- Sort Posts
- 5 replies
- Last post
First Test, Cube will not show up in android device
December 19, 2015 - 4:17am #6
Attachment | Size |
---|---|
![]() | 46.94 KB |
![]() | 44.34 KB |
First Test, Cube will not show up in android device
March 28, 2013 - 12:19pm #5
First Test, Cube will not show up in android device
March 12, 2013 - 7:32am #4
Thank you for your help. I have setup using only the following pages as reference -
https://developer.vuforia.com/resources/dev-guide/step-1-setting-development-environment-android-sdk
Do I need to do more in order to setup. Now the game builds and runs with no errors. The result is deployed to my Samsung Galaxy Stellar via the Unity phone player. Everything looks like it is communicating but I see no "3D Cube"
The only errors I get are when I save the scene-
Cleaning up leaked objects in scene since no game object, component or manager is referencing them
Material has been leaked 1 times.
Mesh has been leaked 1 times.
And when I run the game in the editor via the play button-
StartQCAR
UnityEngine.Debug:Log(Object)
QCARBehaviour:StartQCAR() (at Assets/Qualcomm Augmented Reality/Scripts/QCARBehaviour.cs:372)
QCARBehaviour:OnApplicationPause(Boolean) (at Assets/Qualcomm Augmented Reality/Scripts/QCARBehaviour.cs:315)
StartQCAR
UnityEngine.Debug:Log(Object)
QCARBehaviour:StartQCAR() (at Assets/Qualcomm Augmented Reality/Scripts/QCARBehaviour.cs:372)
QCARBehaviour:Start() (at Assets/Qualcomm Augmented Reality/Scripts/QCARBehaviour.cs:227)
Trackable stones lost
UnityEngine.Debug:Log(Object)
DefaultTrackableEventHandler:OnTrackingLost() (at Assets/Qualcomm Augmented Reality/Scripts/DefaultTrackableEventHandler.cs:86)
DefaultTrackableEventHandler:Start() (at Assets/Qualcomm Augmented Reality/Scripts/DefaultTrackableEventHandler.cs:31)
Trackable stones found
UnityEngine.Debug:Log(Object)
DefaultTrackableEventHandler:OnTrackingFound() (at Assets/Qualcomm Augmented Reality/Scripts/DefaultTrackableEventHandler.cs:73)
DefaultTrackableEventHandler:OnTrackableStateChanged(Status, Status) (at Assets/Qualcomm Augmented Reality/Scripts/DefaultTrackableEventHandler.cs:49)
TrackableBehaviour:OnTrackerUpdate(Status) (at Assets/Qualcomm Augmented Reality/Scripts/TrackableBehaviour.cs:150)
QCARManager:UpdateTrackablesEditor() (at Assets/Qualcomm Augmented Reality/Scripts/QCARManager.cs:421)
QCARManager:UpdateTrackers() (at Assets/Qualcomm Augmented Reality/Scripts/QCARManager.cs:329)
QCARManager:Update(ScreenOrientation) (at Assets/Qualcomm Augmented Reality/Scripts/QCARManager.cs:223)
QCARBehaviour:Update() (at Assets/Qualcomm Augmented Reality/Scripts/QCARBehaviour.cs:274)
StopQCAR
UnityEngine.Debug:Log(Object)
QCARBehaviour:StopQCAR() (at Assets/Qualcomm Augmented Reality/Scripts/QCARBehaviour.cs:399)
QCARBehaviour:OnDisable() (at Assets/Qualcomm Augmented Reality/Scripts/QCARBehaviour.cs:325)
Trackable stones lost
UnityEngine.Debug:Log(Object)
DefaultTrackableEventHandler:OnTrackingLost() (at Assets/Qualcomm Augmented Reality/Scripts/DefaultTrackableEventHandler.cs:86)
DefaultTrackableEventHandler:OnTrackableStateChanged(Status, Status) (at Assets/Qualcomm Augmented Reality/Scripts/DefaultTrackableEventHandler.cs:53)
TrackableBehaviour:OnDisable() (at Assets/Qualcomm Augmented Reality/Scripts/TrackableBehaviour.cs:195)
The event handler is attatched to the target as default
First Test, Cube will not show up in android device
March 12, 2013 - 7:31am #3
Thank you for your help. I have setup using only the following pages as reference -
https://developer.vuforia.com/resources/dev-guide/step-1-setting-development-environment-android-sdk
Do I need to do more in order to setup. Now the game builds and runs with no errors. The result is deployed to my Samsung Galaxy Stellar via the Unity phone player. Everything looks like it is communicating but I see no "3D Cube"
The only errors I get are when I save the scene-
Cleaning up leaked objects in scene since no game object, component or manager is referencing them
Material has been leaked 1 times.
