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failure: animation runs immediately when the app starts, without a target

March 13, 2012 - 7:03pm #1

I have developed and app, using Unity. When I execute it in the mobile, the animation always runs from the beginning (even without focusing the target). It's also recognizing the trackable / target but the goal is that the animation only runs when the image is identified. I don't know what to add or remove in order to the app works properly. I have followed the parameters indicated in the developer guide.

failure: animation runs immediately when the app starts, without

May 10, 2014 - 3:49pm #24

Hi Stefan, can you show me the way to do this ? I'm  having the same problem but I don't know how to start the animation inside the DefaultTrackableEventHandler.cs script.

can you show me a code example ?

Thnks in advance.

Andrew

Re: failure: animation runs immediately when the app starts, wit

April 20, 2012 - 9:10am #23

This is a question for the Unity forum. Adding sounds is pretty easy with Unity, take a look through the documentation.

- Kim

Re: failure: animation runs immediately when the app starts, wit

April 20, 2012 - 8:59am #22

I have a question:

I finished my app but I want to insert sound when execute my app.

how to do it ???

what script or option, do I need?

thanks

Re: failure: animation runs immediately when the app starts, wit

April 11, 2012 - 9:45pm #21

We are working on more complete documentation of the Unity API. In the meanwhile, I suggest looking at the comments in these scripts. Here's the executive summary:

ImageTargetBehaviour:
Methods to manage virtual buttons on the target

DataSetLoadBehaviour:
Used to load/activate datasets selected in the ARCamera Inspector view

QCARBehaviour:
Internal management, you shouldn't need to use this script

DefaultInitializationErrorHandler:
Shows an error screen when QCAR fails to initialize. The samples attach this to the ARCamera. Has a very basic look-and-feel, so you may want to create your own version.

CameraDevice:
Mostly used to set focus/torch modes. See the CameraDeviceMenu script in the samples.

- Kim

Re: failure: animation runs immediately when the app starts, wit

April 11, 2012 - 12:35pm #20

I need support and documentation about the scripts:

• ImageTargetBehaviour
• DataSetLoadBehaviour
• QCARBehaviour
• DefaultInitializationErrorHandler
• CameraDevice

Re: failure: animation runs immediately when the app starts, wit

April 2, 2012 - 12:56pm #19

I have two questions:

1. I want to make the black box testing and white box testing for my app, but I don't know, how to do it?

what are parameters that I have to follow?

2. I need to make a technical manual for my app but I dont know, what to do here??

help me please, thanks

Re: failure: animation runs immediately when the app starts, wit

March 29, 2012 - 8:02pm #18

Yes, the best approach is to work from the samples. ImageTargets demonstrates what you are trying to do.

Re: failure: animation runs immediately when the app starts, wit

March 29, 2012 - 4:02pm #17

One camera, multiple targets. Please see the ImageTargets sample, included in the installer. It contains a scene with three targets.

- Kim

Re: failure: animation runs immediately when the app starts, wit

March 29, 2012 - 5:54am #16

how to do that in the same app recognize many trackables and for each of these show a different object ???

do I put many cameras or just one ?

Re: failure: animation runs immediately when the app starts, wit

March 28, 2012 - 8:00pm #15

https://ar.qualcomm.at/qdevnet/

You can create your trackables online here: https://ar.qualcomm.at/qdevnet/projects

Your Unity scene should contain an ARCamera and one ImageTarget per target you want to track (these are located in the prefabs folder). To bind a model to a target, add it as a child of the ImageTarget and center it so it is sitting on the target in the scene.

