private WorldAnchorStore anchorStore = null;
private WorldAnchor worldAnchor;
private WorldAnchorTransferBatch transferBatch;
private List<byte> exportingAnchorBytes = new List<byte>();
private void ExportWorldAnchor()
{
transferBatch = new WorldAnchorTransferBatch();
transferBatch.AddWorldAnchor("GameRootAnchor", worldAnchor);
WorldAnchorTransferBatch.ExportAsync(transferBatch, OnExportDataAvailable, OnExportComplete);
}
private void OnExportComplete(SerializationCompletionReason completionReason)
{
if (completionReason != SerializationCompletionReason.Succeeded)
{
}
else
{
}
}
private void OnExportDataAvailable(byte[] data)
{
exportingAnchorBytes.AddRange(data);
}
// This byte array should have been updated over the network from TransferDataToClient
private byte[] importedData;
private int retryCount = 3;
private void ImportRootGameObject()
{
WorldAnchorTransferBatch.ImportAsync(importedData, OnImportComplete);
}
private void OnImportComplete(SerializationCompletionReason completionReason, WorldAnchorTransferBatch deserializedTransferBatch)
{
if (completionReason != SerializationCompletionReason.Succeeded)
{
Debug.Log("Failed to import: " + completionReason.ToString());
if (retryCount > 0)
{
retryCount--;
WorldAnchorTransferBatch.ImportAsync(importedData, OnImportComplete);
}
return;
}
worldAnchor = deserializedTransferBatch.LockObject("gameRoot", this.gameObject);
}
I don't know how to import and export worldanchor well..
help me, plz..
1) I saw TransferDataToClient(data) in example,
but i don't know how to realize that on OnExportDataAvailable.
2) how to set byte[] importData??