I have been working on a project that includes several extra viewControllers and functionality added to a Unity built QCAR Xcode project. The app is working well but is holding on to references and using up memory which lead to an eventual crash. I think this problem is similar to the one described in Danchoys post here, https://ar.qualcomm.at/content/qcar-inside-uinavigationcontroller. It seems like being able to use destroyAR, pauseAR and resumeAR the way they are used in this example would help solve the problem. When I try to call anything from QCARutils.h I get the error "QCARUnityPlayer.h not found", and there are no spaces in my project name. I have added that file to the project and changed some .m files to .mm which has led to other errors. My Xcode project is from a Unity build, so I have the AppController. How do I use the approach in the Image Targets example with this project? Why am I having so much trouble using QCARutils? Thanks.
Also, is there any other documentation available besides what is found at the SDK, Dev Guide, and API tabs?
Can I just why you've gone with this approach as opposed to a Unity native plugin?
If you can modularise your XCode functionality (taking a photo etc.) and wrap it in a plug-in, and then drive everything from Unity you are probably more likely to get success here, because as far as Vuforia is concerned all AR startup and shutdown is within the same environment.
Moreover you can clearly debug the camera side as if it is never relinquishing 5Mb for each photo taken there is probably something not being released somewhere.
You might find this thread useful:
http://stackoverflow.com/questions/4272413/mixing-unity-generated-code-with-objective-c-in-ios
HTH
N