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Tried the Glitch and examples-browser/staging/stage-room-ar (apparently different version) but in both case trying to furnish a non defined room results in HTTP error 400 (Glitch) or 500 (master).
Might be better to hide or disable those buttons until the floor plan is done.
Current plan of attack is to use the Microsoft gLTF SDK.
If a map has a floor anchor, it won't get used properly. If the user reset tracking, or the floor anchor gets deleted, things break.
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New Platform Readme
I'm trying to add another platform and the best resource I have at the moment is the git commit history. It would be very helpful to have a high level overview of files to modify to add controller functionality.
Add Focus Testing
Port some of the initial HTK focus tests to ensure focusing works properly
Ideally we will have a gltf for each device, but in the meantime we could use a generic VR input device like https://poly.google.com/view/cUT5C1Krx7g or https://poly.google.com/view/0n5B6e5lYZe
public void EnableBuildMode(GameObject[] objects) uses GetComponentsInChildren<VimeoSettings>() which by default ignores inactive GameObjects. See Unity Documentation
The line should be GetComponentsInChildren<VimeoSettings>(true)
This was preventing my disabled GameObject from properly transferring the
I like .ply, it's an easy format that supports vertex colors! .ply files are often used for point clouds, so it could be good to consider point cloud rendering when importing .ply files as well.
Might be able to find a nice library for this on here:
https://github.com/nothings/single_file_libs
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The reference needs better text and formatting, and the tutorials are falling behind the updates of the mode.