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Only First Activated Image Target Runs

January 9, 2020 - 9:38am #1

Hey, I'm working on an app that has multiple ImageTargetBehaviours in a single scene, but only wants one active at a time.  This is after upgrading from Unity 2018.3 to Unity 2019.3, which is necessary for some of the newer Unity features we need.



When I activate one of these and register events, it works just fine.  My events trigger, and the image is properly tracked.  However, if I try to activate a second image target, it fails to properly work.  The image itself is tracked, as I print out a log of all active targets, but the events don't properly register, because the image target itself is not properly assigned(ImageTargetBehaviour.ImageTarget is null).



All of the Targets start off, and when I need them, I start the VuforiaBehaviour, and then enable the target itself.  As far as I know, this has always worked in the past.



I've been trying to solve the issue for the past day or two with no luck so any help or direction would be appreciated!



Thanks!

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Image icon VuforiaInitialization.png18.62 KB

Only First Activated Image Target Runs

January 14, 2020 - 2:17am #2

Hi,

Once you initialize Vuforia for the first target, do you deintialize after not using it anymore? and than afterwards intialize it for the second image target?

I'm asking as once you initialize Vuforia, you could just activate/de-activated the ImageTargets toggling the active state of the GameObject.

Could you also confirm the Vuforia SDK version?

Thank you.

Vuforia Engine Support

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