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ParkGeonTae 4 years ago
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216cbe4b1b
  1. 33
      .collabignore
  2. 56
      .vscode/settings.json
  3. BIN
      Assets/2층 프라임관.skp
  4. 148
      Assets/2층 프라임관.skp.meta
  5. 8
      Assets/3D_Logo.meta
  6. 95
      Assets/3D_Logo/Cube.prefab
  7. 7
      Assets/3D_Logo/Cube.prefab.meta
  8. BIN
      Assets/3D_Logo/PathLogo.png
  9. 127
      Assets/3D_Logo/PathLogo.png.meta
  10. 8
      Assets/3D_Logo/Terrific Densor-Stantia.meta
  11. 8
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  12. 7
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  13. 54
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  14. 96
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  15. 112
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  16. 7
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  17. 9198
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  18. 96
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  19. 112
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  20. 7
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  21. 16233
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  22. 96
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  23. 53
      Assets/AR Location Path.asset
  24. 8
      Assets/AR Location Path.asset.meta
  25. 48
      Assets/AR Location Path2.asset
  26. 8
      Assets/AR Location Path2.asset.meta
  27. 18
      Assets/AR Location PathTEST.asset
  28. 8
      Assets/AR Location PathTEST.asset.meta
  29. 8
      Assets/ARLocation.meta
  30. 14
      Assets/ARLocation/ARLocationConfig.asset
  31. 8
      Assets/ARLocation/ARLocationConfig.asset.meta
  32. 232
      Assets/ARLocation/CHANGELOG.md
  33. 7
      Assets/ARLocation/CHANGELOG.md.meta
  34. 8
      Assets/ARLocation/Data.meta
  35. 18
      Assets/ARLocation/Data/PrefabDb.asset
  36. 8
      Assets/ARLocation/Data/PrefabDb.asset.meta
  37. 1
      Assets/ARLocation/Data/data.xml
  38. 7
      Assets/ARLocation/Data/data.xml.meta
  39. 8
      Assets/ARLocation/Editor.meta
  40. 238
      Assets/ARLocation/Editor/ARLocationConfigInspector.cs
  41. 11
      Assets/ARLocation/Editor/ARLocationConfigInspector.cs.meta
  42. 38
      Assets/ARLocation/Editor/ARLocationEditorConfigManager.cs
  43. 11
      Assets/ARLocation/Editor/ARLocationEditorConfigManager.cs.meta
  44. 19
      Assets/ARLocation/Editor/ARLocationManagerInspector.cs
  45. 11
      Assets/ARLocation/Editor/ARLocationManagerInspector.cs.meta
  46. 19
      Assets/ARLocation/Editor/ARLocationOrientationInspector.cs
  47. 11
      Assets/ARLocation/Editor/ARLocationOrientationInspector.cs.meta
  48. 19
      Assets/ARLocation/Editor/ARLocationProviderInspector.cs
  49. 11
      Assets/ARLocation/Editor/ARLocationProviderInspector.cs.meta
  50. 29
      Assets/ARLocation/Editor/ConditionalPropertyDrawer.cs
  51. 11
      Assets/ARLocation/Editor/ConditionalPropertyDrawer.cs.meta
  52. 42
      Assets/ARLocation/Editor/DefineSymbols.cs
  53. 11
      Assets/ARLocation/Editor/DefineSymbols.cs.meta
  54. 82
      Assets/ARLocation/Editor/DefineSymbolsManager.cs
  55. 11
      Assets/ARLocation/Editor/DefineSymbolsManager.cs.meta
  56. 92
      Assets/ARLocation/Editor/GameObjectMenuItems.cs
  57. 11
      Assets/ARLocation/Editor/GameObjectMenuItems.cs.meta
  58. 220
      Assets/ARLocation/Editor/LocationPathInspector.cs
  59. 11
      Assets/ARLocation/Editor/LocationPathInspector.cs.meta
  60. 64
      Assets/ARLocation/Editor/LocationPropertyDataDrawer.cs
  61. 11
      Assets/ARLocation/Editor/LocationPropertyDataDrawer.cs.meta
  62. 67
      Assets/ARLocation/Editor/OverrideAltitudeDataDrawer.cs
  63. 11
      Assets/ARLocation/Editor/OverrideAltitudeDataDrawer.cs.meta
  64. 8
      Assets/ARLocation/GO Map Integration.meta
  65. BIN
      Assets/ARLocation/GO Map Integration/GO Map Integration.zip
  66. 7
      Assets/ARLocation/GO Map Integration/GO Map Integration.zip.meta
  67. 32
      Assets/ARLocation/GO Map Integration/README.txt
  68. 7
      Assets/ARLocation/GO Map Integration/README.txt.meta
  69. 8
      Assets/ARLocation/LocationPaths.meta
  70. 48
      Assets/ARLocation/LocationPaths/AP Path.asset
  71. 8
      Assets/ARLocation/LocationPaths/AP Path.asset.meta
  72. 33
      Assets/ARLocation/LocationPaths/AR Location Path 1.asset
  73. 8
      Assets/ARLocation/LocationPaths/AR Location Path 1.asset.meta
  74. 48
      Assets/ARLocation/LocationPaths/AR Location Path 2.asset
  75. 8
      Assets/ARLocation/LocationPaths/AR Location Path 2.asset.meta
  76. 18
      Assets/ARLocation/LocationPaths/AR Location Path 3.asset
  77. 8
      Assets/ARLocation/LocationPaths/AR Location Path 3.asset.meta
  78. 18
      Assets/ARLocation/LocationPaths/AR Location Path 4.asset
  79. 8
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  80. 46
      Assets/ARLocation/LocationPaths/AR Location Path 5.asset
  81. 8
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  82. 46
      Assets/ARLocation/LocationPaths/AR Location Path 6.asset
  83. 8
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  84. 17
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  85. 8
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  86. 28
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  87. 8
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  88. 38
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  89. 8
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  90. 31
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  91. 8
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  92. 33
      Assets/ARLocation/LocationPaths/AR Test.asset
  93. 8
      Assets/ARLocation/LocationPaths/AR Test.asset.meta
  94. 46
      Assets/ARLocation/LocationPaths/Jet Path.asset
  95. 8
      Assets/ARLocation/LocationPaths/Jet Path.asset.meta
  96. 46
      Assets/ARLocation/LocationPaths/Zombie House Test.asset
  97. 8
      Assets/ARLocation/LocationPaths/Zombie House Test.asset.meta
  98. 58
      Assets/ARLocation/LocationPaths/Zombie Path 02.asset
  99. 8
      Assets/ARLocation/LocationPaths/Zombie Path 02.asset.meta
  100. 66
      Assets/ARLocation/LocationPaths/Zombie Path.asset

