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Mid Air won't initialise from additive scene load

September 25, 2018 - 7:42am #1

Vuforia SDK Version: 7.2.23 -

Description with steps to reproduce: If you setup an AR scene with a Mid Air tracker using the standard menu tools and then try and load it into another scene using additive load it won't initialise.
If you load it without additive load it will work.
This exhibits in both the Editor using the printed tracker image and in a compiled app.

So this works:
SceneManager.LoadScene("ARsceneMidAirOnly");

But this won't:
SceneManager.LoadScene("ARsceneMidAirOnly", LoadSceneMode.Additive);

Using a ground plane instead will work using additive but mid air will not.
-

Development OS (Mac OS X, Windows, Linux): Mac OS -

Mobile OS and Version: iOS -

Mobile Device Manufacturer and Model name: Apple iPad Pro -

Do the Vuforia Sample Applications show the same behavior?: Can't tell as none of the samples demo this behaviour.

Mid Air won't initialise from additive scene load

September 26, 2018 - 2:35am #3

I've managed to get a test scene working and can confirm the 2 issues are these:

1. The indicator prefab parents itself to the wrong camera.

2. You need to turn off the Mid Air Positioner Behaviour on the Mid Air Positioner until Vuforia starts up and then turn it on via a script.

 

Mid Air won't initialise from additive scene load

September 25, 2018 - 8:06am #2

I should also add the scene I'm loading into contains a Main Camera, I just used the default Unity Sample Scene you get in a new 3d project. But it mirrors what I want to do in my actual project.

I notice when the Mid Air scene is loaded in, parented to the original Main Camera is a DefaultMidAirIndicator (Clone) and parented to that is a Default Indicator.

I believe these should have been created on the AR camera.

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