Hello Strasza,
The extended tracking checkbox is not checked.
With regards to your other question, yes, I am hiding the button through the function OnTrackingLost(), which is located in the script TrackableEventHandler.cs
This script is checked in the ImageTarget. When I set a breakpoint I confirmed that the app in facts gets into this function. The 3D animation dissapear when the target is lost, except the button. See below:
private void OnTrackingLost()
{
Renderer[] rendererComponents = GetComponentsInChildren<Renderer>();
Collider[] colliderComponents = GetComponentsInChildren<Collider>();
// Disable rendering:
foreach (Renderer component in rendererComponents)
{
component.enabled = false;
}
// Disable colliders:
foreach (Collider component in colliderComponents)
{
component.enabled = false;
}
Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " lost");
mLostTracking = true;
mSecondsSinceLost = 0;
}
Thanks,
Marcelo.
Hello Strasza,
The extended tracking checkbox is not checked.
With regards to your other question, yes, I am hiding the button through the function OnTrackingLost(), which is located in the script TrackableEventHandler.cs
This script is checked in the ImageTarget. When I set a breakpoint I confirmed that the app in facts gets into this function. The 3D animation dissapear when the target is lost, except the button. See below:
private void OnTrackingLost()
{
Renderer[] rendererComponents = GetComponentsInChildren<Renderer>();
Collider[] colliderComponents = GetComponentsInChildren<Collider>();
// Disable rendering:
foreach (Renderer component in rendererComponents)
{
component.enabled = false;
}
// Disable colliders:
foreach (Collider component in colliderComponents)
{
component.enabled = false;
}
Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " lost");
mLostTracking = true;
mSecondsSinceLost = 0;
}
Thanks,
Marcelo.