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Deploy Stage Once Script now broken

I loaded up Unity today and it prompted me to upgrade to Vuforia 7.1.27. Now, the DeployStageOnce script found at https://library.vuforia.com/articles/Solution/ground-plane-guide.html no longer works. I'm getting two compile errors:

DeployStageOnce.cs(49,51): error CS1061: Type `Vuforia.Anchor' does not contain a definition for `transform' and no extension method `transform' of type `Vuforia.Anchor' could be found. Are you missing an assembly reference?

DeployStageOnce.cs(60,27): error CS0029: Cannot implicitly convert type `Vuforia.Anchor' to `UnityEngine.GameObject'

I have updated Vuforia Ground Plane from the asset store to 7.1.30 and Vuforia Core Samples from the asset store to 7.1.30. I have also restarted Unity. I'm currently running Unity 2018.1.0b11.

Any idea what's going on?

I'm on Unity 2017.3 and Vuforia 7.0.36 and it's not working for me anymore on device either although I don't get compilation errors during build. 
Help lol

therampant

Wed, 03/28/2018 - 20:17

Hey there.
I made a work around for this since I am using the deploy stage once script to do quite a bit more than just lay a stage out - but I have an official response and my work around for you.

The official:

Hi Joey,

Thanks for this.

When you say "Parent the stage to the new GameObject like you would have the anchor before"

Do you mean before running the app, create a new GameObject in the Hierarchy and then parent the "Ground Plane Stage" object to it?

[quote=robbiehunt]

But what about those of us on 2017?

[/quote]

Same question. Have they updated Vuforia framework on pre Unity 2018 versions but left out the UI function to check/uncheck "Duplicate Stage"?

 

I am struggling with a similar issue. I am using Unity 2018.1.6f1 with Vuforia v 7.2.20. I want to place a grid plane once then use my own script that uses ray casting to place objects on my grid plane without the use of Vuforia's PositionContentAtPlaneAnchor method.

Have you tried to disable the AnchorInputListener Behaviour? I am pretty sure this is what is capturing your input. In general, though - you should be able to disable the entire PlaneFinder GameObject if you are happy with the location of your Ground Plane Stage.

I've found the solution yesterday.


I added the component "AnchorBehaviour" on my augmented visual. You have to configure this component with the Anchor.

Pseudo code:

Vector3 screenPos = Camera.main.WorldToScreenPoint(model.transform.position);

ssSebaSss

Wed, 10/31/2018 - 01:06

HI gsylvain thanks for share your solution, but please give us more details about it. What's model, visual and m_PlaneFinder? How you get that?

 

JunzyStarz

Sat, 02/23/2019 - 02:03

Some please help im doing a project in unity that deals with ground plane and voice control ai WIT.ai but my script is broken something do to with the anchor is not responding pro

 

 

 

 

 

Hello,

I'm not familiar with the script DeployStageOnce.cs.

Is it packaged with any of the Vuforia sample applications?

Thanks,

Vuforia Engine Support