There is a way to lock the object down, not track it, but have the device know exactly where it is in relation to the gyro. But....since you're no longer tracking it...the distance from you would no longer update. The illusion would only work if you did not move your position after the moment you did this....and I doubt that's what you want.
Maybe you should just work on cleaning up the shaking. You could do this by separating the augmentation from the imagetarget...and having that object be it's own parent...and having that object track the transform.position (and rotation) of the imagetarget....and lerp to it. It won't fix the problem entirely...but it will look less jittery...sort of a personal opinion which way would look better. You would need to hijack the messages that the imagetarget normally uses to turn the object on and off and respond to them.
I suppose you could combine the above 2 general approaches to get something interesting...but it's not a small amount of work.
Thanks for the reply anyway :).
Is that seperating the image something like this: https://www.youtube.com/watch?v=bcMiyTIa2HM
In this video he had shaking when he was really close to the image target and my issue is mostly on distances and it's mostly fine up close. Do you think seperating the game object from the image target could also work on greater distances? And also than I would have to have my World Center Mode on Camera probably, otherwise the ARCamera Game Object keeps updating its position every frame instead of the Image Target?
I'm thinking to establish the first rotations (keep position tracking) once it's tracked for first time (average of first few frames/secs), because that is the default/correct rotation the consumer wants (I'm projecting a TV on the image target) and keep that as a base and if it changes from that, resetting it to base. I might even just lock the average rotation from the first frames/1 or 2 seconds. What do you think?
And maybe for position I can decide its range and when it goes outside that (backwards was Z-axis), so establish max range and if it passes that deactive the game object (probably tracking was lost). But it might be good to detect great fluctuations in like a few frames, if say the last frame was 8 (seemed to be 2 meters roughly) for Z-axis and 2 frames later Z-axis is 1, than something must have happened right?
Thanks again for replying man