By davidshg89
on Thu, 01/23/2014 - 11:37
Hello, anybody could you tell me why the "GetActiveDataSets()" method from "ImageTracker" class returns 0 elements when I have in the Editor one DataSet loaded and activated? Is very strange.
Thank you very much in advance.
imageTracker.GetActiveDataSets() returns 0 elements
Could you provide some more details of how to reproduce?
Is this native or Unity?
Play mode or device?
iOS or Android?
Can you demonstrate this with respect to any of the samples?
N
imageTracker.GetActiveDataSets() returns 0 elements
I'm developping and Android Unity application. It occurs in Play mode and device. In my case I have 3 DataSets loaded but only one activated. When I invoke "GetActiveDataSets()" from ImagetTracker, I get a IEnumerable that I convert into a list that contains 0 elements.
imageTracker.GetActiveDataSets() returns 0 elements
I think that perhaps you may be accessing it incorrectly?
Just now I was able to extend the Image Targets sample to enumerate through the list of active datasets by adding the method below to ImageTargetTrackableEventHandler.cs:
imageTracker.GetActiveDataSets() returns 0 elements
Hello
You can only activate a dataset if the tracker is stopped.
Therefore you need to stop the tracker before activating a DataSet.