Table of Contents

Migrating from version 4.6 to version 4000 instance: migrating the SpatialMap_Sparse_Localizing sample

This article describes how to migrate the SpatialMap_Sparse_Localizing sample from EasyAR Sense Unity Plugin version 4.6 to version 4000.

Replacing the plugin package

Refer to the General Migration Guide to replace the plugin package.

Rebuilding the scene (required)

Delete the AR Session in the scene:

Recreate the AR Session:

Delete the Sparse SpatialMap in the scene:

Recreate the Sparse SpatialMap:

In the Inspector window of the Sparse SpatialMap Controller component, fill in the sparse spatial map's ID and Name, and specify the Tracker:

Reassign the ARSession in the sample script to the newly created AR Session (EasyAR):

Reassign the MapController in the sample script to the newly created Sparse SpatialMap Controller:

Modifying incompatible code

Remove print status code in Start, and update the localization callbacks for sparse spatial map to MapController.TargetFound and MapController.TargetLost according to the new API:

Original code:

sparse = Session.GetComponentInChildren<SparseSpatialMapWorkerFrameFilter>();

if (string.IsNullOrEmpty(MapController.MapManagerSource.ID) || string.IsNullOrEmpty(MapController.MapManagerSource.Name))
{
    throw new UIPopupException("Map ID or Name NOT set, please set MapManagerSource on: " + MapController + Environment.NewLine +
        "To create SpatialMap, use <SparseSpatialMap> sample." + Environment.NewLine +
        "To get Map ID and Name, use EasyAR Develop Center (www.easyar.com) -> SpatialMap -> Database Details." + Environment.NewLine +
        "Map ID is used when loading, it can be used to share maps among devices.", 100);
}

MapController.MapLoad += (map, status, error) =>
{
    GUIPopup.EnqueueMessage("Load map {name = " + map.Name + ", id = " + map.ID + "} into " + sparse.name + Environment.NewLine +
        " => " + status + (string.IsNullOrEmpty(error) ? "" : " <" + error + ">"), status ? 3 : 5);

    if (!status)
    {
        return;
    }

    GUIPopup.EnqueueMessage("Notice: load map (only the first time each map) will trigger a download in this sample." + Environment.NewLine +
        "Statistical request count will be increased (more details on EasyAR website)." + Environment.NewLine +
        "Map cache is used after a successful download." + Environment.NewLine +
        "Map cache will be cleared if SparseSpatialMapManager.clear is called or app uninstalled.", 5);
};

MapController.MapLocalized += () =>
{
    GUIPopup.EnqueueMessage("Localized map {name = " + MapController.MapInfo.Name + "}", 3);
};

MapController.MapStopLocalize += () =>
{
    GUIPopup.EnqueueMessage("Stopped localize map {name = " + MapController.MapInfo.Name + "}", 3);
};

sparse.Localizer.startLocalization();

Modified to:

sparse = Session.GetComponentInChildren<SparseSpatialMapWorkerFrameFilter>();

MapController.TargetFound += () =>
{
    Debug.Log($"Found target {{name = {MapController.Info.Name}}}");
};

MapController.TargetLost += () =>
{
    if (!MapController) { return; }
    Debug.Log($"Lost target {{name = {MapController.Info.Name}}}");
};

Using the new API in Update to determine if a sparse spatial map exists and is being directly tracked:

Original version code:

private void Update()
{
    Status.text = $"Device Model: {SystemInfo.deviceModel} {deviceModel}" + Environment.NewLine +
        "VIO Device" + Environment.NewLine +
        "\tType: " + ((Session.Assembly != null && Session.Assembly.FrameSource) ? Session.Assembly.FrameSource.GetType().ToString().Replace("easyar.", "").Replace("FrameSource", "") : "-") + Environment.NewLine +
        "\tTracking Status: " + Session.TrackingStatus + Environment.NewLine +
        "Sparse Spatial Map" + Environment.NewLine +
        "\tWorking Mode: " + sparse.WorkingMode + Environment.NewLine +
        "\tLocalization Mode: " + sparse.LocalizerConfig.LocalizationMode + Environment.NewLine +
        "Localized Map" + Environment.NewLine +
        "\tName: " + (sparse.LocalizedMap == null ? "-" : (sparse.LocalizedMap.MapInfo == null ? "-" : sparse.LocalizedMap.MapInfo.Name)) + Environment.NewLine +
        "\tID: " + (sparse.LocalizedMap == null ? "-" : (sparse.LocalizedMap.MapInfo == null ? "-" : sparse.LocalizedMap.MapInfo.ID)) + Environment.NewLine +
        "\tPoint Cloud Count: " + (sparse.LocalizedMap == null ? "-" : sparse.LocalizedMap.PointCloud.Count.ToString()) + Environment.NewLine +
        "Cube Location: " + (onSparse ? "On Sparse Spatial Map" : (Session.TrackingStatus.OnSome && Session.TrackingStatus != MotionTrackingStatus.NotTracking ? "Air" : "-")) + Environment.NewLine +
        Environment.NewLine +
        "Gesture Instruction" + Environment.NewLine +
        "\tMove to Sparse Spatial Map Point: One Finger Move" + Environment.NewLine +
        "\tScale: Two Finger Pinch";

    if (Input.touchCount == 1 && !EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId))
    {
        var touch = Input.touches[0];
        if (touch.phase == TouchPhase.Moved)
        {
            var viewPoint = new Vector2(touch.position.x / Screen.width, touch.position.y / Screen.height);
            if (sparse && sparse.LocalizedMap)
            {
                var points = sparse.LocalizedMap.HitTest(viewPoint);
                foreach (var point in points)
                {
                    onSparse = true;
                    TouchControl.transform.position = sparse.LocalizedMap.transform.TransformPoint(point);
                    break;
                }
            }
        }
    }
}

Modified to:

private void Update()
{
    if (Input.touchCount == 1 && !EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId))
    {
        var touch = Input.touches[0];
        if (touch.phase == TouchPhase.Moved)
        {
            var viewPoint = new Vector2(touch.position.x / Screen.width, touch.position.y / Screen.height);
            if (MapController && MapController.IsDirectlyTracked)
            {
                var points = MapController.HitTest(viewPoint);
                foreach (var point in points)
                {
                    onSparse = true;
                    TouchControl.transform.position = MapController.transform.TransformPoint(point);
                    break;
                }
            }
        }
    }
}

At this point, the sample scene and scripts have been updated to version 4000.0 and can be run.