33
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# ===========================
# Default Collab Ignore Rules
# ===========================
# OS Generated
# ============
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._*
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# Visual Studio / MonoDevelop generated
# =====================================
[Ee]xported[Oo]bj/
*.userprefs
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*.pidb
*.suo
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# Unity generated
# ===============
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f 14 10 4
f 14 4 3
f 6 5 9
f 6 9 11
f 11 9 8
f 11 8 12
f 12 8 7
f 12 7 13
# 24 faces
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# 3.4.1
- Fixed corrupted 'GO Map Integration.zip'file.
# 3.4.0
- Fixed object orientation issue when placing objects at runtime.
- Fixed possible crash in `ARLocationOrientation#Restart`.
- Added integration with "GO Map 3D" asset, with sample scene.
- Added `Show Objects After This Many Updates` option so you can control how many location updates to wait before showing the placed object.
- Added `Instances` getter to `PlaceAtLocations` so you can access created instances.
- Added `OnHotspotLeave` event to `Hotspot`.
- Ground-plane detection on ARFoundation now listens for plane changes.
# 3.3.2
- Fixed xml-parsing issue in "Web Map Loader" component.
- Fixed issue with "GroundHeight" mode when using movement smoothing.
- Added "Speed" property getter for the "MoveAlongPath" component.
# 3.3.1
- Fixed `AR Floor` prefab not rendering correctly on 2019.2+.
- Fixed erros when running on Unity 2019.3b.
# 3.3.0
- Added `Web Map Loader` component to load data from the Web Map Editor (https://editor.unity-ar-gps-location.com). For
details check the docs (https://docs.unity-ar-gps-location.com/map/).
# 3.2.1
- Fixed bug in `PlaceAtLocation#Location` setter.
- Fixed event listeners not properly cleaned-up on some components.
# 3.2.0
- Improved the Debug Mode for the `PlaceAtLocation` component.
Now, when Debug Mode is enabled, a line is rendered from the camera to
the object, indicating it's position, and the current distance from the
user to the object is displayed as a TextMesh.
- Added the `ARLocationManager#CurrentGroundY` variable, which returns the Y coordinate
of the detected plane which is nearest to the user/camera.
# 3.1.1
- Fixed `mainCamera` null reference on Vuforia `GroundHeight`
# 3.1.0
- Implemented native tilt-compensated compass on Android
- Fixed coroutines not being stopped in SmoothMove
- Fixed PlaceAtLocation#Location setter not updating sometimes
# 3.0.4
- Fixed null reference error when switching scenes
- Fixed ground relative altitude issue
# 3.0.3
- Moved `MagneticDeclination.jar` to ARLocation plugins folder
# 3.0.2
- Changed AltitudeMode on sample scene
# 3.0.1
- Fixed `3D Text` sample scene
# 3.0.0
- Added `HelpURL` linking to documentation in components
- Added `Walking Zombie` prefab
- Improved AR Floor's `FollowCameraPosition` script
- Adjusted default values of properties
# 3.0.0-beta.4
- Fixed warnings on multiple Unity versions
- Fixed positioning issue on `MoveAlongPath`
- Fixed ground height issue on `MoveAlongPath`
- Refactored `MoveAlongPath` and `PathLineRenderer`
- Added `PlaceAlongPath#AltitudeMode` property
# 3.0.0-beta.3
- Improved restart methods
- PlaceAtLocation restarts with LocationProvider
- Added `ARLocationProvider#OnProviderRestartEvent`
- Fixed `PlaceAtLocation#Location` setter to work before `Start` is called
- Fixed bug on initial placement on `PlaceAtLocation`
- Added `SmoothMove#Precision` property
# 3.0.0-beta.2
- Added `ARLocationOrientation#OnBeforeOrientationUpdated` event
- Added custom location providers via ARGPS_CUSTOM_PROVIDER define symbol
- Added `Hotspot#CurrentDistance` property
- Updated documentation
# 3.0.0-beta.1
- Added `ISessionManager` class to manage the ARSession, with implementations for Vuforia and ARFoundation.
- Added `Restart` methods to ARLocationProvider, ARLocationOrientation and ARLocationManager. They will reset
the components to their initial state. In particular, calling `ARLocationManager#Restart` will restart the location
and orientation, and update all the objects positions.
- Added `ARLocationManager#WaitForARTrackingToStart` property. When this is enabled, any location and orientation
updates will only happen when the AR tracking has started.
- Added `ARLocationManager#RestartWhenARTrackingIsRestored`. This will restart the AR+GPS system whenever the AR
tracking is lost and regained.
- Added `OnTrackingStarted`, `OnTrackingLost` and `OnTrackingRestarted` unity events to `ARLocationManager`
- Added `ARLocationManager#ResetARSession` to reset both the ARSession and the AR+GPS system.
# 3.0.0-alpha.3
- Added `PlaceAtLocation#Restart`
- Added debug mode to `Hotspot`
- Added `DebugMode` to `PlaceAlongPath`
- Added `DebugMode` to MoveAlongPath
- Added `DebugMode` to `PlaceAtLocations`
- Added debug mode to `PlaceAtLocation`
- Added `MoveAlongPath#Reset` method
- Added `DisallowMultipleComponent` to components
- Added ground height to MoveAlongPath
- Removed Object button on ARLocationInfo
- Small changes on RenderPathLine
- Minor refactoring on PlaceAlongPath
- Refactor state fields on `MoveAlongPath`
- Refactored Properties on MoveAlongPath
- Fixed property names on `LocationPathInspector`
- Fixed bug with LocationPathInspector
- Fixed MaxNumberOfUpdates issue in MoveAlongPath
# 3.0.0-alpha.2
- Added `Hotspot` component feature
- Major refactoring to remove warnings
- Added native Android module to calculate true north/magnetic declination
- Major improvements on PlateAtLocation and PlaceAtLocations
- Added Events to PlaceAtLocation, Hotspot, ARLocationProvider, and ARLocationOrientation
- Added Hotspot sample scene
- Added easier interface to create PlaceAt objects via code
- Changed how SmoothMove works; now all Smooth Factors go from 0 to 1
# 2.7.0
- Fixed error due to wrong constructor name on `PlaneManager` when using Vuforia
# 2.6.0
- Updated samples to work with AR Foundation 1.5
# 2.5.0
- AR Foundation 1.5/2.0 compability. Not compatible with AR Foundation 1.0 anymore
- Removed automatic session reset
- Added null check for arLocationPlaneManager
# 2.4.0
- Added automatic height/altitude setting via plane detection (`UseNearestDetectedPlaneHeight` option)
- Added a public `enabled` flag to enable/disable positioning in ARLocationPlaceAtLocation enhancement
- Added ARLocationManager#Remove(entry)
- Added enabled/disabled flag do ARLocationManager Entry
- Added `offset` option to `ARLocationMoveAlongCurve` enhancement
- Added exponential weighted moving average filtering enhancement
- Added `LocationData` scriptable object to store geo locations enhancement
- Added `MaxNumberOfMeasurements` option to `ARLocationProvider` enhancement
- Added `Pause` and `Resume` methods for `ILocationProvider` enhancement
- Added default value to location in `ARLocationPlaceAtLocation`
- Added `Distance` and `GPSHorizontalDistance` methods `ARLocationManagerEntry`
- Added `ARLocationManager#UpdatePositions`
- Added `ARLocationManager#Clear`
- Modified `ARLocationManager` to use System.Guuid as entry IDs
- Modified `ARLocationManager#Restart` to be public
- Modified `Manager#Remove` to destroy instances when `createInstance` is true
- Fixed Reloading scene issues with Singletons bug
- Removed native location modules for now
- Fixed `ARLocationPlaceAtLocation#SetLocation` bug
- Fixed `ARLocationDebugInfo` bug on entry removal
- Fixed `ARLocationManager` setting position of `ARLocationRoot` instead of entry
- Fixed `MaxNumberOfMeasurements` behaviour on `ARLocationProvider`
# 2.3.0
- Fixed wrong compass rotation pivot point
# 2.2.0
- Fixed mock location and dev-mode camera for in-editor development
- Moved LocationProvider instantiation to `Awake`
- Changed `ARLocationManager` and `ARLocationProvider` to be singleton classes
- Added Linear spline interpolation for paths
- Fixed compass rotation in ARLocationInfo component
# 2.1.0
- Fixed issue where location authorization was not being requested on Android
- Fixed issue where location was only enabled after request the next time the application
was executed
- Fixed issue where ARLocationPlateAtLocation#SetLocation was not updating positions
# 2.0.0
- Added native GPS module for Android
- Added native GPS module for iOS
- Added global package configuration in resources folder
- Added easy Vuforia setup by clicking a checkbox in configuration
- Added option for custom magnetic declination/offset
- Added option for custom earth radius
- Added option selecting distance functions
- Added more filtering options for ARLocationProvider
- Fixed compass tilt bug on iOS native GPS module
- Added Vuforia samples package
# 1.2.0
- Added support for using Vuforia as the AR framework
- With this Vuforia can be used instead of AR Foundation. For that
it is necessary to add am entry `ARGPS_USE_VUFORIA` in the 'Player
Settings' -> 'Scripting Define Symbols' list.
- As far as the scene structure is concerned, we don't have a 'AR
Session Origin' from AR Foundation, anymore so the
'ARLocationRoot' object is placed directly in the root of the
scene in this cas.e
- Fixed NullReferenceException throw when creating/editing an empty ARLocationPath
# 1.1.0
- Fixed error when there is no debug canvas.
- Improved error handling and debug logging when searching for objects and components.
# 1.0.1
- Fixed ShaderDrawer shader not working on Unity-2018.1.0.
- Added API Reference and Guide PDF files.
- Cleaned up unused variables in some classes.
# 1.0.0
Initial Release 🎉

