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MRTK3's bounding box runtime example needs to cycle around to start. (#…
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…11748)

The bounding box runtime example needs to cycle.  Also adding the ability to move bounding box runtime scene content, and added simple profiler to scene.
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AMollis authored Jul 27, 2023
1 parent b30acdb commit bf1336b
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Expand Down Expand Up @@ -1282,11 +1242,43 @@ Transform:
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Expand Up @@ -23,14 +23,19 @@ public class BoundsControlRuntimeExample : MonoBehaviour

[SerializeField]
private Material darkGrayMaterial;

[SerializeField]
private Material redMaterial;

[SerializeField]
private Material cyanMaterial;

[SerializeField]
private GameObject boundsVisualsPrefab;

[SerializeField]
private Transform cubeParent;

private bool nextTriggeredFlag;
private Vector3 cubePosition = new Vector3(0, 1.2f, 2);
private Vector3 cubeSize = new Vector3(0.5f, 0.5f, 0.5f);
Expand Down Expand Up @@ -63,10 +68,13 @@ private void SetStatus(string status)
/// </summary>
private IEnumerator Sequence()
{
// Keep cycling through test until scene is exitted.
while (true)
{
var cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
Debug.Assert(darkGrayMaterial != null);
cube.GetComponent<MeshRenderer>().material = darkGrayMaterial;
cube.transform.SetParent(cubeParent == null ? transform : cubeParent);
cube.transform.position = cubePosition;
cube.transform.localScale = cubeSize;

Expand Down Expand Up @@ -198,9 +206,10 @@ private IEnumerator Sequence()
yield return WaitForButtonPressOrCommand();

Destroy(multiRoot);
}

SetStatus("Done!");
SetStatus("Done!");
yield return WaitForButtonPressOrCommand();
}
}

/// <summary>
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