我想请问一下,我参考了您这篇文章《Unity3D-高通AR-《狼来了》-5编程实现音效播放和界面UI元素的动态显示》 使用了MyTrackableEventHandler.cs脚本之后(已经验证是这个脚本的问题,用的是unity2021版本),unity出现闪退,您知道怎么解决吗或您出现过这个问题吗?
/*==============================================================================
Copyright (c) 2017 PTC Inc. All Rights Reserved.
Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
All Rights Reserved.
Confidential and Proprietary - Protected under copyright and other laws.
==============================================================================*/
using UnityEngine;
using Vuforia;
/// <summary>
/// A custom handler that implements the ITrackableEventHandler interface.
///
/// Changes made to this file could be overwritten when upgrading the Vuforia version.
/// When implementing custom event handler behavior, consider inheriting from this class instead.
/// </summary>
public class MyDefaultTrackableEventHandler : MonoBehaviour, ITrackableEventHandler
{
public GameObject[] obj ;// 需要对一些游戏对象进行处理
#region PROTECTED_MEMBER_VARIABLES
protected TrackableBehaviour mTrackableBehaviour;
protected TrackableBehaviour.Status m_PreviousStatus;
protected TrackableBehaviour.Status m_NewStatus;
#endregion // PROTECTED_MEMBER_VARIABLES
#region UNITY_MONOBEHAVIOUR_METHODS
protected virtual void Start()
{
mTrackableBehaviour = GetComponent<TrackableBehaviour>();
if (mTrackableBehaviour)
mTrackableBehaviour.RegisterTrackableEventHandler(this);
}
protected virtual void OnDestroy()
{
if (mTrackableBehaviour)
mTrackableBehaviour.UnregisterTrackableEventHandler(this);
}
#endregion // UNITY_MONOBEHAVIOUR_METHODS
#region PUBLIC_METHODS
/// <summary>
/// Implementation of the ITrackableEventHandler function called when the
/// tracking state changes.
/// </summary>
public void OnTrackableStateChanged(
TrackableBehaviour.Status previousStatus,
TrackableBehaviour.Status newStatus)
{
m_PreviousStatus = previousStatus;
m_NewStatus = newStatus;
if (newStatus == TrackableBehaviour.Status.DETECTED ||
newStatus == TrackableBehaviour.Status.TRACKED ||
newStatus == TrackableBehaviour.Status.EXTENDED_TRACKED)
{
Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " found");
OnTrackingFound();
}
else if (previousStatus == TrackableBehaviour.Status.TRACKED &&
newStatus == TrackableBehaviour.Status.NO_POSE)
{
Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " lost");
OnTrackingLost();
}
else
{
// For combo of previousStatus=UNKNOWN + newStatus=UNKNOWN|NOT_FOUND
// Vuforia is starting, but tracking has not been lost or found yet
// Call OnTrackingLost() to hide the augmentations
OnTrackingLost();
}
}
#endregion // PUBLIC_METHODS
#region PROTECTED_METHODS
protected virtual void OnTrackingFound()
{
var rendererComponents = GetComponentsInChildren<Renderer>(true);
var colliderComponents = GetComponentsInChildren<Collider>(true);
var canvasComponents = GetComponentsInChildren<Canvas>(true);
// Enable rendering:
foreach (var component in rendererComponents)
component.enabled = true;
// Enable colliders:
foreach (var component in colliderComponents)
component.enabled = true;
// Enable canvas':
foreach (var component in canvasComponents)
component.enabled = true;
Debug.Log("识别图卡了......"); //控制台调试输出
// 对一些对象进行处理(识别图卡后,设置这些对象显示)
for(int i = 0; i< obj.Length ;i++){
obj[i].SetActive(true);
}
// 播放音效
this.GetComponent<AudioSource>().Play();
}
protected virtual void OnTrackingLost()
{
var rendererComponents = GetComponentsInChildren<Renderer>(true);
var colliderComponents = GetComponentsInChildren<Collider>(true);
var canvasComponents = GetComponentsInChildren<Canvas>(true);
// Disable rendering:
foreach (var component in rendererComponents)
component.enabled = false;
// Disable colliders:
foreach (var component in colliderComponents)
component.enabled = false;
// Disable canvas':
foreach (var component in canvasComponents)
component.enabled = false;
Debug.Log("图卡不再被识别......");//控制台调试输出
// 对一些对象进行处理(图卡不再被识别后,设置这些对象不显示)
for(int i = 0; i< obj.Length ;i++){
obj[i].SetActive(false);
}
}
#endregion // PROTECTED_METHODS
}
代码的话看起来没有什么问题,可以注释掉其他的代码,然后一个函数一个函数的排查是那个函数出现的问题,之后就可以调试看下错误在哪里