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<ArGpsLocationData><Entry><id>0</id><altitude>0</altitude><altitudeMode>GroundRelative</altitudeMode><name>Casa</name><meshId>Cube</meshId><movementSmoothing>0.05</movementSmoothing><maxNumberOfLocationUpdates>0</maxNumberOfLocationUpdates><useMovingAverage>false</useMovingAverage><hideObjectUtilItIsPlaced>true</hideObjectUtilItIsPlaced><lat>-23.54074889912357</lat><lng>-46.64682221477199</lng></Entry><Entry><id>1</id><altitude>0</altitude><altitudeMode>GroundRelative</altitudeMode><name>Casa02</name><meshId>Cube</meshId><movementSmoothing>0.05</movementSmoothing><maxNumberOfLocationUpdates>0</maxNumberOfLocationUpdates><useMovingAverage>false</useMovingAverage><hideObjectUtilItIsPlaced>true</hideObjectUtilItIsPlaced><lat>-23.540691385366046</lat><lng>-46.64698950748331</lng></Entry><Entry><id>2</id><altitude>0</altitude><altitudeMode>GroundRelative</altitudeMode><name>Casa03</name><meshId>Cube</meshId><movementSmoothing>0.05</movementSmoothing><maxNumberOfLocationUpdates>0</maxNumberOfLocationUpdates><useMovingAverage>false</useMovingAverage><hideObjectUtilItIsPlaced>true</hideObjectUtilItIsPlaced><lat>-23.54064345721605</lat><lng>-46.647219534961295</lng></Entry></ArGpsLocationData>

