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UD Menus on Android

March 20, 2014 - 5:25am #1

Hi There,

I'm sure theres a simple process of sorting this, I have a build thats structured out of the User Defined sample which is now nearly converted to fully custom. However I want to take out the menu which pops up on double tap on the AR scene. 

Is there a line of code I need to comment out? I'd rather not use the SceneManager/AppManager within the scene but it causes the AR capture texture function to vanish. 

Help much appreciated as I'm almost at the end of a very painful development. 

UD Menus on Android

March 24, 2014 - 3:59am #4

Is there a way to keep the button on screen, so it won't vanish when theres no suitable image to trigger the AR?

Not sure what you mean here... in Unity you can reder a button just by putting the GUI.Button() code in the OnGUI() method of any script...  

(not sure about how this works in PlayMaker).

 

UD Menus on Android

March 21, 2014 - 9:40am #3

Hi AlessandroB,

Thanks for the link. Sometimes going bacjk to basics does away with issues. I've been able to build the scene and work around it. I'm using Playmaker so its a bit difficult to link a custom button in for launching the AR, but I'll find a way around it. 

Is there a way to keep the button on screen, so it won't vanish when theres no suitable image to trigger the AR?

Many thanks for your help.

S

UD Menus on Android

March 20, 2014 - 11:01am #2

Hi, a simple and straightforward approach to implement UDT in Unity (without pssing through the samples and their sophisticated UI) is described here:

https://developer.vuforia.com/forum/faq/unity-how-do-i-create-simple-udt-app

I hope this helps.

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