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SRDisplayManager Prefab is a core prefab of the UnityPugin.
Unity Spatial Reality Display(SR Display) applications needs SRDisplayManager Prefab basically.
Set up your Unity project installed SRDisplay UnityPlugin, if not, see: Setup for Unity, Create your simple app "Hello cube!"
There are three cameras: WatcherAnchor, LeftEyeAnchor and RightEyeAnchor
WatcherAnchor, LeftEyeAnchor, and RightEyeAnchor indicate the position of the user's head, left eye, and right eye, respectively.
You can use these anchors for interactions with the user. In SRDisplayLookAtSample sample, WatcherAnchor is used as the target to look at.
Recognition technology is not always perfect and there are generally some errors. Also, these anchors do not always indicate correct positions of the user's head, left eye, and right eye.
There are three camera components in WatcherCamera, LeftEyeCamera and RightEyeCamera
The camera component in WatcherCamera will be disable at runtime. This should be used for raycasting from the user (e.g. UI camera or something).
If you want to change camera settings(e.g. Clear Flags, Background, etc.), the left and right camera settings MUST be the same for user's comfort.
Also, If you want to add some scripts to camera component, you MUST add them to both LeftEyeCamera and RightEyeCamera. In SRDPostProcessingSampleApp sample, both LeftEyeCamera and RightEyeCamera have Post-process Layer script.
There is no MainCamera in this prefab. If you need it, we recommend to add MainCamera tag to the camera component in LeftEyeCamera.
You should not add MainCamera tag to the camera component in WatcherCamera.
This is because WatcherCamera will be disable at runtime automatically to reduce the processing load and you cannot get the component with Camera.main.
SRDManager is a core component that handles SR Display Runtime. And it has fundamental parameters for SR Display that application developers should set.
SRDManager must be only one in the scene at a time.
You can turn on and off SR Rendering with the flag. When this is false, the image rendered from the camera in LeftEyeCamera will be displayed.
You can turn on and off Spatial Clipping with the flag. See for the details: Spatial Clipping
You can turn on and off Crosstalk Correction with the flag. See for the details: Crosstalk Correction
You can change SR Display View Space Scale with the value. See for the details: View Space Scaling
See Manual UnityEvent for the way to use UnityEvent
You can set your callback that is called with SRDisplay View Space Scale value when the value is changed.
You can set your callback that is called with the flag that shows face recognition is successful or not in this frame.