TangoARScreen.Start C# (CSharp) Method

Start() public method

Initialize the AR Screen.
public Start ( ) : void
return void
    public void Start()
    {
        TangoApplication tangoApplication = FindObjectOfType<TangoApplication>();
        m_arCameraPostProcess = gameObject.GetComponent<ARCameraPostProcess>();
        if (tangoApplication != null)
        {
            tangoApplication.Register(this);

            // If already connected to a service, then do initialization now.
            if (tangoApplication.IsServiceConnected)
            {
                OnTangoServiceConnected();
            }

            // Pass YUV textures to shader for process.
            YUVTexture textures = tangoApplication.GetVideoOverlayTextureYUV();
            m_screenMaterial.SetTexture("_YTex", textures.m_videoOverlayTextureY);
            m_screenMaterial.SetTexture("_UTex", textures.m_videoOverlayTextureCb);
            m_screenMaterial.SetTexture("_VTex", textures.m_videoOverlayTextureCr);
        }

        if (m_enableOcclusion)
        {
            TangoPointCloud pointCloud = FindObjectOfType<TangoPointCloud>();
            if (pointCloud != null)
            {
                Renderer renderer = pointCloud.GetComponent<Renderer>();
                renderer.enabled = true;

                // Set the renderpass as background renderqueue's number minus one. YUV2RGB shader executes in
                // Background queue which is 1000.
                // But since we want to write depth data to Z buffer before YUV2RGB shader executes so that YUV2RGB
                // data ignores Ztest from the depth data we set renderqueue of PointCloud as 999.
                renderer.material.renderQueue = BACKGROUND_RENDER_QUEUE - 1;
                renderer.material.SetFloat("point_size", POINTCLOUD_SPLATTER_UPSAMPLE_SIZE);
                pointCloud.m_updatePointsMesh = true;
            }
            else
            {
                Debug.Log("Point Cloud data is not available, occlusion is not possible.");
            }
        }
    }