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Maximum number of imagetargets?

June 9, 2013 - 10:00am #1

Hello I am working on unity for android using vuforia.

1.How many image targets can I have in a single unity scene .

2. Can I add two ArCamera prefabs i.e I need totally 30 imagetargets in my project. So 15 for one ARcamera instance and the other 15 to the next?

 

 

Maximum number of imagetargets?

October 30, 2013 - 5:29pm #9

You can use multiple DB's to accomplish that. For example, you could load 3 Device Databases that each contain 100 targets, and de/activate them programmatically so that only 100 targets are active at a time. There is a runtime limit of 100 active targets, which is why the Device Databases are also limited to 100 targets. The limit helps to ensure that detection and tracking can be performed satisfactorily across the range of devices that the SDK supports. 

Here are some examples of how to handle dataset programmatically - https://developer.vuforia.com/resources/dev-guide/swappable-databases-unity

Maximum number of imagetargets?

October 30, 2013 - 4:35pm #8

Thanks. 

But why cannot have hundreds of images in a DB? Maybe I haven't to use all this images in a Scene but maybe I can use all image targets in different scenes. 

Regards,

Jordi 

Maximum number of imagetargets?

October 30, 2013 - 4:04pm #7

100 is the maximum number of targets per Device Database. But thanks for reporting the problem. The Target Manager should prevent you from selecting too many targets. 

 

Maximum number of imagetargets?

October 30, 2013 - 3:54pm #6
Hi again,
 
Now I imported the same DB but with only 91 images and now I can see the arrows to choose the image for each image target. I have restart Unity project because all image targets were blank and now I can see the images already assigned again and the recognition is working again. 
 
is there any problem with more than 100 images? 
 
Regards,
Jordi 

Maximum number of imagetargets?

October 30, 2013 - 3:49pm #5
Hi,
 
Today I have found a problem. When I was working with around 60 images, this means I had 60 imagetargets all works fine. In the editor I can see all the different images target I loaded with Target Manager and two arrows (up/down) to choose one. 
 
The Database was increased. Then the number was 102 images target. When I imported the new DB in Unity an error was showed and all the imaget targets object were unconfigured. I mean, all the image targets were showed Blank. Maybe it has the image target assigned but It appears always Blank except one or two image targets of whole image targets in the scene. I restart Unity and now the images appear. The problem is now the app doesn't recognise anything. 
 
I import the before DB (60 images) and all works fine again. With the new DB the application doesn't work. 
 
Another problem I have detected is the list of images are not filled at all and now I cannot see any arrow (up/down) to choose other images. 
 
What's going on?
 
Regards,
Jordi

Maximum number of imagetargets?

June 14, 2013 - 12:02am #4

Hi, sounds like you're probably reaching the memory limits of your device;

this however might depend on the augmentation models that you have attached to your targets, rather than on the size of the database.

To assess if that's the case, have you tried a simple test where you attach just a simple cube to each target (with no textures and nothing else, just a basic cube), so to see if the problem is due to the size of the database OR the size of the models ?

This would be the first step of the analysis...

 

Maximum number of imagetargets?

June 13, 2013 - 8:16pm #3

Hi.

I made an app using 28 image targets.

Runs fine on the unity play mode. I get proper outputs.

But when converted to an apk and installed on android phone :

It only gets installed successfully.

But when opened, the app's splash screen is shown and it closes immediately.

Maximum number of imagetargets?

June 10, 2013 - 2:43am #2

Hi, there is no specific limits to the targets that you can add to your Unity scene (except maybe memory constraints of the device, once the app is deployed on the mobile device).

Anyway, you should only use one ARCamera in your scene, and put all your targets in the same scene.

 

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