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Pre-10.0 Engine API documentation for Unity


Please find the Unity API documentation for the pre-10.0 Engine release (v9.8) here:


Vuforia Engine Support

Unity Particle System Interatction

Hello, is it possible for Unity Particles to interact with detected planes in an AR application. I have a Particle System in Unity that animates water being sprayed in a circular pattern and I want the particles to appear on the floor (plane) in AR. I haven't discovered a way to achieve this and it would be amazing if that's a possibility. 

Hey there,


I would say this is more of a Unity specific question as this is related to the Unity Particle System. You could reach out to their community via:


Kind regards,

Patrick Scheper


Fri, 02/03/2023 - 08:22

Thanks. I got it. 

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IFC Prefab does not move with Target


I am creating a HoloLens application in which I track an IFC model that I imported from the Unity asset store using the IFC importer with an image target. However, the prefab does not move with me when I move the target. I have also added a cube for testing. This moved with the target when I moved it. I also tried to detach the elements from the prefab. Unfortunately, this did not work either. What could be the reason for this?



Wed, 02/01/2023 - 04:59


Could you please first try and run the Vuforia Core Sample app from the Asset store on the UWP device? Also please confirm which UWP device are you using?

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GroundPlane tracking not working on Surface Go 3



Vuforia Ground plane tracking is not working on the Surface Go 3.

when I run the app It says "Ground plane feature require anchors to be available on the current platform".

Does Go 3 supports ground plane tracking?

ImageTarget feature works fine and as expected.


Environment :

Unity 2021.2.16f1

Vuforia 10.9.3


Any help is appreciated.

Hey there,


I did a quick check in our recommended device list and can confirm that we don't support the Microsoft Surface Go 3 right now.

scaling objects and orientation



when I place .stl files or .ply files via the model creator in Unity, the orientation is sometimes different and the scaling is 0.1 / 0.001 respectively.

Even replacing by hand or rescaling leads to improper orientation. 

What is the optimal workflow here? How to set the orientation best in the model creator, stricly on the base plate??

There is even a diffenrence between .stl and .ply import ? (see attached picture)

Thx for help


How to select model targets in unity with c# script

Since I have imported multi database, I know that I can switch the database in unity editor Inspector panel.

But I want to let user to decide which one they want to detect.

So how can I switch the database in C# script


I suggest you download and review the source code our Model Targets Test App as it provides functionality for a similar use case.

Kind regards,

Dave Downing

I download the `Vuforia Core Samples' via Unity Asset Store.

But I can not find something like switch database in runtime.

Do I missing something

How do I make the animation start from the beginning when I move away from the image target and back



I am sort of new to Unity and Vuforia have been pretty good about figuring out my issues on my own, but this one has me stumped. I am using Vuforia for my AR Camera and Image Target in Unity and how do I make the animation start from the beginning when I move away from the image target and back again? When I move away from the image target and move back, the animation starts from where it was when I moved away from the image target.


When I import sound into the Vuforia Image Target, I am able to make it start and stop as I need to. What is the way to make the animation do the same thing.


Thank you

Failed to create ImageTargetObserver: DATABASE_LOAD_ERROR


Xcode 13.2

MacOS Big Sur 11.6.5

IOS Device: Phone 6 (12.5.5)

Unity version: 2020.3.26f1

Vuforia Engine AR: 10.4.4


It's working ok when I directly build and run from Unity Editor

But currently we have the requirement for it to be plugged into IOS native app


I managed to launch the scene following this article


The camera is working but this error shows (in the screenshot attached) when initialising the scene.

Wonder if it's related to info.plist.


Appreciate if anyone can help or give a hint. Meanwhile will try to work this out



Seng Yong

Rotation, parent as camera, and forward vector with an AR camera

Hello to all, I'm developing an phone app with the Vuforia package for AR in Unity. I want to make a game objet follow a calculated rotation from touch input in addition to the camera rotation, so that it acts like a cursor to interact with the scene objects, following the camera. I tried two setups using the midair placement components with the world origin set to the midair stage : - One where the camera is the object's parent and using the object's forward vector to vary the rotation while still following the camera's rotation and position. This version actually works for the position of the object bit stays in the center of the camera with no offset forward rotation from input using build phone. - The other with the position and rotation of the camera given to object, setting the forward vector afterwards in the update script, this version follows neither the camera nor the input using build on phone. BOTH of these setups work perfectly when simulating on phones in Unity editor, I can move the camera's position in runtime or set the rotation of the camera before playing the simulation and the offset forward follows the camera AND the user input. So I'm guessing that the camera's rotation and position are dealt with otherwise with Vuforia in runtime than in the editor's simulator. Maybe the child objects have to have the exact same rotation as the camera, either that or scripts are disabled on camera's children ? Can't seem to resolve this... Anyone had the time to read me ? Basically, I need to access the camera's transform in runtime and add an extra rotation from input to a following object. Thanks in advance for any enlightenment.

Multiple BackCameras / external cam support


Can you switch between multiple rear cameras Like a wide-angle camera added to the IPAD PRO 2021 Can I switch to this wide-angle camera


By default, Vuforia Engine SDK will select the back camera that is typically used for photos, i.e. not the wide-angle camera, nor the telephoto camera.