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Using FrameMarker:Scene switch on android not depend on click a button ?

April 9, 2012 - 6:21pm #1


Hi there,
I wanna integrate some media assets connected to the marker,
and different marker related to specific assets.
If I can switch scenes not rely on a button?

:confused:Is that English clear?

Re: Using FrameMarker:Scene switch on android not depend on clic

April 10, 2012 - 6:08pm #5

Hi David,
I'm really appreciate for your help, thank you!

Re: Using FrameMarker:Scene switch on android not depend on clic

April 10, 2012 - 6:32am #4

You can simply add the media to the ImageTarget in the hierarchy - you don't need to switch scenes. Drag the media from the Project panel onto the target's name in the Hierarchy and it will appear as a child of that element. The event handler for that target will automatically activate rendering on these objects.

Take a look at the sample projects available here for examples of how to set-up various type of Trackables - https://ar.qualcomm.at/qdevnet/sdk

Re: Using FrameMarker:Scene switch on android not depend on clic

April 9, 2012 - 7:12pm #3

Hi David,

I am really thankful for your advice!
Actually, I am puzzled about how to show the media(contains model,video,audio,text, etc.) related to the specific marker after it is detected. My way to solve it is switch scenes, when detected different marker, jump to different scenes, is that workable?

Thank you very much!

Re: Using FrameMarker:Scene switch on android not depend on clic

April 9, 2012 - 6:29pm #2

Yes you can switch scenes on any event using Application.LoadLevel. If you would like to add the assets from a scene to another scene, to combine them, use LoadLevelAdditive.

http://unity3d.com/support/documentation/ScriptReference/Application.html

If you implement this within the Default Trackable Event Handler, it will trigger on Detection and Tracking events.

Be aware than new scenes will only include the assets you have added to that scene, unless you are loading the scenes additively.

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