- Kim

Re: failure: animation runs immediately when the app starts, wit

March 28, 2012 - 5:56am #14

I want to create an app in unity, but I want to this app recognize much trackables , and for each trackable appears a object with different animation.
well as they do it with tea rate, in this example the rate change of color and recognize two trackables in the same app.

how to make this in unity???? I dont know the steps in unity.

some people say that I have to search in jni forder but this folder doesn't exist into my unity project.

help me please. thanks

Re: failure: animation runs immediately when the app starts, wit

March 26, 2012 - 10:23pm #13

http://ar.qualcomm.at/node/2001766

- Kim

Re: failure: animation runs immediately when the app starts, wit

March 26, 2012 - 7:05am #12

I have a question
I have a reality augmented app in unity 3d, and I want to change the app from unity to eclipse, but when I make this in eclipse, eclipse says that I need the package and eclipse says me that I haven't android manifiest. But I dont know, how to make it?

I want to migrate my unity project to eclipse, but I dont know the steps.

I want to open my project with eclipse.

thanks.

Re: failure: animation runs immediately when the app starts, wit

March 24, 2012 - 1:59pm #11

in the university the project jurors say that I have to use programming for creating the app.
how to make de app using progeamming or how to do the objects using programming?

they dont accept the project only graphically, I have to use programming.

how to make this??

Re: failure: animation runs immediately when the app starts, wit

March 19, 2012 - 2:54pm #10

You don't need Eclipse or Cygwin if you are only developing in Unity. Simply follow the instructions in the Getting Started - Unity Extension section, https://ar.qualcomm.at/qdevnet/sdk

Eclipse is an IDE for programming in Java and many other languages. We use it for the Android native SDK. But it's not mandatory to install Eclipse if you are only building Unity apps, though it's useful when debugging Android apps because it will display the debug messages from your device.

Cygwin isn't necessary for Unity development.

Re: failure: animation runs immediately when the app starts, wit

March 19, 2012 - 8:59am #9

how does eclipse work?

if the app works only with unity, why do I install sdk, eclipse, cygwin?, I dont understand it... help me please!!

for example I have an app in unity, what do I have to do for passing this app to eclipse. what are the steps for this? and generate the apk in eclipse

Re: failure: animation runs immediately when the app starts, wit

March 17, 2012 - 3:57am #8

depends on what you want to do exactly. but in general you can build a whole app just in unity after you set up your development environment.
best,
stefan

Re: failure: animation runs immediately when the app starts, wit

March 16, 2012 - 9:00pm #7

I have a question:

Is necesary eclipse??

Re: failure: animation runs immediately when the app starts, wit

March 15, 2012 - 1:01pm #6

And here is the official Integration Guide by Unity - http://unity3d.com/support/documentation/Manual/Android-Integrating%20Unity%20With%20Eclipse.html

Did Stefann's advice solve the animation issue?

Re: failure: animation runs immediately when the app starts, wit

March 15, 2012 - 10:18am #5

just stumbled across one of these threads http://ar.qualcomm.at/node/2001766 ;-)
best,
stefan

Re: failure: animation runs immediately when the app starts, wit

March 15, 2012 - 7:58am #4

hi,
do you have your animation set to "play automatically" in the inspector? if so you have to deactivate that and start the animation in the OnTrackingFound function inside the DefaultTrackableEventHandler.cs script.
it's just a guess of where the problem might be but i hope this solves it.
for the eclipse integration you might want to search in the forum. i'm sure there has been more than one thread about it already.
best,
stefan

Re: failure: animation runs immediately when the app starts, wit

March 14, 2012 - 8:46pm #3

yes, but when I execute the app in the phone, the animation runs always....
I just want the animation to run with the target image, please help me !!!

I have other question:

how to migrate an app from unity 3D to eclipse ....!!! if you have documentation for me..!!!

please anwer my two questions, thanks

Re: failure: animation runs immediately when the app starts, wit

March 13, 2012 - 7:24pm #2

Are the models that you're animating children of their respective ImageTarget?

To do this, you simply need to drag the models onto the ImageTarget instance in the Hierarchy. They'll appear inset below the target instance w/ an arrow that enables you to expand and collapse their visibility in the Hierarchy.

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