ARFoundation多图切换识别

一、效果
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二、首先创建图片集合
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三、添加设置识别图片
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四、
制作预制体
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五、代码

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
using UnityEngine.XR.ARSubsystems;
public class MultiTargetsManager : MonoBehaviour
{
    
    
    [SerializeField]
    private ARTrackedImageManager m_ARTrackedImageManager;
    [SerializeField]
    private GameObject[] aRmodelsToPlace;
    private Dictionary<string, GameObject> aRModels=new Dictionary<string, GameObject>();
    private Dictionary<string, bool> modelState = new Dictionary<string, bool>();
    void Start()
    {
    
    
        foreach (var item in aRmodelsToPlace)
        {
    
    
            GameObject newARModel = Instantiate(item, Vector3.zero, Quaternion.identity);
            newARModel.name = item.name;
            Debug.Log(newARModel.name);
            aRModels.Add(newARModel.name, newARModel);
            newARModel.SetActive(false);
            modelState.Add(newARModel.name, false);

        }
    }

    private void OnEnable()
    {
    
    
        m_ARTrackedImageManager.trackedImagesChanged += M_ARTrackedImageManager_trackedImagesChanged;
    }
    private void OnDisable()
    {
    
    
        m_ARTrackedImageManager.trackedImagesChanged -= M_ARTrackedImageManager_trackedImagesChanged;
    }
    private void M_ARTrackedImageManager_trackedImagesChanged(ARTrackedImagesChangedEventArgs obj)
    {
    
    
        foreach (var trackedImage in obj.added)
        {
    
    
            ShowARModel(trackedImage);
        }
        foreach (var trackedImage in obj.updated)
        {
    
    
            if(trackedImage.trackingState==TrackingState.Tracking)
            {
    
    
                ShowARModel(trackedImage);
            }else if(trackedImage.trackingState==TrackingState.Limited)
            {
    
    
                HideARModel(trackedImage);
            }
        }
    }
    private void ShowARModel(ARTrackedImage aRTrackedImage)
    {
    
    
        bool isModelActivated = modelState[aRTrackedImage.referenceImage.name];
        if(!isModelActivated)
        {
    
    
            GameObject aRModel = aRModels[aRTrackedImage.referenceImage.name];
            aRModel.transform.position = aRTrackedImage.transform.position;
            aRModel.SetActive(true);
            modelState[aRTrackedImage.referenceImage.name] = true;
        }else
        {
    
    
            GameObject aRModel = aRModels[aRTrackedImage.referenceImage.name];
            aRModel.transform.position = aRTrackedImage.transform.position;
        }

    }
    private void HideARModel(ARTrackedImage aRTrackedImage)
    {
    
    
        bool isModelActivated = modelState[aRTrackedImage.referenceImage.name];
        if (isModelActivated)
        {
    
    
            GameObject aRModel = aRModels[aRTrackedImage.referenceImage.name];
            aRModel.SetActive(false);
            modelState[aRTrackedImage.referenceImage.name] = false;
        }
    }
}

六、脚本设置
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END

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转载自blog.csdn.net/qiao2037641855/article/details/124629542
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