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Unity iOS Compatibility - Am I doing something wrong here?

August 4, 2011 - 3:06pm #1

Hello everyone!

First off, I just want to say that QCAR seems like a great toolkit for Android and iOS, and it'd be really great if we could get this working with Unity iOS, especially given the seeming flexibility it provides over other solutions.

That said, myself and others on my team seem to be running into some trouble getting it to work with Unity iOS. The trouble seems to specifically be with it finding the markers it needs to track.

We've been mulling this over for the past couple of days, working with the example projects provided, and picking apart code after following the tutorials provided involving setting up Unity to use the SDK, and have even tried the example projects, however it always seems to fail on InitializeTrackables() in TrackerBehaviour.cs. Specifically this section of code:

int id = trackableGetId(trackable.TrackableName);

if (id == -1)
{
    Debug.LogError("Error: Trackable named " +
        trackable.TrackableName + " does not exist.");
}

Assume we're using the Frame Marker example project for this post.

The exact errors reported by GDB for every marker (mymarker0 through 3) is:

(Filename: /Applications/buildAgent/work/6bc5f79e0a4296d6/Projects/../Runtime/Export/Generated/BaseClass.cpp Line: 2505)

Error: Trackable named mymarker3 does not exist.

For whatever reason, trackableGetId always returns -1, despite the markers and appropriate config file seeming to exist. I've attempted to move config.xml to the same location it resides at in the raw iOS project, but this didn't make a difference. I've also checked to make sure that it's being included with the iOS project.

I attempted to find the location of trackableGetId within the exported Xcode project, but it appears to be within the libraries themselves.

I've browsed the forums here, and I've noticed that people have reported success in getting the SDK to work with iOS, Android, and Unity Android, but haven't really seen anyone mention anything about success with Unity iOS. Has anyone gotten it to run with Unity iOS? If so, did they run into this problem, and how did they fix it?

We are using Unity 3.3 with iOS Basic with Xcode 4.

Thanks!

Re: Unity iOS Compatibility - Am I doing something wrong here?

August 5, 2011 - 9:33am #3

That fixed it, thanks!

Re: Unity iOS Compatibility - Am I doing something wrong here?

August 4, 2011 - 4:06pm #2
Quote:

We are using Unity 3.3 with iOS Basic with Xcode 4.

This is probably the issue. The QCAR iOS Extension is meant to work with Unity 3.4, your Xcode project probably isn't being set up correctly. Try upgrading to 3.4.

A warning though, the QCAR Android Extension does not currently work with Unity 3.4. We have an update coming soon that will resolve this issue. In the meanwhile, you can have multiple Unity versions installed at the same time (see the Unity forums).

- Kim

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