Aukiネットワークとトークンエコノミーの基礎を学ぼう
Aukiネットワークで稼働する、独自ドメインを取得しよう
Aukiネットワークのホワイトペーパーの詳細をご覧ください。
Uniswap(DEX)で$AUKIを取引する
MEXC(CEX)で$AUKIを取引する
Aerodrome(DEX)で$AUKIを取引する
Aukiネットワークのネットワーク状況をライブで追跡する
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.
ConjureKitを使って、第一世代のソーシャル拡張現実体験を構築しましょう
Aukiトークンで最大10万ドルの開発者助成金を申請する
当社のSDKを使用して、ポーズメッシュ上でアプリケーションを構築する方法を学びましょう。
すべてのConjureKit SDKドキュメントとサポート
Cactus(カクタス)がどのように小売業の効率を改善できるかをご覧ください。
Gotu(ゴートゥ)がプロパティ管理者にどのように役立つかをご覧ください。
Gotuナビゲーションがどのようにイベントを盛り上げるかをご覧ください。
小売業のための空間AIプラットフォーム
イベントやプロパティ管理用の屋内ナビゲーション
ホームデコ&展示装飾アプリケーション
このローカルマルチプレイヤー共同AR体験で勝利を目指そう
Aukiと共に誰がポーズメッシュを構築をしているかご覧ください
私たちの哲学を深く知ってみてください
ディスコードで会話に参加しませんか
XでAukiコミュニティの最新情報をチェック
Stay up to date with the Auki community on X.
Aukiとポーズメッシュに関するよくある質問
プレスリリース、メディアキット、連絡先等
Complete code for this lesson
^ConjureKitManager.cs^:
^ConjureKitManager.cs^
using System.Collections.Generic; using UnityEngine; using Auki.ConjureKit; using UnityEngine.UI; using Auki.ConjureKit.Manna; using Auki.Ur; using UnityEngine.XR.ARFoundation; using UnityEngine.XR.ARSubsystems; using State = Auki.ConjureKit.State; public class ConjureKitManager : MonoBehaviour { [SerializeField] private Camera arCamera; [SerializeField] private ARSession arSession; [SerializeField] private ARRaycastManager arRaycastManager; [SerializeField] private Text sessionState; [SerializeField] private Text sessionID; [SerializeField] private GameObject cube; [SerializeField] private Button spawnButton; [SerializeField] Button qrCodeButton; private bool _qrCodeBool; private IConjureKit _conjureKit; private Manna _manna; private ARCameraManager _arCameraManager; private Texture2D _videoTexture; [SerializeField] private GameObject fingertipLandmark; private HandTracker _handTracker; private bool _landmarksVisualizeBool = false; [SerializeField] private AROcclusionManager arOcclusionManager; private bool _occlusionBool = true; [SerializeField] private Transform arSessionOrigin; private ColorSystem _colorSystem; private Dictionary<uint, Renderer> _cubes = new Dictionary<uint, Renderer>(); void Start() { _arCameraManager = arCamera.GetComponent<ARCameraManager>(); _conjureKit = new ConjureKit( arCamera.transform, "YOUR_APP_KEY", "YOUR_APP_SECRET"); _manna = new Manna(_conjureKit); _manna.GetOrCreateFrameFeederComponent().AttachMannaInstance(_manna); _conjureKit.OnStateChanged += state => { if (state == State.JoinedSession) { Debug.Log("State.JoinedSession " + Time.realtimeSinceStartup); } if (state == State.Calibrated) { Debug.Log("State.Calibrated " + Time.realtimeSinceStartup); } sessionState.text = state.ToString(); ToggleControlsState(state == State.Calibrated); }; _conjureKit.OnJoined += session => { Debug.Log("OnJoined " + Time.realtimeSinceStartup); sessionID.text = session.Id.ToString(); _colorSystem = new ColorSystem(session); session.RegisterSystem(_colorSystem, () => Debug.Log("System registered in session")); _colorSystem.OnColorComponentUpdated += OnColorComponentUpdated; }; _conjureKit.OnLeft += session => { sessionID.text = ""; }; _conjureKit.OnEntityAdded += CreateCube; _conjureKit.Connect(); _handTracker = HandTracker.GetInstance(); _handTracker.SetARSystem(arSession, arCamera, arRaycastManager); _handTracker.OnUpdate += (landmarks, translations, isRightHand, score) => { if (score[0] > 0 && _landmarksVisualizeBool) { var handPosition = new Vector3( translations[0], translations[1], translations[2]); var pointerLandmarkIndex = 8 * 3; // Index fingertip var pointerLandMarkPosition = new Vector3( landmarks[pointerLandmarkIndex + 0], landmarks[pointerLandmarkIndex + 1], landmarks[pointerLandmarkIndex + 2]); fingertipLandmark.SetActive(true); fingertipLandmark.transform.position = arCamera.transform.TransformPoint(handPosition + pointerLandMarkPosition); } else { fingertipLandmark.SetActive(false); } }; _handTracker.Start(); } private void Update() { _handTracker.Update(); } private void ToggleControlsState(bool interactable) { if (spawnButton) spawnButton.interactable = interactable; if (qrCodeButton) qrCodeButton.interactable = interactable; } public void ToggleLighthouse() { _qrCodeBool = !_qrCodeBool; _manna.SetLighthouseVisible(_qrCodeBool); } public void ToggleHandLandmarks() { _landmarksVisualizeBool = !_landmarksVisualizeBool; if (_landmarksVisualizeBool) { _handTracker.ShowHandMesh(); } else { _handTracker.HideHandMesh(); } } 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; } public void CreateCubeEntity() { if (_conjureKit.GetState() != State.Calibrated) return; Vector3 position = arCamera.transform.position + arCamera.transform.forward * 0.5f; Quaternion rotation = Quaternion.Euler(0, arCamera.transform.eulerAngles.y, 0); Pose entityPos = new Pose(position, rotation); _conjureKit.GetSession().AddEntity( entityPos, onComplete: entity => { // Initialize with white color _colorSystem.SetColor(entity.Id, Color.white); CreateCube(entity); }, onError: error => Debug.Log(error)); } private void CreateCube(Entity entity) { if (entity.Flag == EntityFlag.EntityFlagParticipantEntity) return; var pose = _conjureKit.GetSession().GetEntityPose(entity); var touchableCube = Instantiate(cube, pose.position, pose.rotation).GetComponent<TouchableByHand>(); _cubes[entity.Id] = touchableCube.GetComponent<Renderer>(); _cubes[entity.Id].material.color = _colorSystem.GetColor(entity.Id); touchableCube.OnTouched += () => { _colorSystem.SetColor(entity.Id, Random.ColorHSV()); _cubes[entity.Id].material.color = _colorSystem.GetColor(entity.Id); }; } private void OnColorComponentUpdated(uint entityId, Color color) { _cubes[entityId].material.color = color; } }
