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; } } } }