Mesh has been leaked 1 times.
And when I run the game in the editor via the play button-
StartQCAR
UnityEngine.Debug:Log(Object)
QCARBehaviour:StartQCAR() (at Assets/Qualcomm Augmented Reality/Scripts/QCARBehaviour.cs:372)
QCARBehaviour:OnApplicationPause(Boolean) (at Assets/Qualcomm Augmented Reality/Scripts/QCARBehaviour.cs:315)
StartQCAR
UnityEngine.Debug:Log(Object)
QCARBehaviour:StartQCAR() (at Assets/Qualcomm Augmented Reality/Scripts/QCARBehaviour.cs:372)
QCARBehaviour:Start() (at Assets/Qualcomm Augmented Reality/Scripts/QCARBehaviour.cs:227)
Trackable stones lost
UnityEngine.Debug:Log(Object)
DefaultTrackableEventHandler:OnTrackingLost() (at Assets/Qualcomm Augmented Reality/Scripts/DefaultTrackableEventHandler.cs:86)
DefaultTrackableEventHandler:Start() (at Assets/Qualcomm Augmented Reality/Scripts/DefaultTrackableEventHandler.cs:31)
Trackable stones found
UnityEngine.Debug:Log(Object)
DefaultTrackableEventHandler:OnTrackingFound() (at Assets/Qualcomm Augmented Reality/Scripts/DefaultTrackableEventHandler.cs:73)
DefaultTrackableEventHandler:OnTrackableStateChanged(Status, Status) (at Assets/Qualcomm Augmented Reality/Scripts/DefaultTrackableEventHandler.cs:49)
TrackableBehaviour:OnTrackerUpdate(Status) (at Assets/Qualcomm Augmented Reality/Scripts/TrackableBehaviour.cs:150)
QCARManager:UpdateTrackablesEditor() (at Assets/Qualcomm Augmented Reality/Scripts/QCARManager.cs:421)
QCARManager:UpdateTrackers() (at Assets/Qualcomm Augmented Reality/Scripts/QCARManager.cs:329)
QCARManager:Update(ScreenOrientation) (at Assets/Qualcomm Augmented Reality/Scripts/QCARManager.cs:223)
QCARBehaviour:Update() (at Assets/Qualcomm Augmented Reality/Scripts/QCARBehaviour.cs:274)
StopQCAR
UnityEngine.Debug:Log(Object)
QCARBehaviour:StopQCAR() (at Assets/Qualcomm Augmented Reality/Scripts/QCARBehaviour.cs:399)
QCARBehaviour:OnDisable() (at Assets/Qualcomm Augmented Reality/Scripts/QCARBehaviour.cs:325)
Trackable stones lost
UnityEngine.Debug:Log(Object)
DefaultTrackableEventHandler:OnTrackingLost() (at Assets/Qualcomm Augmented Reality/Scripts/DefaultTrackableEventHandler.cs:86)
DefaultTrackableEventHandler:OnTrackableStateChanged(Status, Status) (at Assets/Qualcomm Augmented Reality/Scripts/DefaultTrackableEventHandler.cs:53)
TrackableBehaviour:OnDisable() (at Assets/Qualcomm Augmented Reality/Scripts/TrackableBehaviour.cs:195)
The event handler is attatched to the target as default
i have checked my load data set as well checked the active button below it and also have event handler on image target
i did all this but mine is still showing the same error
"Trackable stones lost"
Please help me out !!