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ImageTarget

hi

I have some problems about image target...

on this code...I have 2 targets and I want to use them on a imagetarget...If device perceive "xxx" image,I will create cube or  If device perceive "yyy" image,I will create sphere...

but This code perceive only first "if"...doesnt work second "if"

Can you help me ? Please give me advise....

 

using UnityEngine; using System.Collections; using System.Collections.Generic; public class DynamicTargets : MonoBehaviour {          private bool ObjectCreated = false;               // Update is called once per frame     void Update ()     {         IEnumerable<TrackableBehaviour> trackableBehaviours = TrackerManager.Instance.GetStateManager().GetActiveTrackableBehaviours();           // Loop over all TrackableBehaviours.         foreach (TrackableBehaviour trackableBehaviour in trackableBehaviours)         {             string name = trackableBehaviour.TrackableName;             Debug.Log ("Trackable name: " + name);                          if (name.Equals("xxx") && !ObjectCreated)             {                               GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube);                 // attach cube under target                 cube.transform.parent = trackableBehaviour.transform;                                  // Add a Trackable event handler to the Trackable.                 // This Behaviour handles Trackable lost/found callbacks.                 trackableBehaviour.gameObject.AddComponent<DefaultTrackableEventHandler>();                                  // set local transformation (i.e. relative to the parent target)                 cube.transform.localPosition = new Vector3(0,0.2f,0);                 cube.transform.localScale = new Vector3(0.5f, 0.5f, 0.5f);                 cube.transform.localRotation = Quaternion.identity;                 cube.gameObject.SetActive(true);                                  ObjectCreated = true;             }

else if (name.Equals("yyy") && !ObjectCreated)             {                              GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube);                 // attach cube under target                 cube.transform.parent = trackableBehaviour.transform;                                 // Add a Trackable event handler to the Trackable.                 // This Behaviour handles Trackable lost/found callbacks.                 trackableBehaviour.gameObject.AddComponent<DefaultTrackableEventHandler>();                                 // set local transformation (i.e. relative to the parent target)                 cube.transform.localPosition = new Vector3(0,0.2f,0);                 cube.transform.localScale = new Vector3(0.5f, 0.5f, 0.5f);                 cube.transform.localRotation = Quaternion.identity;                 cube.gameObject.SetActive(true);                                 ObjectCreated = true;             }         }     } }