I see a few other threads with this same scenario, I have not been able to use them to solve this issue.
This same behavior is displayed on a Motorola Droid 2 Global and a Samsung Galaxy Tab 8.9.
From Unity I hit Build and Run, there is a legit bundle identifier, progress bars show progress, it launches, shows the default splash screen and then black...
On the Galaxy tab, the app can be quit and used normally, on the motorola the battery has to be removed to get the phone working again.
I had the image targets sample running on the motorola, but that was built running ndk.
There are no problems on IOS, any ideas? thanks!
Trying to narrow the variables. Got it Working starting over from scratch.
Created a new project and checked on the "Qualcomm AR-Image Targets.unitypackage" to be imported.
deleted the reg cam, put in an ARCamera and a directional light. Dragged an ImageTarget prefab to the stage, dragged a TrackableEventHandler to the ImageTarget selected 'chips' as the image target behaviour. popped over to build settings hit "add current" button for "Scenes in Build", opened player settings, set up landscape left orientation, changed the bundle ID, min API is eclair. Hit build and run, and it works. great!
Tried to get it going on IOS, crashes at splash screen. Telling me
"Unable to resolve pinvoke method 'TrackerBehaviour:qcarSetHint (int,int)' Re-run with MONO_LOG_LEVEL=debug for more information."
Is this because of the Qualcomm AR-Image Targets.unitypackage being imported and not the Qualcomm AR-Image Target-IOS.unitypackage?