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using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
// ReSharper disable InconsistentNaming
namespace ARLocation
{
/// <summary>
/// Inspector for the ARLocationConfig. This inspector is the main configuration
/// interface for the AR+GPS Location plugin.
/// </summary>
[CustomEditor(typeof(ARLocationConfig))]
public class ARLocationConfigInspector : Editor
{
SerializedProperty p_EarthRadiusInKM;
SerializedProperty p_DistanceFunction;
SerializedProperty p_UseVuforia;
SerializedProperty p_InitialGroundHeightGuess;
SerializedProperty p_VuforiaGroundHitTestDistance;
private SerializedProperty p_MinGroundHeight;
private SerializedProperty p_MaxGroundHeight;
private SerializedProperty p_GroundHeightSmoothingFactor;
DefineSymbolsManager defineSymbolsManager;
const string ARGPS_USE_VUFORIA = "ARGPS_USE_VUFORIA";
const string ARGPS_USE_NATIVE_LOCATION = "ARGPS_USE_NATIVE_LOCATION";
Dictionary<string, string> defineSymbolProps = new Dictionary<string, string> {
{ARGPS_USE_VUFORIA, "UseVuforia"},
{ARGPS_USE_NATIVE_LOCATION, "UseNativeLocationModule"}
};
private void OnEnable()
{
p_EarthRadiusInKM = serializedObject.FindProperty("EarthRadiusInKM");
p_DistanceFunction = serializedObject.FindProperty("DistanceFunction");
p_UseVuforia = serializedObject.FindProperty("UseVuforia");
p_InitialGroundHeightGuess = serializedObject.FindProperty("InitialGroundHeightGuess");
p_VuforiaGroundHitTestDistance = serializedObject.FindProperty("VuforiaGroundHitTestDistance");
p_MinGroundHeight = serializedObject.FindProperty("MinGroundHeight");
p_MaxGroundHeight = serializedObject.FindProperty("MaxGroundHeight");
p_GroundHeightSmoothingFactor = serializedObject.FindProperty("GroundHeightSmoothingFactor");
defineSymbolsManager = new DefineSymbolsManager(new[]
{
BuildTargetGroup.iOS,
BuildTargetGroup.Android
});
}
private void UpdateDefineSymbolsFromPlayerSettings()
{
defineSymbolsManager.UpdateFromBuildSettings();
foreach (var item in defineSymbolProps)
{
if (item.Value == "UseVuforia")
{
#if !UNITY_2019_3_OR_NEWER
#if UNITY_2019_2
var value = defineSymbolsManager.Has(item.Key) && PlayerSettings.vuforiaEnabled;
#else
var value = defineSymbolsManager.Has(item.Key) && PlayerSettings.GetPlatformVuforiaEnabled(BuildTargetGroup.Android) && PlayerSettings.GetPlatformVuforiaEnabled(BuildTargetGroup.iOS);
#endif
UpdateDefineSymbolProp(item.Value, value);
#endif
}
else
{
UpdateDefineSymbolProp(item.Value, defineSymbolsManager.Has(item.Key));
}
}
serializedObject.ApplyModifiedProperties();
}
private void UpdateDefineSymbolProp(string propName, bool value)
{
var prop = serializedObject.FindProperty(propName);
if (prop == null)
{
return;
}
prop.boolValue = value;
}
public override void OnInspectorGUI()
{
serializedObject.Update();
UpdateDefineSymbolsFromPlayerSettings();
defineSymbolsManager.UpdateFromBuildSettings();
EditorGUILayout.HelpBox("AR+GPS Location " + ARLocationConfig.Version, MessageType.None, true);
EditorGUILayout.PropertyField(p_EarthRadiusInKM);
EditorGUILayout.PropertyField(p_DistanceFunction);
EditorGUILayout.PropertyField(p_InitialGroundHeightGuess);
EditorGUILayout.PropertyField(p_MinGroundHeight);
EditorGUILayout.PropertyField(p_MaxGroundHeight);
EditorGUILayout.PropertyField(p_GroundHeightSmoothingFactor);
EditorGUILayout.PropertyField(p_VuforiaGroundHitTestDistance);
EditorGUILayout.PropertyField(p_UseVuforia);
if (p_UseVuforia.boolValue)
{
#if UNITY_2019_3_OR_NEWER
EditorGUILayout.HelpBox("Make sure that Vuforia is instaled in the Package Manager Window. On Android, also make sure that the 'ARCore XR Plugin' is not installed.", MessageType.Info);
#endif
// EditorGUILayout.HelpBox("So that Vuforia works correctly, please enable the 'Track Device Pose' option in the Vuforia configuration, and set the tracking" +
// " mode to 'POSITIONAL'.", MessageType.Warning);
EditorGUILayout.HelpBox(
"Note that the regular sample scenes do not work with Vuforia. You can download a project with Vuforia samples at https://github.com/dmbfm/unity-ar-gps-location-issues/releases/tag/v3.1.1", MessageType.Warning);
}
if (GUILayout.Button("Compare Distance Functions (Check console output)"))
{
DistanceFunctionsTest();
}
if (GUILayout.Button("Open Documentation"))
{
Application.OpenURL("https://docs.unity-ar-gps-location.com");
}
var config = (ARLocationConfig)target;
UpdateDefineSymbolPropConfig(config.UseVuforia, p_UseVuforia.boolValue, ARGPS_USE_VUFORIA);
UpdateVuforiaPlayerSettings(config.UseVuforia, p_UseVuforia.boolValue);
serializedObject.ApplyModifiedProperties();
}
private void UpdateVuforiaPlayerSettings(bool oldValue, bool newValue)
{
if (newValue == oldValue)
{
return;
}
#if !UNITY_2019_3_OR_NEWER
#if UNITY_2019_2
if (newValue)
{
PlayerSettings.vuforiaEnabled = true;
}
else
{
PlayerSettings.vuforiaEnabled = false;
}
#else
if (newValue)
{
PlayerSettings.SetPlatformVuforiaEnabled(BuildTargetGroup.Android, true);
PlayerSettings.SetPlatformVuforiaEnabled(BuildTargetGroup.iOS, true);
}
else
{
PlayerSettings.SetPlatformVuforiaEnabled(BuildTargetGroup.Android, false);
PlayerSettings.SetPlatformVuforiaEnabled(BuildTargetGroup.iOS, false);
}
#endif
#endif
}
private void UpdateDefineSymbolPropConfig(bool oldValue, bool newValue, string symbol)
{
if (newValue == oldValue) return;
if (newValue)
{
defineSymbolsManager.Add(symbol);
}
else
{
defineSymbolsManager.Remove(symbol);
}
defineSymbolsManager.ApplyToBuildSettings();
}
private void DistanceFunctionsTest()
{
var l1 = new Location(-23.591636, -46.661714);
var l2 = new Location(-23.591661, -46.661695);
var refValue = 3.380432468;
var distHaversine = Location.HaversineDistance(l1, l2);
var distSpherical = Location.PlaneSphericalDistance(l1, l2);
var distFCC = Location.PlaneEllipsoidalFccDistance(l1, l2);
Debug.Log("Comparing short distance calculations...");
Debug.Log("Location 1 = " + l1 + " Location 2 = " + l2);
Debug.Log("Reference distance = " + refValue);
Debug.Log("Haversine distance = " + distHaversine + " (Delta = " + System.Math.Abs(refValue - distHaversine) + ")");
Debug.Log("Plane Spehrical distance = " + distSpherical + " (Delta = " + System.Math.Abs(refValue - distSpherical) + ")");
Debug.Log("Plane Ellipsoidal FCC distance = " + distFCC + " (Delta = " + System.Math.Abs(refValue - distFCC) + ")");
l2 = new Location(-23.593587, -46.660772);
refValue = 236.504492294;
distHaversine = Location.HaversineDistance(l1, l2);
distSpherical = Location.PlaneSphericalDistance(l1, l2);
distFCC = Location.PlaneEllipsoidalFccDistance(l1, l2);
Debug.Log("Comparing mid distance calculations...");
Debug.Log("Location 1 = " + l1 + " Location 2 = " + l2);
Debug.Log("Reference distance = " + refValue);
Debug.Log("Haversine distance = " + distHaversine + " (Delta = " + System.Math.Abs(refValue - distHaversine) + ")");
Debug.Log("Plane Spehrical distance = " + distSpherical + " (Delta = " + System.Math.Abs(refValue - distSpherical) + ")");
Debug.Log("Plane Ellipsoidal FCC distance = " + distFCC + " (Delta = " + System.Math.Abs(refValue - distFCC) + ")");
l2 = new Location(-23.606148, -46.653571);
refValue = 1809.410855428;
distHaversine = Location.HaversineDistance(l1, l2);
distSpherical = Location.PlaneSphericalDistance(l1, l2);
distFCC = Location.PlaneEllipsoidalFccDistance(l1, l2);
Debug.Log("Comparing long distance calculations...");
Debug.Log("Location 1 = " + l1 + " Location 2 = " + l2);
Debug.Log("Reference distance = " + refValue);
Debug.Log("Haversine distance = " + distHaversine + " (Delta = " + System.Math.Abs(refValue - distHaversine) + ")");
Debug.Log("Plane Spehrical distance = " + distSpherical + " (Delta = " + System.Math.Abs(refValue - distSpherical) + ")");
Debug.Log("Plane Ellipsoidal FCC distance = " + distFCC + " (Delta = " + System.Math.Abs(refValue - distFCC) + ")");
}
}
}

