/* * Copyright (c) Meta Platforms, Inc. and affiliates. * All rights reserved. * * Licensed under the Oculus SDK License Agreement (the "License"); * you may not use the Oculus SDK except in compliance with the License, * which is provided at the time of installation or download, or which * otherwise accompanies this software in either electronic or hard copy form. * * You may obtain a copy of the License at * * https://developer.oculus.com/licenses/oculussdk/ * * Unless required by applicable law or agreed to in writing, the Oculus SDK * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ using System; using UnityEngine; namespace Meta.XR.BuildingBlocks { public class PassthroughProjectionSurfaceBuildingBlock : MonoBehaviour { public MeshFilter projectionObject; // Start is called before the first frame update private void Start() { var ptLayers = FindObjectsOfType(); var foundLayer = false; foreach (var ptLayer in ptLayers) { if (!ptLayer.GetComponent()) { continue; } foundLayer = true; ptLayer.AddSurfaceGeometry(projectionObject.gameObject, true); } if (foundLayer) { // The MeshRenderer component renders the quad as a blue outline // we only use this when Passthrough isn't visible var quadOutline = projectionObject.GetComponent(); quadOutline.enabled = false; } else { throw new InvalidOperationException("A BB with the passthrough overlay layer was not found"); } } } }