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Making Area Targets Limited/Not Tracked in Simulator mode

May 27, 2021 - 2:19am #1

Hi,

I am working with MultiArea, 2 Area targets. I edited and aligned them to fit almost perfectly and I am trying to test how it all works in Simulator Mode, because I can't go to the physical location for a couple of days.

- How would I go around making one area target "Tracked" and the other "Limited/Not Tracked/Tracking Lost" via script in Simulator Mode, to see how augmentations will behave, because I have tracking lost methods on both Area Targets.

- I have a NavMesh that spans across both areas and it is seamless, in Simulator mode it works alright so far. My NavMeshAgent is on a game object that makes itself a child of whichever Area Target is currently tracked. I am saving the destination and when the Area Target is switched, I am planning to place the GameObject as a child of that AreaTarget, retrieve its original destination, and then resume its path. Does this make sense, or am I missing something obvious and over-complicating things?

Making Area Targets Limited/Not Tracked in Simulator mode

May 31, 2021 - 12:30am #2

Hi,

Answered a relateed post regarding this here: https://developer.vuforia.com/forum/unity/simulate-tracking-states-unity-simulator#comment-73294

Thank you.

Vuforia Engine Support

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