了解 Auki 网络和代币经济的基本原理
在 Auki 网络的支持下,获取自己的领域。
深入了解Auki网络白皮书的细节
在Uniswap DEX上交易$AUKI
在MEXC CEX上交易$AUKI
在Aerodrome DEX上交易$AUKI
实时跟踪 Auki 网络的网络状况。
See how the Auki network is empowering robot fleets.
See how the Auki network is enabling AI.
See how the Auki network is enabling XR experiences.
使用ConjureKit,构建第一代社交增强现实体验。
申请高达 100,000 美元 Auki 代币的开发者补助金
了解如何在 posemesh 上使用我们的 SDK 构建应用程序。
所有 ConjureKit SDK 文档和支援。
了解 Cactus 如何提高零售效率。
了解 Gotu 如何协助物业经理工作。
了解 Gotu 导航如何提升您的活动体验。
零售行业的空间人工智能平台。
为活动和物业提供室内导航。
家庭和展览装饰应用。
通过这个同时多人共享的AR体验,让您大获全胜。
看看谁在与Auki一起搭建 posemesh。
深入了解我们的理念。
加入 Discord 对话。
通过 X 随时了解 Auki 社区的最新动态。
Stay up to date with the Auki community on X.
关于 Auki 和 posemesh 的常见问题。
我们的新闻稿、媒体资料工具包和联系方式。
Before using the hand tracker, we should calibrate it. We'll also occlude AR assets that appear behind the hand.
The hand tracker can sometimes project the hand landmarks into the wrong depth range. A calibration process is required to fix this error. It's a short process where we ask the user to place their hand on a flat surface, direct the camera on it and bring it closer and further for a few seconds while a plane ray-casting is performed to determine the distance from the camera to the plane on which the user has laid the hand. In the demo scene from the sample provided with the Ur package, you can find a Calibrate Hand Tracker Button and code that can easily be used in any project.
You will also need to add the ^ARPlaneManager^ component on the ^ARSessionOrigion^ GameObject.
ARPlaneManager^
ARSessionOrigion^
Add the ^AROcclusionManager^ component to ^AR Camera^ GameObject and adjust its properties (Fastest on all).
AROcclusionManager^
AR Camera^
To use the ^AROcclusionManager^ in the code, import ^ARSubsystems^.
ARSubsystems^
using UnityEngine.XR.ARSubsystems;
Declare an ^AROcclusionManager^ serializable variable and a boolean for toggling it on and off.
[SerializeField] private AROcclusionManager arOcclusionManager; private bool occlusionBool = true;
In Unity, drag the ^ARCamera^ GameObject to the ^AROcclusionManager^ field in the ^ConureKitManager^.
ARCamera^
ConureKitManager
Then create a toggle method to toggle between the different ^AROcclusionManager^ modes.
public void ToggleOcclusion() { occlusionBool = !occlusionBool; arOcclusionManager.requestedHumanDepthMode = occlusionBool ? HumanSegmentationDepthMode.Fastest : HumanSegmentationDepthMode.Disabled; arOcclusionManager.requestedHumanStencilMode = occlusionBool ? HumanSegmentationStencilMode.Fastest : HumanSegmentationStencilMode.Disabled; arOcclusionManager.requestedEnvironmentDepthMode = occlusionBool ? EnvironmentDepthMode.Fastest : EnvironmentDepthMode.Disabled; }
Use a UI toggle to switch between modes, but again you can use any method you choose.
申请 AUKI 代币补助金以启动您的项目,并直接与 Auki Labs 团队合作,将您的创意推向市场。成功申请者可获得价值高达 10 万美元的 AUKI 代币,以及 Auki Labs 团队提供的开发和营销支持。