Have you checked that:
- the Split Binary option is still enabled in the Android Player Settings, after you upgraded from 4.0.105 to 4.2.3 ?
Yes, the fact itself that I enable the split binary, breaks my project.
Actually, coming from 4.105, with split binary, was working, then I upgraded and stopped.
I tried to disable split binary, and works, with 4.2.3.
- the Load Dataset XXX and Activate Dataset XXX checkboxes are still enabled in the ARCamera inspector ?
One thing to also test would be to create a new project with a minimal repro case that uses those scripts to extract and load the datasets, using the Split Binary option; this would allow excluding that the issue might have been caused by a migration / upgrade issue (e.g. something that might have gone wrong when upgrading from 4.0.105 to 4.2.3)
Done that, and starting from scratch with a basic project (load and main scene, dataset extraction) works with both binary and split binary, now I'm trying to trace the problem in my code if it's there, so I've added:
IEnumerable<TrackableBehaviour> trackables = sm.GetTrackableBehaviours();
IEnumerable<TrackableBehaviour> activeTrackables = sm.GetActiveTrackableBehaviours();
in the update function, and results using:
- no split binary: trackables.Count() = 2 and activeTrackables.Count()=1 when tracking
- split binary: trackables.Count() = 0 and activeTrackables.Count()=0 never tracking
What function can I use to check if my dataset is actually loaded? it seems is not.
And if not, how can I try to reload it by code, and try/catch what goes wrong?
ObjectTracker objectTracker = TrackerManager.Instance.GetTracker<ObjectTracker>();
IEnumerable<DataSet> datasets = objectTracker.GetDataSets();
IEnumerable<DataSet> activeDataSets = objectTracker.GetActiveDataSets();
datasets.Count() and activeDataSets.Count() both = 0 with split binary.
1 and 1 with 4.2.3 no split binary, or with 4.105 split binary.
ARCamera.SetActive(true) happens several seconds after the extraction, when I press a button.