Of course I can,
Below is my mistakes and cause of that I could not instantiate my ImageTrackables.
1) must not instantiate before using swappable datasets(https://ar.qualcomm.at/sdk/ios) because I used the next script:
if(TrackerManager.Instance.GetTracker(Tracker.Type.IMAGE_TRACKER) == null){
Debug.Log("generates Image Tracker.");
TrackerManager.Instance.InitTracker(Tracker.Type.IMAGE_TRACKER);
}
2) 'persistentPath' for download .dat and .xml to my local diretory was not responsible in Unity Editor. But I noticed when I built App to Xcode(my App for iOS), 'persistentPath' shows me correct path in Xcode console.
And below is great key for me to succeed, the keys are by moderator's:
3) Unity's WWW class is used to download .dat file and xml file, and .unitypackage is distinct from AssetBundle. So I have to hink about they each are different stuff. To instantiate ImageTrackables just need .dat and .xml, datasets. My Asset Budle contains only child objects. If I need script, attach with AddComponent() in App.
4) I thought about 'dataSetPath' and 'dataSet' especially and budle 'LoadDataSet' class and 'AttachContentToTrackables' class into single class.
I am not good at English, but if anyone can refer to this experience, I'm very glad.
Thanks
Asset Bundles can't contain scripts, so it's likely these are being stripped from your ImageTarget if you are attempting to bundle this prefab. If you want to be able to load targets at runtime, you can do this using the Dataset. See the Getting Started guide's Advanced Topics section on Swappable Datasets.
e.g.