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Setting world center mode

May 15, 2013 - 10:43pm #1

Vuforia SDK Version: latest -

Description with steps to reproduce:

I want to set the world center mode using a script, not via the Editor. However, this cannot be done:

/// <summary>
/// This method is used to set the world center mode in the Unity editor.
/// Switching modes is not supported at runtime.
/// </summary>
public void SetWorldCenterMode(WorldCenterMode value)
   if (Application.isPlaying)

   mWorldCenterMode = value;

I have an issue with that. It is fine that you can't change the world center mode during runtime, but at least provide a method so the mode can be set via a script before Vuforia actually needs it to be locked down.

This issue goes against the Unity way in that "everything is scriptable". Please do not take control away from us as Apple likes to do.


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

Mobile OS and Version: - -

Mobile Device Manufacturer and Model name: - -

Do the Vuforia Sample Applications show the same behavior?:

Setting world center mode

May 17, 2013 - 7:06pm #4

I develop middleware (UCS) and I try to simplify the setup procedure. Currently a lot of modifications to Vuforia are required to get UCS to work. These include:

-Modify QCARBehaviour.cs to workaround a Vuforia bug (or "feature") that changes the marker pose if the Unity camera transform is changed.
-Make QCARBehaviour.cs the first script in the execution order, part of the workaround above.
-Set the world center mode to NONE.

All the other things like camera layer, camera depth, culling mask, and clear flags, I can set in code so that does't require user intervention. This is from my feature request, which will also help to simplify the setup procedure a lot:


-More robust raw marker data acquisition in Unity. I would like to have an array which only holds the marker transform and its ID, only of the current markers in view and based on a camera with an identity transform. Currently if I create markers from code, Vuforia creates a game object for each marker. This creates a lot of overhead if many markers are used and it clogs up the Hierarchy view in the Editor. Additionaly not regarding the raw markers as game objects would solve the issue that the marker pose changes if the camera transform changes, which requires a complex setup procedure to make UCS work. Another script can turn the raw marker pose into a game object so generic ease-of-use is maintained,but it shouldn't be part of the Vuforia kernel as it were.


Setting world center mode

May 16, 2013 - 2:23am #3

Hi again, just a little extra question:

could you describe what is the use case for setting this at runtime ? so that we better understand the potential value of this feature ?

Setting world center mode

May 16, 2013 - 12:47am #2

Hi elecman,

thanks for the report. I have brought it to the attention of the engineering team. Thanks.

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