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Mesh Renderer and rigidbody problems

February 23, 2021 - 9:37am #1

Hello,

I am quite new to Unity and Vuforia. I am doing a project that consists in a simple marble circuit with an automatic elevator sitting on top of the image target. 

I have two main problems with this current project:

1. The invisible walls in the project are invisible if I use a regular camera, but using the ar camera with vuforia behaviour enabled the invisible walls become visible. To make the walls invisible I just deactivated the mesh renderer.

2. The sphere (rigidbody) that rolls around the circuit, when using the ar camera with vuforia behaviour enabled, simply passes through the circuit. I already defined the world center mode as Specific Target so that the direction of the gravity is always the same. The image target has a script that, every time the camera recognizes the image target, the sphere goes back to its original position (and this works), but the sphere just goes through the circuit. With just a regular camera and no ar the sphere rolls just fine.

Help would be appreciated, i really want this to work.

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Mesh Renderer and rigidbody problems

February 24, 2021 - 8:10am #3

Thanks for the reply. I now have managed to fix that issue. I just forgot to refer to the sphere as a rigidbody.

 

My main problem at the moment is that the walls with their mesh renderer deactivated appear normally. I tried without all the AR (the Vuforia Behaviour disabled and the image target behaviour) and it worked out just fine. How does the Vuforia engine affect the mesh renderer?

An answer to this post would be apperciated.

Mesh Renderer and rigidbody problems

February 24, 2021 - 2:37am #2

Hi,

I believe you are missing the Box Collider on the walls. Try adding it and let me know if that works.

Thank you.

Vuforia Engine Support

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