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38
Assets/ARLocation/Editor/ARLocationEditorConfigManager.cs

@ -0,0 +1,38 @@
using UnityEngine;
using UnityEditor;
/// <summary>
/// This is a static class that makes sure that there always is a
/// ARLocationConfig resource for the project.
/// </summary>
[InitializeOnLoad]
// ReSharper disable once InconsistentNaming
public class ARLocationEditorConfigManager {
static ARLocationEditorConfigManager()
{
Debug.Log("[ARLocation]: Starting up!");
if (AssetDatabase.IsValidFolder("Assets/Resources"))
{
Debug.Log("[ARLocation]: Resource folder already exists!");
}
else
{
Debug.Log("[ARLocation]: Creating resource folder...");
AssetDatabase.CreateFolder("Assets", "Resources");
}
var ss = AssetDatabase.FindAssets("ARLocationConfig", new [] {"Assets/Resources"});
if (ss.Length > 0)
{
Debug.Log("[ARLocation]: Config already exists!");
}
else
{
Debug.Log("[ARLocation]: Creating new configuration!");
AssetDatabase.CopyAsset("Assets/ARLocation/ARLocationConfig.asset", "Assets/Resources/ARLocationConfig.asset");
}
}
}

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Assets/ARLocation/Editor/ARLocationManagerInspector.cs

@ -0,0 +1,19 @@
using UnityEngine;
using UnityEditor;
namespace ARLocation
{
[CustomEditor(typeof(ARLocationManager))]
public class ARLocationManagerInspector : Editor
{
public override void OnInspectorGUI()
{
DrawDefaultInspector();
if (GUILayout.Button("Open AR+GPS Location configuration"))
{
Selection.activeObject = Resources.Load<ARLocationConfig>("ARLocationConfig");
}
}
}
}

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Assets/ARLocation/Editor/ARLocationOrientationInspector.cs

@ -0,0 +1,19 @@
using UnityEditor;
namespace ARLocation
{
[CustomEditor(typeof(ARLocationOrientation))]
public class ARLocationOrientationInspector : Editor
{
public override void OnInspectorGUI()
{
DrawDefaultInspector();
#if PLATFORM_ANDROID
EditorGUILayout.HelpBox("On some Android devices, the magnetic compass data is not tilt compensated," +
"so it is recommended that you check the 'ApplyCompassTiltCompensationOnAndroid' option above. " +
"\n", MessageType.Warning);
#endif
}
}
}

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Assets/ARLocation/Editor/ARLocationProviderInspector.cs

