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ImageTarges colliding

October 12, 2012 - 5:49pm #1

Hi All,

I'm trying collide two cubes that are in two different imagetargets, but it isn't working it looks like one block is always over the other (like a different layer). I'm using the method "OnTriggerEnter" and "OnTriggerExit" on the unity IDE when I dragged the objects it works, but on the device no.

Anyone can help me?




ImageTarges colliding

April 13, 2014 - 12:48pm #5

Dear anggamiradz

I understand that your app is using Image Targets,


as you can understand, starting an animation from a collider event is a Unity programming question; nothing really to do with Vuforia.



ImageTarges colliding

April 13, 2014 - 1:28am #4

Hi, my name's miradz..
I want to triggering 2 image target using sphere or capsule collider. I'm using tag name to triggering in order to specify which markers that can be trigger.
example,  when gameobject have tagged 'Player' it will triggered other animation.
here is my code, but it didn't work on my project, is it wrong code?


#pragma strict

var objek : GameObject;

function onTriggerEnter (col : Collider) {
	if(col.tag == "Player")
function onTriggerExit (col : Collider){



ImageTarges colliding

October 15, 2012 - 7:05am #3

Hi jsinoti,

I just tried this, and while in theory it might be possible there may be a reason that you are finding problems.

Suppose you take the Image Targets sample with (Max Simultaneous Targets = 2) and suppose that each is a plane that has a mesh collider.

On each plane is a cube (instead of a teapot) with its own rigid body.  

Now if you move one of the ITs so that its cube collides with the other, Unity may have a problem resolving the collisions:

i.e. should it place the cubes based on the position of the Image Targets? or should they obey the laws of physics?  How you resolve this depends on what you want the application to do.

Does this make sense?


ImageTarges colliding

October 15, 2012 - 4:40am #2

Hey jsinoti,


Make sure the size of your printed imagetarget is correct. If they arent in the correct ratio between eachother it will think one target is higher than the other. 

Like if you uploaded one with width 100, and one with width 200, but you printed both on width 100 it'll think the one with width 100 is closer(bigger), and thus higher on the y-axis, than the one with 200.

Please note I'm not a Qualcomm employee and I am not an experienced user, but I've had this same problem and I solved it by playing around with the scales of your imagetargets in unity.






You might also need to make sure the uploaded pictures had the correct settings.

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