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First Test, Cube will not show up in android device

March 11, 2013 - 12:52pm #1

First Test, Cube will not show up in android device. Any ideas. I have no warnings in  Unity. I have followed the instructions to a t.

First Test, Cube will not show up in android device

December 19, 2015 - 4:17am #6

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 !!

AttachmentSize
Image icon event-handler.PNG46.94 KB
Image icon data-set.PNG44.34 KB

First Test, Cube will not show up in android device

March 28, 2013 - 12:19pm #5

Had the same issue at first, until I realized that you need to load & enable your data set on the camera's "Data Set Load Behaviour" script.

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 -
 
 
 
 
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 -
 
 
 
 
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 11, 2013 - 1:50pm #2

Are you adding the cube at runtime, or in the Unity Editor -which instructions are you referring to?

Make sure that you have an event handler on your target.

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