@ -0,0 +1,19 @@
using UnityEngine;
using UnityEditor;
namespace ARLocation
{
[CustomEditor(typeof(ARLocationProvider))]
public class ARLocationProviderInspector : Editor
{
public override void OnInspectorGUI()
{
DrawDefaultInspector();
if (GUILayout.Button("Open AR+GPS Location configuration"))
{
Selection.activeObject = Resources.Load<ARLocationConfig>("ARLocationConfig");
}
}
}
}

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Assets/ARLocation/Editor/ConditionalPropertyDrawer.cs

@ -0,0 +1,29 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
namespace ARLocation
{
[CustomPropertyDrawer(typeof(ConditionalPropertyAttribute))]
public class ConditionalPropertyDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
var conditionalAttribute = (ConditionalPropertyAttribute) attribute;
var name = conditionalAttribute.Name;
var path = property.propertyPath;
var prop = property.serializedObject.FindProperty(path.Replace(property.name, name));
if (prop != null)
{
Debug.Log($"NOT NULL!");
if (prop.boolValue)
{
EditorGUI.PropertyField(position, property);
}
}
}
}
}

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42
Assets/ARLocation/Editor/DefineSymbols.cs

@ -0,0 +1,42 @@
using System.Collections.Generic;
// ReSharper disable MemberCanBePrivate.Global
/// <summary>
/// Utility class to manage a list of symbol strings.
/// </summary>
public class DefineSymbols {
private List<string> symbols;
public DefineSymbols(string symbols)
{
Set(symbols);
}
public void Set(string sym)
{
symbols = new List<string>(sym.Split(new [] { ";" }, System.StringSplitOptions.None));
}
public bool Has(string symbol)
{
return (symbols.FindIndex(obj => obj == symbol) >= 0);
}
public void Add(string symbol)
{
if (!Has(symbol))
{
symbols.Add(symbol);
}
}
public void Remove(string symbol)
{
symbols.Remove(symbol);
}
public string Get()
{
return string.Join(";", symbols.ToArray());
}
}

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82
Assets/ARLocation/Editor/DefineSymbolsManager.cs

@ -0,0 +1,82 @@
using System.Collections.Generic;
using UnityEditor;
/// <summary>
/// Utility class that manages Define Symbols for a given set of build targets.
/// </summary>
public class DefineSymbolsManager {
private Dictionary<BuildTargetGroup, DefineSymbols> defineSymbols = new Dictionary<BuildTargetGroup, DefineSymbols>();
public DefineSymbolsManager(BuildTargetGroup[] groups)
{
foreach (var group in groups)
{
var symbols = PlayerSettings.GetScriptingDefineSymbolsForGroup(group);
defineSymbols.Add(group, new DefineSymbols(symbols));
}
}
public void UpdateFromBuildSettings()
{
var groups = defineSymbols.Keys;
defineSymbols = new Dictionary<BuildTargetGroup, DefineSymbols>();
foreach (var group in groups)
{
var symbols = PlayerSettings.GetScriptingDefineSymbolsForGroup(group);
defineSymbols.Add(group, new DefineSymbols(symbols));
}
}
public void ApplyToBuildSettings()
{
foreach (var e in defineSymbols)
{
PlayerSettings.SetScriptingDefineSymbolsForGroup(e.Key, e.Value.Get());
}
}
public void Add(string symbol)
{
foreach (var item in defineSymbols)
{
item.Value.Add(symbol);
}
}
public void Remove(string symbol)
{
foreach (var item in defineSymbols)
{
item.Value.Remove(symbol);
}
}
public bool Has(string symbol)
{
var has = true;
foreach (var item in defineSymbols)
{
has = has && item.Value.Has(symbol);
}
return has;
}
public override string ToString()
{
var str = "DefineSymbolsManager {\n";
foreach (var item in defineSymbols)
{
str += item.Key + ": " + item.Value.Get() + "\n";
}
str += "}";
return str;
}
}

11
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92
Assets/ARLocation/Editor/GameObjectMenuItems.cs

@ -0,0 +1,92 @@
using UnityEngine;
using UnityEditor;
#if !ARGPS_USE_VUFORIA
using UnityEngine.XR.ARFoundation;
#endif
namespace ARLocation
{
public static class GameObjectMenuItems{
[MenuItem("GameObject/AR+GPS/ARLocationRoot", false, 20)]
public static void CreateARLocationRoot()
{
var go = new GameObject("ARLocationRoot");
go.AddComponent<ARLocationManager>();
go.AddComponent<ARLocationProvider>();
var arSessionOrigin = GameObject.Find("AR Session Origin");
if (arSessionOrigin != null)
{
go.transform.SetParent(arSessionOrigin.transform);
}
}
[MenuItem("GameObject/AR+GPS/GPS Stage Object", false, 20)]
public static GameObject CreateGpsStageObject()
{
var go = new GameObject("GPS Stage Object");
go.AddComponent<PlaceAtLocation>();
return go;
}
[MenuItem("GameObject/AR+GPS/GPS Hotspot Object", false, 20)]
public static GameObject CreateGpsHotspotObject()
{
var go = new GameObject("GPS Hotspot Object");
go.AddComponent<Hotspot>();
return go;
}
[MenuItem("GameObject/AR+GPS/Create Basic Scene Structure", false, 20)]
public static void CreateBasicScene()
{
#if ARGPS_USE_VUFORIA
EditorApplication.ExecuteMenuItem("GameObject/Vuforia Engine/AR Camera");
Selection.activeObject = null;
EditorApplication.ExecuteMenuItem("GameObject/Vuforia Engine/Ground Plane/Plane Finder");
CreateARLocationRoot();
var stage = CreateGpsStageObject();
var capsule = GameObject.CreatePrimitive(PrimitiveType.Capsule);
capsule.transform.SetParent(stage.transform);
#else
EditorApplication.ExecuteMenuItem("GameObject/XR/AR Session");
Selection.activeObject = null;
EditorApplication.ExecuteMenuItem("GameObject/XR/AR Session Origin");
Selection.activeObject = null;
EditorApplication.ExecuteMenuItem("GameObject/AR+GPS/ARLocationRoot");
var prevMain = GameObject.FindWithTag("MainCamera");
if (prevMain)
{
Object.DestroyImmediate(prevMain);
}
var cam = GameObject.Find("AR Camera");
if (cam)
{
cam.tag = "MainCamera";
var camera = cam.GetComponent<Camera>();
camera.farClipPlane = 1000.0f;
}
var arSessionOrigin = Object.FindObjectOfType<ARSessionOrigin>().gameObject;
arSessionOrigin.AddComponent<ARPlaneManager>();
var stage = CreateGpsStageObject();
var capsule = GameObject.CreatePrimitive(PrimitiveType.Capsule);
capsule.transform.SetParent(stage.transform);
#endif
}
}
}

