Tutorial Play Sound Unity3d ( Play , Stop and Pause )
Learning how:
* How to use RayCast
* Unity 3d Animation
* Play , Stop and Pause audio (Sound) (AudioSource)
* Add new Class with ITrackableEventHandler
Github example :
https://github.com/walidabazo/UnityRaycast
Create Raycast
void Update()
{
if (Input.GetMouseButtonDown(0))
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit))
{
//case 1
if (hit.collider.tag == "tag1")
{
}
//case 2
if (hit.collider.tag == "tag2")
{
}
}
}
}
To Cearte class using ITrackableEventHandler
// 1- add Reference
using Vuforia;
// 2-Add
public class Class_name : MonoBehaviour, ITrackableEventHandler {}
// 3- Add
protected TrackableBehaviour mTrackableBehaviour;
// 4 - on Start class
void Start()
{
mTrackableBehaviour = GetComponent<TrackableBehaviour>();
if (mTrackableBehaviour)
{
mTrackableBehaviour.RegisterTrackableEventHandler(this);
}
// 5- OnTrackableStateChanged
public void OnTrackableStateChanged(
TrackableBehaviour.Status previousStatus,
TrackableBehaviour.Status newStatus)
{
if (newStatus == TrackableBehaviour.Status.DETECTED ||
newStatus == TrackableBehaviour.Status.TRACKED ||
newStatus == TrackableBehaviour.Status.EXTENDED_TRACKED)
{
Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " found");
if (mTrackableBehaviour.TrackableName == "Marker_name")
{
}
OnTrackingFound();
}
else if (previousStatus == TrackableBehaviour.Status.TRACKED &&
newStatus == TrackableBehaviour.Status.NOT_FOUND)
{
Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " lost");
OnTrackingLost();
}
else
{
// For combo of previousStatus=UNKNOWN + newStatus=UNKNOWN|NOT_FOUND
// Vuforia is starting, but tracking has not been lost or found yet
// Call OnTrackingLost() to hide the augmentations
OnTrackingLost();
}
}
6- // Use this for initialization
protected virtual void OnTrackingFound()
{
var rendererComponents = GetComponentsInChildren<Renderer>(true);
var colliderComponents = GetComponentsInChildren<Collider>(true);
var canvasComponents = GetComponentsInChildren<Canvas>(true);
// Enable rendering:
foreach (var component in rendererComponents)
component.enabled = true;
// Enable colliders:
foreach (var component in colliderComponents)
component.enabled = true;
// Enable canvas':
foreach (var component in canvasComponents)
component.enabled = true;
}
protected virtual void OnTrackingLost()
{
var rendererComponents = GetComponentsInChildren<Renderer>(true);
var colliderComponents = GetComponentsInChildren<Collider>(true);
var canvasComponents = GetComponentsInChildren<Canvas>(true);
// Disable rendering:
foreach (var component in rendererComponents)
component.enabled = false;
// Disable colliders:
foreach (var component in colliderComponents)
component.enabled = false;
// Disable canvas':
foreach (var component in canvasComponents)
component.enabled = false;
}
AudioSource C# on unity
Gameobject.GetComponent<AudioSource>().Play();
Gameobject.GetComponent<AudioSource>().Stop();
Gameobject.GetComponent<AudioSource>().Pause();
Video C# on unity
// add Reference using UnityEngine.Video;
Gameobject.GetComponent<VideoPlayer>().Play();
Gameobject.GetComponent<VideoPlayer>().Stop();
Gameobject.GetComponent<VideoPlayer>().Pause();