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Unity Mecanim and AR

May 21, 2013 - 12:38pm #1

 

Hi,

I'm developing for a small team and am trying to create AR games / apps within Unity. I've taken some bones / code from a 'Mecanim Tute', and bound a footballer to the bone structure and successfully tested it running and jumping within the finished tutorial. When I put in the AR camera prefab and the image tracker however (and removed other cameras and spurious objects), the Mecanim fails, starts off half in the floor, and in the monkey-like pose of the Mecanim muscle configuration. The controls are then useless.  Can anyone shed any light?

Ta

Unity Mecanim and AR

June 13, 2013 - 10:33am #4

Hi,

Thanks for the reply, but unfortunately neither change worked. I'm convinced there's some coding fight between the ImageTarget and the Mecanim system somehow. I'll keep at it.

Best

RG

 

Unity Mecanim and AR

June 13, 2013 - 10:33am #3

Hi,

Thanks for the reply, but unfortunately neither change worked. I'm convinced there's some coding fight between the ImageTarget and the Mecanim system somehow. I'll keep at it.

Best

RG

 

Unity Mecanim and AR

May 21, 2013 - 12:53pm #2

I'm not familiar w/ the Mecanim tutorial, but for problems like the one you describe try parenting your model with a GameObject and making that GameObject a child of the ImageTarget - so the ImageTarget is not the direct parent of the model. If that doesn't work, try changing the WorldCenterMode to NONE.

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