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
?