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smart terrain initialization problem

February 27, 2018 - 2:04am #1

I want to use smart terrain related events code in my app.I imply followed "Smart Terrain Workflow in Unity" page content.

1.changed to samrtterrain by clicking the checkbox

2.AR Camera World center changed to SPECIFIC TARGET

3.Dragged PRIMARY SURFACE to the panel field which specifies World cnter for the above mode

Thwrite code or various eents of mart terrain.But here te first statement "using Pathfinding;" is failing to initialize.When I checked the page at "How To Use a Navmesh with Smart Terrain" , I have found that we need to Find the A* extension in the Unity Asset Store. And I have searched for that and find it was priced.Can you suggest any alternation,as I have imported 2D A* and it is failing.Earlier I have integrated ITrackableEventHandler successfully.I know how to use that predefined methods to catch events dynamically.but Thhis line of instruction manual is failing at the irst step itself.

smart terrain initialization problem

February 28, 2018 - 1:56am #3

Thanks for the response!

                     I had one simple Doubt about new setup of Ground Plane and Smart Terrain combination.The descriptions on the Unity help Topics says that we need to put content on ground plane satge game object as children for that gameObject.Earlier we are adding children to MarkerTarget to make visible in the AR World.Can I deduce that We need not to put any marker and directly we could revolve around this GroundPlane/SmartTerrain obect?Please enlighten me about which version of Unity and Vuforia work better for GroundPlane scenario.

 

smart terrain initialization problem

February 27, 2018 - 4:12pm #2

Hello hariSbabu,

The Smart Terrain feature has been deprecated, I'd recommend instead looking into Ground Plane: https://library.vuforia.com/features/environments/ground-plane-guide.html

Thanks,

Vuforia Support

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