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Merge branch 'latest-preview' into add-configuration-chooser-sample
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todds-unity committed Aug 6, 2020
2 parents 6b856a6 + 0fc8c11 commit 1ffc8ea
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8 changes: 2 additions & 6 deletions Assets/Scripts/DisplayDepthImage.cs
Original file line number Diff line number Diff line change
Expand Up @@ -317,7 +317,7 @@ void OnCameraFrameEventReceived(ARCameraFrameEventArgs cameraFrameEventArgs)
affineBasisX = new Vector2(cameraMatrix[0, 0], cameraMatrix[0, 1]);
affineBasisY = new Vector2(cameraMatrix[1, 0], cameraMatrix[1, 1]);
affineTranslation = new Vector2(cameraMatrix[0, 2], cameraMatrix[1, 2]);
#endif // UNITY_IOS
#endif // UNITY_ANDROID

// The camera display matrix includes scaling and offsets to fit the aspect ratio of the device. In most
// cases, the camera display matrix should be used directly without modification when applying depth to
Expand All @@ -336,7 +336,7 @@ void OnCameraFrameEventReceived(ARCameraFrameEventArgs cameraFrameEventArgs)

#if UNITY_ANDROID
m_DisplayRotationMatrix = k_AndroidFlipYMatrix * m_DisplayRotationMatrix;
#endif // UNITY_IOS
#endif // UNITY_ANDROID

// Set the matrix to the raw image material.
m_RawImage.material.SetMatrix(k_DisplayRotationPerFrameId, m_DisplayRotationMatrix);
Expand Down Expand Up @@ -396,14 +396,10 @@ void UpdateRawImage()
switch (m_CurrentScreenOrientation)
{
case ScreenOrientation.LandscapeRight:
rectSize = new Vector2(maxDimension, minDimension);
break;
case ScreenOrientation.LandscapeLeft:
rectSize = new Vector2(maxDimension, minDimension);
break;
case ScreenOrientation.PortraitUpsideDown:
rectSize = new Vector2(minDimension, maxDimension);
break;
case ScreenOrientation.Portrait:
default:
rectSize = new Vector2(minDimension, maxDimension);
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2 changes: 2 additions & 0 deletions ProjectSettings/ProjectSettings.asset
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Expand Up @@ -113,6 +113,8 @@ PlayerSettings:
switchNVNShaderPoolsGranularity: 33554432
switchNVNDefaultPoolsGranularity: 16777216
switchNVNOtherPoolsGranularity: 16777216
switchNVNMaxPublicTextureIDCount: 0
switchNVNMaxPublicSamplerIDCount: 0
stadiaPresentMode: 0
stadiaTargetFramerate: 0
vulkanNumSwapchainBuffers: 3
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4 changes: 2 additions & 2 deletions ProjectSettings/ProjectVersion.txt
Original file line number Diff line number Diff line change
@@ -1,2 +1,2 @@
m_EditorVersion: 2020.1.0f1
m_EditorVersionWithRevision: 2020.1.0f1 (2ab9c4179772)
m_EditorVersion: 2020.1.1f1
m_EditorVersionWithRevision: 2020.1.1f1 (2285c3239188)
6 changes: 3 additions & 3 deletions README.md
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Expand Up @@ -229,13 +229,13 @@ This sample requires a device with an A12 bionic chip running iOS 13.
## DepthImages

This sample demonstrates raw texture depth images from different methods.
* Environment depth (certain Android devices)
* Environment depth (certain Android devices and Apple devices with the LiDAR sensor)
* Human stencil (Apple devices with an A12 bionic chip (or later) running iOS 13 or later)
* Human depth (Apple devices with an A12 bionic chip (or later) running iOS 13 or later)

## SimpleOcclusion

This sample demonstrates occlusion of virtual content by real world content through the use of environment depth images on supported Android devices.
This sample demonstrates occlusion of virtual content by real world content through the use of environment depth images on supported Android and iOS devices.

## AllPointCloudPoints

Expand Down Expand Up @@ -281,4 +281,4 @@ The intention of this reposititory is to provide a means for getting started wit

## Contributions and Pull Requests

We are not accepting pull requests at this time. If you find an issue with the samples, our would like to request a new sample, please [submit a GitHub issue](https://github.com/Unity-Technologies/arfoundation-samples/issues).
We are not accepting pull requests at this time. If you find an issue with the samples, or would like to request a new sample, please [submit a GitHub issue](https://github.com/Unity-Technologies/arfoundation-samples/issues).

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