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220
Assets/ARLocation/Editor/LocationPathInspector.cs

@ -0,0 +1,220 @@
using System;
using UnityEngine;
using UnityEditor;
// ReSharper disable DelegateSubtraction
namespace ARLocation
{
[CustomEditor(typeof(LocationPath))]
public class LocationPathInspector : Editor
{
SerializedProperty alpha;
SerializedProperty locations;
SerializedProperty sceneViewScale;
SerializedProperty splineType;
// float viewScale = 1.0f;
private void OnEnable()
{
FindProperties();
AddOnSceneGUIDelegate(OnSceneGuiDelegate);
Tools.hidden = true;
}
#if UNITY_2019_1_OR_NEWER
private void AddOnSceneGUIDelegate(Action<SceneView> del)
{
SceneView.duringSceneGui += del; // sceneView => OnSceneGUI();
}
#else
private void AddOnSceneGUIDelegate(SceneView.OnSceneFunc del)
{
SceneView.onSceneGUIDelegate += del;
}
#endif
#if UNITY_2019_1_OR_NEWER
private void RemoveOnSceneGUIDelegate(Action<SceneView> del)
{
SceneView.duringSceneGui -= del; // sceneView => OnSceneGUI();
}
#else
private void RemoveOnSceneGUIDelegate(SceneView.OnSceneFunc del)
{
SceneView.onSceneGUIDelegate -= del;
}
#endif
private void OnSceneGuiDelegate(SceneView sceneview)
{
OnSceneGUI();
}
private void FindProperties()
{
alpha = serializedObject.FindProperty("Alpha");
locations = serializedObject.FindProperty("Locations");
sceneViewScale = serializedObject.FindProperty("SceneViewScale");
splineType = serializedObject.FindProperty("SplineType");
}
void OnDisable()
{
RemoveOnSceneGUIDelegate(OnSceneGuiDelegate);
Tools.hidden = false;
}
void DrawOnSceneGui()
{
FindProperties();
Handles.BeginGUI();
GUILayout.BeginArea(new Rect(20, 20, 200, 200));
var rect = EditorGUILayout.BeginVertical();
GUI.color = new Color(1, 1, 1, 0.4f);
GUI.Box(rect, GUIContent.none);
GUI.color = Color.white;
GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
GUILayout.Label("ARLocation Path");
GUILayout.FlexibleSpace();
GUILayout.EndHorizontal();
var style = new GUIStyle
{
margin = new RectOffset(0, 0, 4, 200)
};
GUILayout.BeginHorizontal(style);
GUI.backgroundColor = new Color(0.2f, 0.5f, 0.92f);
GUILayout.Label("View Scale: ", GUILayout.Width(80.0f));
var newViewScale = GUILayout.HorizontalSlider(sceneViewScale.floatValue, 0.01f, 1.0f);
if (Math.Abs(newViewScale - sceneViewScale.floatValue) > 0.000001f)
{
sceneViewScale.floatValue = newViewScale;
serializedObject.ApplyModifiedProperties();
}
GUILayout.Label(sceneViewScale.floatValue.ToString("0.00"), GUILayout.Width(32.0f));
GUILayout.EndHorizontal();
EditorGUILayout.EndVertical();
GUILayout.EndArea();
Handles.EndGUI();
}
void OnSceneGUI()
{
LocationPath locationPath = (LocationPath)target;
if (locationPath.Locations == null)
{
return;
}
DrawOnSceneGui();
DrawPath();
}
public override void OnInspectorGUI()
{
serializedObject.Update();
if (((SplineType)splineType.enumValueIndex) == SplineType.CatmullromSpline)
{
EditorGUILayout.Slider(alpha, 0, 1, "Curve Alpha");
}
EditorGUILayout.PropertyField(splineType);
EditorGUILayout.PropertyField(locations, true);
serializedObject.ApplyModifiedProperties();
}
void DrawPath()
{
LocationPath locationPath = (LocationPath)target;
var pathLocations = locationPath.Locations;
if (pathLocations == null || pathLocations.Length < 2)
{
return;
}
var viewScale = sceneViewScale.floatValue;
var points = new Vector3[pathLocations.Length];
for (var i = 0; i < pathLocations.Length; i++)
{
var loc = pathLocations[i];
points[i] = Vector3.Scale(loc.ToVector3(), new Vector3(viewScale, 1, viewScale));
}
//var points = curve.SamplePoints(100, p => getVec(p, curve.points[0]));
var effScale = (1.0f + Mathf.Cos(viewScale * Mathf.PI / 2 - Mathf.PI));
var s = new Vector3(effScale, 1.0f, effScale);
var newCPs = new Vector3[locationPath.Locations.Length];
for (var i = 0; i < locationPath.Locations.Length; i++)
{
// ps.Add(locationPath.locations[i].ToVector3());
var loc = locationPath.Locations[i];
var p = Location.GetGameObjectPositionForLocation(
null,
new Vector3(),
// new Transform(),
pathLocations[0],
pathLocations[i],
true
);
Handles.color = Color.blue;
Handles.SphereHandleCap(i, Vector3.Scale(p, s), Quaternion.identity, 0.4f, EventType.Repaint);
Handles.Label(Vector3.Scale(p, s), loc.Label == "" ? (" Point " + i) : loc.Label);
newCPs[i] = Vector3.Scale(p, s);
}
Spline newPath;
if (((SplineType)splineType.enumValueIndex) == SplineType.CatmullromSpline)
{
newPath = new CatmullRomSpline(newCPs, 100, alpha.floatValue);
}
else
{
newPath = new LinearSpline(newCPs);
}
var newSample = newPath.SamplePoints(1000);
for (var i = 0; i < (newSample.Length - 2); i++)
{
Handles.color = Color.green;
Handles.DrawLine(newSample[i + 1], newSample[i]);
}
}
}
}

