Just playing around with this and saw the release notes:
I see, the screenshot shows that you had some BTA component where you should have OM ones; probably just some accidentally wrong package import steps or so.
Glad it is all sorted now.
I got to the bottom of this problem.
When the Occlusion sample was imported into my existing project, the SceneManager/AppManager became corrupted somehow - don't know exactly but I have captured a screenshot to highlight.
When I changed these components back to what they should be then everything worked ok.
Thanks for your help here :)
If the sample works as standalone, there might be some issue in your setup such as (just to mention a very basic one, but could be others), the Dataset of the teapot target has not been loaded or activated (hence the teapot does not show), ...
I ran it in a standalone new project on Unity5.2.0 and it works fine.
However when I ran it in an existing Unity5.2.0 with other vuforia samples, then I get the problem of no teapot?
How strange - I wonder if maybe one of the other Vuforia samples could be interfering with it? maybe a prefab thing?
the shader code in question is in RenderOcclusionLayer.shader, and this is the line you have to change:
#pragma surface surf Lambert alpha:fade
Here it seems to work fine, as I've tested on Windows Play Mode - Unity 5.2.1:
See attached screenshot ;-)
Are you on Mac OS ?
On Unity 5.2 this helps, but unfortunately the teapot is still not visible after I make the change:( whereas in Unity 4.6 the teapot is visible. I am testing in Play mode in both cases initially.
Do you have any idea why this might be?
one of the shaders in the sample has a line of code saying:
#pragma surface Lambert alpha
this works fine in Unity 4, but in Unity 5 you need to add ":fade" next to the "alpha" parameter,i.e.:
#pragma surface Lambert alpha:fade
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