\n <\/td>\n | public<\/span> void<\/span> Update<\/span> (<\/span>)<\/span><\/td>\n <\/tr>\n \n <\/td>\n | {<\/span><\/td>\n <\/tr>\n \n <\/td>\n | _QuitOnConnectionErrors(<\/span>)<\/span>;<\/span><\/td>\n <\/tr>\n \n <\/td>\n | \n<\/td>\n <\/tr>\n | \n <\/td>\n | // The tracking state must be FrameTrackingState.Tracking in order to access the Frame.<\/span><\/td>\n <\/tr>\n \n <\/td>\n | if<\/span> (<\/span>Frame.<\/span>TrackingState !=<\/span> FrameTrackingState.<\/span>Tracking)<\/span><\/td>\n <\/tr>\n \n <\/td>\n | {<\/span><\/td>\n <\/tr>\n \n <\/td>\n | const<\/span> int<\/span> LOST_TRACKING_SLEEP_TIMEOUT<\/span> =<\/span> 15<\/span>;<\/span><\/td>\n <\/tr>\n \n <\/td>\n | Screen.<\/span>sleepTimeout =<\/span> LOST_TRACKING_SLEEP_TIMEOUT<\/span>;<\/span><\/td>\n <\/tr>\n \n <\/td>\n | return<\/span>;<\/span><\/td>\n <\/tr>\n \n <\/td>\n | }<\/span><\/td>\n <\/tr>\n \n <\/td>\n | \n<\/td>\n <\/tr>\n | \n <\/td>\n | Screen.<\/span>sleepTimeout =<\/span> SleepTimeout.<\/span>NeverSleep;<\/span><\/td>\n <\/tr>\n \n <\/td>\n | Frame.<\/span>GetNewPlanes<\/span>(<\/span>ref<\/span> m_newPlanes)<\/span>;<\/span><\/td>\n <\/tr>\n \n <\/td>\n | \n<\/td>\n <\/tr>\n | \n <\/td>\n | // Iterate over planes found in this frame and instantiate corresponding GameObjects to visualize them.<\/span><\/td>\n <\/tr>\n \n <\/td>\n | for<\/span> (<\/span>int<\/span> i<\/span> =<\/span> 0<\/span>;<\/span> i<\/span> <<\/span> m_newPlanes.<\/span>Count;<\/span> i<\/span>++<\/span>)<\/span><\/td>\n <\/tr>\n \n <\/td>\n | {<\/span><\/td>\n <\/tr>\n \n <\/td>\n | // Instantiate a plane visualization prefab and set it to track the new plane. The transform is set to<\/span><\/td>\n <\/tr>\n \n <\/td>\n | // the origin with an identity rotation since the mesh for our prefab is updated in Unity World<\/span><\/td>\n <\/tr>\n \n <\/td>\n | // coordinates.<\/span><\/td>\n <\/tr>\n \n <\/td>\n | GameObject<\/span> planeObject<\/span> =<\/span> Instantiate(<\/span>m_trackedPlanePrefab,<\/span> Vector3.<\/span>zero,<\/span> Quaternion.<\/span>identity,<\/span><\/td>\n <\/tr>\n \n <\/td>\n | transform)<\/span>;<\/span><\/td>\n <\/tr>\n \n <\/td>\n | planeObject.<\/span>GetComponent<\/span><<\/span>TrackedPlaneVisualizer<\/span>><\/span>(<\/span>)<\/span>.<\/span>SetTrackedPlane<\/span>(<\/span>m_newPlanes[<\/span>i]<\/span>)<\/span>;<\/span><\/td>\n <\/tr>\n \n <\/td>\n | \n<\/td>\n <\/tr>\n | \n <\/td>\n | // Apply a random color and grid rotation.<\/span><\/td>\n <\/tr>\n \n <\/td>\n | planeObject.<\/span>GetComponent<\/span><<\/span>Renderer<\/span>><\/span>(<\/span>)<\/span>.<\/span>material.<\/span>SetColor<\/span>(<\/span>"<\/span>_GridColor"<\/span><\/span>,<\/span> m_planeColors[<\/span>Random.<\/span>Range<\/span>(<\/span>0<\/span>,<\/span><\/td>\n <\/tr>\n \n <\/td>\n | m_planeColors.<\/span>Length -<\/span> 1<\/span>)<\/span>]<\/span>)<\/span>;<\/span><\/td>\n <\/tr>\n \n <\/td>\n | planeObject.<\/span>GetComponent<\/span><<\/span>Renderer<\/span>><\/span>(<\/span>)<\/span>.<\/span>material.<\/span>SetFloat<\/span>(<\/span>"<\/span>_UvRotation"<\/span><\/span>,<\/span> Random.<\/span>Range<\/span>(<\/span>0.0f<\/span>,<\/span> 360.0f<\/span>)<\/span>)<\/span>;<\/span><\/td>\n <\/tr>\n \n <\/td>\n | }<\/span><\/td>\n <\/tr>\n \n <\/td>\n | \n<\/td>\n <\/tr>\n | \n <\/td>\n | // m_searchingForPlaneUI.SetActive(showSearchingUI);<\/span><\/td>\n <\/tr>\n \n <\/td>\n | \n<\/td>\n <\/tr>\n | \n <\/td>\n | Touch<\/span> touch<\/span>;<\/span><\/td>\n <\/tr>\n \n <\/td>\n | if<\/span> (<\/span>Input.<\/span>touchCount <<\/span> 1<\/span> ||<\/span> (<\/span>touch<\/span> =<\/span> Input.<\/span>GetTouch<\/span>(<\/span>0<\/span>)<\/span>)<\/span>.<\/span>phase !=<\/span> TouchPhase.<\/span>Began)<\/span><\/td>\n <\/tr>\n \n <\/td>\n | {<\/span><\/td>\n <\/tr>\n \n <\/td>\n | return<\/span>;<\/span><\/td>\n <\/tr>\n \n <\/td>\n | }<\/span><\/td>\n <\/tr>\n \n <\/td>\n | <\/td>\n <\/tr>\n | \n <\/td>\n | //下記コードによりタップする度にCubeを生成して前え飛ばす。サイズとか勢いは適当<\/span><\/td>\n <\/tr>\n \n <\/td>\n | GameObject<\/span> | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |