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Unity Integration - not working as expected

November 22, 2017 - 7:02pm #1

I am having a ton of problems with the integrated Vuforia integration in Unity, so much so that I've had to revert to an older version to do anything the way I'm used to doing it.

Once I have enabled Vuforia.. in an empty scene with just a camera and no additional behaviours, Vuforia goes ahead and adds all the components needed to my camera to turn it into an AR camera and then loads all the targets in the database during runtime.  This makes it impossible to have a non-AR scene and an AR scene in the same project.  It also makes it impossible to test targeting for individual components without them all flooding into the scene anyway.

Honestly - If I wanted these components in my scene I would add them myself (The way I did it before integration). This is completely unusable.  Is there a way to turn this off?  It is extremely frustrating!  Sometimes I have placeholder targets that are not yet ready for launch but I can't seem to disable them from automatically loading (before I simply would not put them in the scene).

Unity Integration - not working as expected

November 27, 2017 - 12:00pm #2

Hello budsofbuds,

This user over on our Unity subforum provided his solution to the issue you are facing: https://forum.unity.com/threads/do-not-run-vufory-when-the-application-starts.498351/#post-3243649

We are aware that this is an issue for our customers and are addressing it in a future release of Vuforia.

Apologies for the inconvenience,

-Vuforia Support

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