^ColorSystem.cs^
using System; using System.Collections.Generic; using Auki.ConjureKit; using Auki.ConjureKit.ECS; using UnityEngine; /// <summary> /// The ColorSystem adds and deletes the Color component, /// maintains and updates a local map with component data /// </summary> public class ColorSystem : SystemBase { // The unique name of the component private const string COLOR_COMPONENT_NAME = "color"; /// <summary> /// Triggered when a component data is updated by another participant /// </summary> public event Action<uint, Color> OnColorComponentUpdated; // Local Color component data map private readonly IDictionary<uint, Color> _entityColorDataMap = new Dictionary<uint, Color>(); public ColorSystem(Session session) : base(session) { } // The system will be notified when any component in the returned array is updated or removed public override string[] GetComponentTypeNames() { return new[] { COLOR_COMPONENT_NAME }; } /// Broadcast from the server when another participant updates a Color component with new data. public override void Update(IReadOnlyList<(EntityComponent component, bool localChange)> updated) { foreach (var (entityComponent, localChange) in updated) { // Update the local data and notify about the update _entityColorDataMap[entityComponent.EntityId] = ByteArrayToColor(entityComponent.Data); OnColorComponentUpdated?.Invoke(entityComponent.EntityId, _entityColorDataMap[entityComponent.EntityId]); } } /// Broadcast from server when another participant removes a Color component from an entity public override void Delete(IReadOnlyList<(EntityComponent component, bool localChange)> deleted) { foreach (var (entityComponent, localChange) in deleted) { var entity = _session.GetEntity(entityComponent.EntityId); if (entity == null) continue; _entityColorDataMap.Remove(entity.Id); } } /// <summary> /// Tries to update the Color component data locally and broadcast the update to other participants. /// </summary> /// <returns> False if entity does not exists, true if component was added/updated successfully.</returns> public bool SetColor(uint entityId, Color color) { // Check if the entity with the given id exists var entity = _session.GetEntity(entityId); if (entity == null) return false; // Store the data locally _entityColorDataMap[entityId] = color; // If the entity doesn't already have Color component add one var component = _session.GetEntityComponent(entityId, COLOR_COMPONENT_NAME); if (component == null) { _session.AddComponent( COLOR_COMPONENT_NAME, entityId, ColorToByteArray(color), () => { }, error => Debug.LogError(error) ); return true; } else { return _session.UpdateComponent( COLOR_COMPONENT_NAME, entityId, ColorToByteArray(color) ); } } /// <summary> /// Get the local Color component data /// </summary> public Color GetColor(uint entityId) { if (_session.GetEntity(entityId) == null || !_entityColorDataMap.ContainsKey(entityId)) return Color.clear; return _entityColorDataMap[entityId]; } /// <summary> /// Delete the component locally and notify the other participants /// </summary> public void DeleteColor(uint entityId) { _session.DeleteComponent(COLOR_COMPONENT_NAME, entityId, () => { _entityColorDataMap.Remove(entityId); }); } // Convert Color32 to byte array private byte[] ColorToByteArray(Color32 color) { byte[] colorBytes = new byte[4]; colorBytes[0] = color.r; colorBytes[1] = color.g; colorBytes[2] = color.b; colorBytes[3] = color.a; return colorBytes; } // Convert byte array to Color32 private Color32 ByteArrayToColor(byte[] bytes) { if (bytes.Length < 4) { Debug.LogError("Byte array must have at least 4 elements (R, G, B, A)."); return Color.clear; } byte r = bytes[0]; byte g = bytes[1]; byte b = bytes[2]; byte a = bytes[3]; Color32 color = new Color32(r, g, b, a); return color; } }
^TouchableByHand.cs^:
^TouchableByHand.cs^
using System; using UnityEngine; public class TouchableByHand : MonoBehaviour { public event Action OnTouched; private void OnTriggerEnter(Collider other) { if (other.CompareTag("hand")) { OnTouched?.Invoke(); } } }
The full code for this tutorial can be found on GitHub on the tutorial/ecs branch.
tutorial/ecs
The complete project with all parts and the latest packages is on the master branch of the same repo.
プロジェクトをスタートさせるためにAUKIトークンの助成金を申請し、Auki Labsチームと直接連携して、あなたのクリエイションをマーケットへ。選ばれた申請者は最大10万米ドル相当のAUKIトークンの助成を受け、アウキラボチームによる開発、マーケティング支援を受けることができます。