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ARCamera not Working(I think)

Hi, 

I am working on a cloud recognition application using Unity plugins and exported it to android platform. the recognition is working well. yesterday I added a unity GUI objects into the file. I create a new C# script and attach it to the ARCamera. I don't know why, but after adding that GUI objects, when I run the application on my phone(Galaxy S3), the ARCamera is not working. I can assume it's the ARCamera because all the GUI buttons and boxes are drawn, but the the screen behind it is dark and the camera is not working. I can still press the button (the animation of button pressed work) so I assume it's the ARCamera. 

Here's the question:

1. How to properly create a Unity GUI? Should I attach it to the ARCamera or should I add OnGUI function on the CloudRecoEventHandler?

2. it's out of the context, but I cannot change the ImageTarget Scale. My Marker is not square, it more like an A4 size, but the scale of the marker in Unity editor is always square, XYZ = (1,1,1) whenever I tried to change only the X or Y, all three changed into the same number. As the result my marker is stretched on the editor.

 

Here's my GUI script if it's needed. thanks for the help.

using UnityEngine;
using System.Collections;

public class GUIHandler : MonoBehaviour {

	// Use this for initialization
	void Start () {
	
	}
	
	// Update is called once per frame
	void Update () {
	
	}
	
	void OnGUI()
	{
		//Interaction Buttons
		GUI.Box (new Rect (Screen.width - 150,Screen.height/2,150,Screen.height/2), "Interact");
		
		if(GUI.Button(new Rect (Screen.width - 140,Screen.height/2+30,130,50), "Feed"))
		{
			
		}
		
		if(GUI.Button(new Rect (Screen.width - 140,Screen.height/2+90,130,50), "Call"))
		{
			
		}		
		
		//Player Status Interface
		GUI.Box (new Rect (0,0,Screen.width,50), "");
		if(PlayerPrefs.HasKey("loginName"))
		{
			GUI.Label(new Rect (10,0,200,50), "Welcome back, "+PlayerPrefs.GetString("loginName")+"!");
		}
		else
		{
			GUI.Label(new Rect (10,0,200,50), "Welcome, Guest!");
		}
	}
}

 

The best thing to do is to run the samples and understand how they are put together i.e. what GameObjects are in the scene, along with what Vuforia scripts are attached to them.