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The licence and max hints chestnut

November 23, 2015 - 4:17am #1

Hi,

 

My app has multiple scenes one that as normal AR and one the is AR/VR with Google Cardboard and I am experience these consistent issues:

In IOS

1. dependant on which one I view first then visitng the next I get the invalid vuforia key error even though it is using exact same key in the other scene?

2. when debugging I open full AR scene and all is well.  I then go back to menu and select AR/VR scene and again I get the licence error but in the console I get the same issues on this locked thread https://developer.vuforia.com/forum/issues-and-bugs/nsrangeexception-after-reloading-scene-ios-unity

I do not turn the camera off or have keep alive set but have a loading scene that is displayed as a place holder while the AR or AR/VR scenes load that has this code:

 

using UnityEngine;
using System.Collections;

public class LoadingARScript : MonoBehaviour {
	
	private bool mChangeLevel = false;
	
	void Awake() {
		Resources.UnloadUnusedAssets();
		System.GC.Collect();
	}
	
	void Start() {
		
		Resources.UnloadUnusedAssets();
		
		System.GC.Collect();
		
		Application.backgroundLoadingPriority = ThreadPriority.Low;
		
		mChangeLevel = true;
	}
	
	void Update() {
		
		if (mChangeLevel) {
			
			LoadUserDefTargetsScene();
			mChangeLevel = false;
		}
	}
	
	private void LoadUserDefTargetsScene() {
		
		Application.LoadLevelAsync("ARScene");
	}
}

 

The licence and max hints chestnut

November 23, 2015 - 12:50pm #3

OK and I find that from the AR only scene I have a button that simply calls Application.LoadLevel("Home");

When this runs I see this in the console which I have no idea where to find the code that this refers to...but could this be the bug causing me all this grief?

Would really appreciate some pointers to help solve this one...

 

markerTrackerStop

objectTrackerStop

NullReferenceException

  at UnityEngine.GameObject.GetComponentFastPath (System.Type type, IntPtr oneFurtherThanResultValue) [0x00000] in <filename unknown>:0 

  at UnityEngine.GameObject.GetComponent[T] () [0x00000] in <filename unknown>:0 

  at Vuforia.WinterTrackableEventHandler.OnTrackingLost () [0x00000] in <filename unknown>:0 

  at Vuforia.WinterTrackableEventHandler.OnTrackableStateChanged (Status previousStatus, Status newStatus) [0x00000] in <filename unknown>:0 

  at Vuforia.TrackableBehaviour.OnTrackerUpdate (Status newStatus) [0x00000] in <filename unknown>:0 

  at Vuforia.DataSetTrackableBehaviour.OnTrackerUpdate (Status newStatus) [0x00000] in <filename unknown>:0 

  at Vuforia.StateManagerImpl.SetTrackableBehavioursForTrackableToNotFound (Trackable trackable) [0x00000] in <filename unknown>:0 

  at Vuforia.ObjectTrackerImpl.Stop () [0x00000] in <filename unknown>:0 

  at Vuforia.VuforiaAbstractBehaviour.StopVuforia () [0x00000] in <filename unknown>:0 

  at Vuforia.VuforiaAbstractBehaviour.OnDisable () [0x00000] in <filename unknown>:0 

 (Filename: currently not available on il2cpp Line: -1)

objectTrackerDeactivateDataSet

objectTrackerDestroyDataSet

objectTrackerStop

markerTrackerStop

trackerManagerDeinitTracker

Error: Marker Tracker could not be deinitialized.

Could not deinitialize the tracker.

UnityEngine.Debug:Internal_Log(Int32, String, Object)

UnityEngine.Debug:LogError(Object)

Vuforia.TrackerManagerImpl:DeinitTracker()

Vuforia.VuforiaAbstractBehaviour:OnDestroy()

 (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

trackerManagerDeinitTracker

Error: Object Tracker could not be deinitialized.

Could not deinitialize the tracker.

UnityEngine.Debug:Internal_Log(Int32, String, Object)

UnityEngine.Debug:LogError(Object)

Vuforia.TrackerManagerImpl:DeinitTracker()

Vuforia.VuforiaAbstractBehaviour:OnDestroy()

 (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

UnloadTime: 250.619263 ms

 

But........

 

When going into AR/VR mode then using the same approach Application.LoadLevel("Home"); to return to main menu I get this un-erroring output

markerTrackerStop

objectTrackerStop

Trackable Card lost

UnityEngine.Debug:Internal_Log(Int32, String, Object)

UnityEngine.Debug:Log(Object)

Vuforia.DefaultTrackableEventHandler:OnTrackingLost()

Vuforia.DefaultTrackableEventHandler:OnTrackableStateChanged(Status, Status)

Vuforia.TrackableBehaviour:OnTrackerUpdate(Status)

Vuforia.DataSetTrackableBehaviour:OnTrackerUpdate(Status)

Vuforia.StateManagerImpl:SetTrackableBehavioursForTrackableToNotFound(Trackable)

Vuforia.ObjectTrackerImpl:Stop()

Vuforia.VuforiaAbstractBehaviour:StopVuforia()

Vuforia.VuforiaAbstractBehaviour:OnDisable()

(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

cameraDeviceStopCamera

cameraDeviceDeinitCamera

objectTrackerDeactivateDataSet

objectTrackerDestroyDataSet

objectTrackerStop

markerTrackerStop

trackerManagerDeinitTracker

trackerManagerDeinitTracker

UnloadTime: 247.131592 ms

 

 

The licence and max hints chestnut

November 23, 2015 - 12:16pm #2

this is total confusion..

Open AR/VR first then back to menu and into AR only all works OK and can bounce back and forth between them pretty much trouble free.

But....

Open AR only then back to menu and into AR/VR the app crashes...every time..?

I fail to see why it all works one way but not the other and is stopping the app from being usable?

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