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Render Mesh keeps turning off

July 4, 2014 - 6:18pm #1

Vuforia SDK Version: 3.06 -
Description with steps to reproduce:

Running the Unity sample scene  "  Target Image "  in Unity 4.5 pro.  

Vuforia turns an objects  render mesh component  to off when AR camera picks up a target image hiding it.   

Note:  I have opened a similar thread in the "Unity3" area of the forum.. But this is probably best here as it seems to be a bug with the sample scene.

p.s -  just wondering....   why is the forums main topic  area for  Unity still called. "Unity 3". When we're now into 4.5 ?  :)

Michael

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Development OS (Mac OS X, Windows, Linux): Mac OSX -
Mobile OS and Version: iOS -
Mobile Device Manufacturer and Model name: Ipad4. -
Do the Vuforia Sample Applications show the same behavior?: Yes. Problem is with the target image sample scene. Object component " mesh renderer" keeps turning objects visibility off

Render Mesh keeps turning off

July 5, 2014 - 1:48am #6

Smart terrain should work on iPad 3 without issues.

 

Render Mesh keeps turning off

July 5, 2014 - 1:35am #5

Ok all is good now. :)   

I did as you explained & now all is well.

Sure hope this is will be of benifit  to other users. 

wow.. That sure has made things so much easier for me...    Thanks so  so much. :)

 

one quick question... regarding Smart Terrain...  Will it work with an iPad 3 camera ?  

I notice in the YouTube video sample there is a special adaptor clipped to the iPad..  

 

Michael

 

Render Mesh keeps turning off

July 5, 2014 - 1:04am #4

Sorry, I meant:

Image Target Trackable Event Handler (not UI). 

 

Render Mesh keeps turning off

July 5, 2014 - 12:56am #3

Thanks so much for the reply..

there is no Image Target UIEvent handler  applied to any of the image targets..there is one applied  to the AR manager.  

Mick

 

Render Mesh keeps turning off

July 4, 2014 - 10:53pm #2

hi,

try do the following:

- remove the ImageTargetUIEventHandler from the ImageTargets in the sample

- add the DefaultTrackableEventHandler script component to the same ImageTarget (from the scripts in Qualcomm Augmented Reality folder)

- remove the Tower building

- Remove the SceneManager / AppManager objects from the scene

- Add your cube to the ImageTarget

 

Alternatively, instead of starting from a Sample scene, just do this:

- start from a fresh new project with an empty scene,

- drag an ARCamera and an ImageTarget into the scene,

- add a Directional Light and add your oject to the Image Target.

- also, configure the target to select a Dataset

- and remember to Load and Activate the Dataset in the Data Set Load Behaviour in the ARCamera (inspector panel)

Either way, you should solve this, as the problem you describe is not a bug, it is simply caused by the particular behaviour of the Image Target sample.

 

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