Thanks. I wish you guys fix MeshingModule issue that the meshesChanged doesn’t get invoked. There seems ARMeshManager keeps updating the mesh but ARDK MeshingModule doesn’t update vertices in second load. Maybe some sort of reset interface is needed in ARDK side I guess.
In my app, the following workaround seems to work with UaaL on iOS devices.
Please note that I don’t fully understand all the details, so use this at your own risk.
1. Disable plugin registration in RegisterPlugin.mm
// Runtime/Plugins/iOS/RegisterPlugin.mm
-(void)applicationDidFinishLaunching:(NSNotification*) notification
{
NSLog(@"[Override_iOS applicationDidFinishLaunching:%@]", notification);
// Do not register here.
// UnityRegisterRenderingPluginV5(&UnityPluginLoad, &UnityPluginUnload);
}
@end
2. Add plugin loading function to LightshipARDK.m called from Unity.
3. Call LightshipARDK_LoadPluginFromUnity from Unity
Add LoadPluginFromUnity
// Runtime/Core/LightshipUnityContext.cs
public class LightshipUnityContext
{
[DllImport("__Internal", EntryPoint = "LightshipARDK_LoadPluginFromUnity")]
public static extern void LoadPluginFromUnity();