'Deserializing ARWorldMap in Unity that was serialized with NSKeyedArchiver in native iOS
I have developed an iOS/ARKit app that functions as a content editor for my AR game. It has a fair amount of interface that I don't want to port over to Unity, but I want to be able to save my ARWorldMaps from the iOS editor app and load them into my Unity AR game.
I'm using NSKeyedArchiver to serialize my ARWorldMap like this:
func serializeMap(_ worldMap: ARWorldMap) -> Data {
return try! NSKeyedArchiver.archivedData(withRootObject: worldMap, requiringSecureCoding: true)
}
Any ideas how I could use those bytes returned from serializeMap
to load the map in Unity using ARWorldMap.TryDeserialize
?
Solution 1:[1]
It should look rather like
func deserializeMap(_ data: Data) -> ARWorldMap? {
return try? NSKeyedUnarchiver.unarchivedObject(ofClass: ARWorldMap.self, from: data)
}
Sources
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Source: Stack Overflow
Solution | Source |
---|---|
Solution 1 | Asperi |