11
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64
Assets/ARLocation/Editor/LocationPropertyDataDrawer.cs

@ -0,0 +1,64 @@
using UnityEditor;
using UnityEngine;
namespace ARLocation
{
[CustomPropertyDrawer(typeof(LocationPropertyData))]
public class LocationPropertyDataDrawer : PropertyDrawer
{
private SerializedProperty type;
private SerializedProperty location;
private SerializedProperty locationData;
private SerializedProperty overrideAltitudeData;
public void FindSerializedProperties(SerializedProperty property)
{
type = property.FindPropertyRelative("LocationInputType");
location = property.FindPropertyRelative("Location");
locationData = property.FindPropertyRelative("LocationData");
overrideAltitudeData = property.FindPropertyRelative("OverrideAltitudeData");
}
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
FindSerializedProperties(property);
var height = EditorGUIUtility.singleLineHeight;
if (type.enumValueIndex == (int) LocationPropertyData.LocationPropertyType.Location)
{
height += EditorGUI.GetPropertyHeight(location);
}
else
{
height += EditorGUIUtility.singleLineHeight;
height += EditorGUI.GetPropertyHeight(overrideAltitudeData, includeChildren: true);
}
return height;
}
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
FindSerializedProperties(property);
EditorGUI.BeginProperty(position, label, property);
EditorGUI.PropertyField(position, type, includeChildren:true);
position.y += EditorGUIUtility.singleLineHeight;
if (type.enumValueIndex == (int) LocationPropertyData.LocationPropertyType.Location)
{
EditorGUI.PropertyField(position, location, includeChildren:true);
}
else
{
EditorGUI.PropertyField(position, locationData, includeChildren:true);
position.y += EditorGUI.GetPropertyHeight(locationData, includeChildren: true);
EditorGUI.PropertyField(position, overrideAltitudeData, includeChildren: true);
}
EditorGUI.EndProperty();
}
}
}

11
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Assets/ARLocation/Editor/OverrideAltitudeDataDrawer.cs

@ -0,0 +1,67 @@
using UnityEngine;
using UnityEditor;
namespace ARLocation
{
[CustomPropertyDrawer(typeof(OverrideAltitudeData))]
public class OverrideAltitudeDataDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
EditorGUI.BeginProperty(position, label, property);
var initialRect = EditorGUI.IndentedRect(position); //position;
position = EditorGUI.PrefixLabel(position, GUIUtility.GetControlID(FocusType.Passive), label);
var indent = EditorGUI.indentLevel;
EditorGUI.indentLevel = 0;
// EditorGUI.IndentedRect(position);
float height = 20.0f;
var boolRect = new Rect(position.x, position.y, 30, height);
var altitudeRect = new Rect(position.x, position.y + 20, 180, height);
var altitudeLabelRect = new Rect(initialRect.x, position.y + height, 50, height);
var altitudeModeRect = new Rect(position.x, position.y + (2 * height), 180, height);
var altitudeModeLabelRect = new Rect(initialRect.x, position.y + (2 * height), 50, height);
EditorGUI.PropertyField(boolRect, property.FindPropertyRelative("OverrideAltitude"), GUIContent.none);
if (property.FindPropertyRelative("OverrideAltitude").boolValue)
{
var x = new GUIContent();
var y = new GUIContent();
x.text = "Altitude";
EditorGUI.PrefixLabel(altitudeLabelRect, x);
// EditorGUI.PrefixLabel(position, GUIUtility.GetControlID(FocusType.Passive), label);
EditorGUI.PropertyField(altitudeRect, property.FindPropertyRelative("Altitude"), GUIContent.none);
y.text = "Altitude Mode";
EditorGUI.PrefixLabel(altitudeModeLabelRect, y);
EditorGUI.PropertyField(altitudeModeRect, property.FindPropertyRelative("AltitudeMode"), GUIContent.none);
}
EditorGUI.indentLevel = indent;
EditorGUI.EndProperty();
}
public override float GetPropertyHeight(SerializedProperty property,
GUIContent label)
{
if (property.FindPropertyRelative("OverrideAltitude").boolValue)
{
return base.GetPropertyHeight(property, label) * 2 + 20;
}
else
{
return base.GetPropertyHeight(property, label); // * 2 + 20;
}
// Height is two times the standard height plus 20 pixels
}
}
}

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Assets/ARLocation/GO Map Integration/README.txt

@ -0,0 +1,32 @@
Usage
=====
To test the "GO Map Integration" sample, that provides basic integration of the "AR+GPS Location" plugin
with the "GO Map" asset (https://assetstore.unity.com/packages/tools/integration/go-map-3d-map-for-ar-gaming-68889) to
the following:
- Make sure you are using Unity 2019.2 or newer.
- Import the "GO Map" asset from the Asset Store.
- Next, extract the contents of the "GO Map Integration.zip" archive into this folder.
- Add both scenes in "GO Map Integration/Scenes" to the build, with either being the first scene.
- Build the project an try it on your device!
You can use the script "GO Map Integration/Scripts/GoMapPlaceAtLocations.cs" as a reference to implement
your own custom scripts.
Components
==========
- ARLocationGoMapIntegration: Manages bridging between the ARLocation plugin and the GO Map asset, piping the
location provider and handling scene loading. You must insert the names of the
AR scene and of the GO Map scene is this component. It is a singleton which
will remain active during scene switching.
- ARLocationGoMapWebLoader: Bridges the `WebMapLoader` from the "AR+GPS Location" plugin
with the GO Map asset. When the map scene is loaded, it
will pin the `Map Pin Prefab` from the `PrefabDatabaseGoMap`
to the map locations. When the AR Scene is loaded, it will
place the `Prefab` in the geolocations.
- GoMapPlaceAtLocations: Bridges the `PlaceAtLocations` component, in the same manner as the previous component.

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