By cocapasteque
on Tue, 12/11/2018 - 10:44
Vuforia SDK Version: 7.5.26 -
Description with steps to reproduce: I'm trying to switch between two scenes in my app. I have one AR scene (main) and another not-AR (Tutorial).
The main scene is working fine but when I change to the tutorial and come back, the camera is zoomed but the tracking still works. I have to restart the app if I want to be able to use it again.
Also it is working really fine in the editor, but not in build on android devices.
I'm on Unity 2019.1.0a8 and I use Vuforia 7.5.26. And I use GLES 2.0 Graphic API and .NET 4.x scripting runtime.
I configured Vuforia to use Delayed Initialization and I initialize Vuforia like this with a behaviour attached to the AR Camera :
void Start()
{
VuforiaRuntime.Instance.InitVuforia();
GetComponent().enabled = true;
}
Here's the logcat of the issue :
Unity : StartVuforia
Unity : (Filename: ./Runtime/Export/Debug.bindings.h Line: 48)
Unity : OPENGL NATIVE PLUG-IN ERROR: GL_INVALID_OPERATION: Operation illegal in current state
Unity : (Filename: /Users/builduser/buildslave/unity/build/Runtime/GfxDevice/opengles/GfxDeviceGLES.cpp Line: 347)
This was observed on :
Samsung Galaxy S7, Android 8.0.0
Samsung Galaxy Tab S4, Android 8.1.0
Also, I'm trying to get the TextureBufferCamera GameObject created at the start of the scene by Vuforia. I'm able to get it in the Editor but not in Android Build, any idea why ? -
Development OS (Mac OS X, Windows, Linux): Windows -
Mobile OS and Version: Android 8.0.0 and Android 8.1.0 -
Mobile Device Manufacturer and Model name: Samsung S7 and Galaxy Tab S4 -
Do the Vuforia Sample Applications show the same behavior?:
Seems to work fine with .NET
Seems to work fine with .NET 3.5 scripting runtime. Does someone have an explanation about this ?
Hello,
Hello,
Vuforia Engine SDK 7.5 and earlier only support .NET 3.5. My expectation is that this will be resolved in our next commercial release, to be available sometime after the first of the year.
Thanks,
Vuforia Engine Support