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User Defined marker spet by step tuts

December 15, 2012 - 1:59am #1

Hi, first of all....i love the new version! Its really solid!

I'm here just to ask if there is any tutorial about the user defined marker.

I found a project and a vide but i can't find a tutorial, i tried also to recreate everything i isee on the example files but my app crashes and no snapshot interface come up (even i added the script to the camera) in few words at the moment i managed only to run the example itself and i works great.




If you want to utilize the UI

December 15, 2012 - 2:30pm #5

If you want to utilize the UI used in the sample, you'll need to add the sample's Resources and UserDefinedTargetScripts folders to your project within its Assets folders. You'll also want to add the UserDefinedTargetEventHandler script to your UserDefinedTargetBuilder prefab instance, and define an ImageTarget in the Hierarchy as its ImageTarget Template. Be sure to set this ImageTarget's  Type to User Defined in its Image Target Behaviour component  within the Inspector. The augmentations you add to this ImageTarget will be used for any UDT targets that you generate. 

Another step necessary to replicate the sample UI is to define the NewTargetButton background texture in the GUIStyles used by the UI. You can find these in the Resources / User Interface folder. Go to Custom Styles > New Target Button > Normal , and select a texture for the Background. You can customize the other UI elements and fonts this way as well, but this element is mandatory because an error will be thrown if no texture is defined. 

Also set 'Start Scanning Automatically' on the UserDefinedTargetBuilder if you want users to go directly to the target capture UI. Otherwise they'll be presented an instructional screen, which you'll want to define in the GUIStyle as well. 

If you continue to encounter errors, please copy them to this thread.

Thanks for your patience

December 15, 2012 - 12:50pm #4

All I can suggest is to go through the existing sample and try to understand the construction i.e. do a like for like comparison while you try and replicate the sample from a fresh project.

The easiest way of doing this is by having two instances of Unity open, so you can copy / paste between them and see what is missing in your new project.

Then if you get any problem we will try to help.



Hi NalinS, i'm using unity

December 15, 2012 - 12:22pm #3

Hi NalinS, i'm using unity but i tried the prefabs with no success....i'll try to check it better :)






December 15, 2012 - 2:13am #2

Great to hear you love the new version!

Sorry there is no tutorial at present though it is something we will aim to address in the near future.

Are you running native or Unity?  as the Unity version should be quicker to get going because of the prefabs.


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