Log($"StartSenseDataProvider: {result0}");} private async void CreateAnchor(){anchorPreview.SetActive(false);//Use Spatial Anchor Api to create anchor//This will trigger AnchorEntityCreatedEventvar result1 = await PXR_MixedReality.CreateSpatialAnchorAsync(firePoint.transform.position, firePoint.transform.rotation);if (result1.result == PxrResult.SUCCESS){GameObject anchorObject = Instantiate(prerefAnchor);anchorObject.SetActive(true);anchorObject.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f);anchorObject.transform.rotation = firePoint.transform.rotation;anchorObject.transform.position = firePoint.transform.position;AnchorInfo info = anchorObject.GetComponent<AnchorInfo>();var result2 = await PXR_MixedReality.PersistSpatialAnchorAsync(result1.anchorHandle);if (result2 == PxrResult.SUCCESS){info.ShowSaveIcon(true);}else{info.ShowSaveIcon(false);}anchorList.Add(result1.anchorHandle, info); // 添加到锚点列表}}// 异步加载所有锚点private async void OnBtnPressedLoadAllAnchors(){anchorList.Clear();var result = await PXR_MixedReality.QuerySpatialAnchorAsync(); // 查询所有空间锚点//SetLogInfo("LoadSpatialAnchorAsync:" + result.result.ToString() + result.anchorHandleList.Count); // 记录日志if (result.result == PxrResult.SUCCESS) // 成功查询{int i = 0;foreach (var key in result.anchorHandleList) // 遍历锚点句柄{if (!anchorList.ContainsKey(key)) // 如果锚点列表中不存在该锚点{i++;PXR_MixedReality.LocateAnchor(key, out var position, out var orientation);GameObject anchorObject = Instantiate(prerefAnchor);anchorObject.SetActive(true);anchorObject.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f);anchorObject.transform.rotation = orientation;anchorObject.transform.position = position;AnchorInfo anchor = anchorObject.GetComponent<AnchorInfo>(); // 获取锚点组件anchor.SetAnchorHandle(key); // 设置锚点句柄// 定位锚点anchorList.Add(key, anchor); // 添加到锚点列表anchorList[key].ShowSaveIcon(true); // 显示保存图标}else{textPrompt.text = "无法加载:" + i.ToString();}}}else{textPrompt.text = "查询失败...";}}// 异步删除所有锚点private async void OnBtnPressedClearAllAnchors(){List<ulong> keys = anchorList.Keys.ToList();for(int i = 0; i < keys.Count; i++){ulong key = keys[i];await PXR_MixedReality.UnPersistSpatialAnchorAsync(anchorList[key].anchorHandle);textPrompt.text = "正在删除..."+i.ToString();DestroyImmediate(anchorList[key].gameObject);}anchorList.Clear();textPrompt.text = "删除完成";}
}
锚点信息类
using System.Collections;
using System.Collections.Generic;
using Unity.XR.PXR;
using UnityEngine;
using UnityEngine.UI;public class AnchorInfo : MonoBehaviour
{public Text text;public GameObject savedIcon;[HideInInspector]public ulong anchorHandle;// 设置锚点句柄并更新 UI 显示public void SetAnchorHandle(ulong handle){anchorHandle = handle;text.text = "ID: " + anchorHandle;}// 显示保存图标public void ShowSaveIcon(bool show){savedIcon.SetActive(show);}private void LateUpdate(){// 尝试定位空间锚点var result = PXR_MixedReality.LocateAnchor(anchorHandle, out var position, out var rotation);if (result == PxrResult.SUCCESS){// 如果成功,更新当前对象的位置和旋转transform.position = position;transform.rotation = rotation;}}
}
rightGrip输入赋值