Moved from Parent

VuMarks and legacy licensing


Here is a guide to the capabilities of VuMarks for each Vuforia license type:

Vuforia License Type VuMark Target Manager Capabilities VuMark SDK/Unity Extension Capabilities
Development, Classic & Cloud
  • One (1) VuMark target per downloaded database
  • Ability to generate 100 VuMark instances per target
  • Load and activate one (1) VuMark database per app
Pro & Enterprise
  • Unlimited VuMark targets per downloaded database
  • Ability to generate 100+ VuMark instances per target
  • Load and activate more than one VuMark database per app

For additional details about the capabilities of each Vuforia license type, please refer to our pricing page.



VuMarks ID type is wrong




I am developing an application for the Hololens 2 using VuMarks. I decided to use the sample Vuforia app for the Hololens2 and replace the VuforiaMars template with the MortonTuxedos template because tracking works better. According to the VuMarkBehaviour script and the Target Manager the VuMarks are of the ID type STRING. However, I have this strange issue where the VuMarkHandler script detects the VuMarks as ID type BYTES, i.e., InstanceType.BYTE instead of the expected InstanceType.STRING.

I really have no clue what is going on. Can anybody shed light on this issue?


Cheers, Troels. 


VuMark recognized with an offset


Hello everyone,


I have a VuMark inside my unity project, based on one of the example VuMark designs.

Recognition works well, and I am able to display my augmented models successfully.



the position of the VuMark inside my unity project is offset in such a way that

the top right corner of the virtual VuMark is placed in the middle of the physical VuMark which is seen on camera.


Can anyone help explain and/or fix this issue?

Why is my VuMark recognized in such an offset?


My Unity parent game object is at (0,0,0) and so does the game object containing the VuMark Behaviour script.


Thank you in advance

Dataset Failed to Load in Release/Master builds


I am currently struggling with an issue when deploying with Unity, sadly I cannot use Unity 2020 yet (and as such version Vuforia 10.5) due to a dependency issue that makes my project undeployable on Unity 2020.x

I am assuming this is due to some issue in our designed VuMark (see attached file - the generated UnityPackage and Illustrator exported .svg are inside) - I found similar issues documented before, but none of them seem to have been resolved from the forum context, as such I would like to request for help.

The concrete log looks like this:

Failed to load data set VuMarkDatabase. UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) Vuforia.DatabaseLoadARController:LoadDatasets() Vuforia.VuforiaARController:StartAfterInitializationCompleted() Vuforia.VuforiaARController:Start() System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) System.Delegate:DynamicInvokeImpl(Object[]) System.MulticastDelegate:DynamicInvokeImpl(Object[]) Vuforia.DelegateHelper:InvokeDelegate(Delegate, Object[]) Vuforia.DelegateHelper:InvokeWithExceptionHandling(Action)

The whole process worked fine with a sample Vumark and with alterations made to the Sample Vuforia Version 9.8.11 Unity 2019.4.36f1 (issue was reproducable with earlier versions)  

Hey there,


Sadly I am not able to provide technical support since Vuforia Engine v9.8.x and below have been deprecated since the beginning of the year. I'd suggest creating a new project to see if it works with Unity 2020.3 and Vuforia Engine v10.5.x.


Fri, 04/01/2022 - 07:24

I only receive the error on the Device when building for Release/Master for ARM64 - not when building for debug.



I voted on the bug report for you! 


Kind regards,

Patrick Scheper

Technical Community Manager


Thu, 04/21/2022 - 12:07

In reply to by pscheper

Thank you!

Any vote seems to help, the issue is currently in review so I hope I can upgrade soon!


Failed to add Vumark target



I've been trying to add a Vumark target but status always become "failed" and don't explain why it is failed.


I'd like to know why processing has kept failing.


Thanks in advance

Hey there,


When do you receive the "failed" error?


Kind regards,

Patrick Scheper

Technical Community Manager

VuMark not detected Hololens2

Hi everyone!

For my bachelorthesis I am working with the Hololens2 and Vuforias VuMarks with Unity. I am currently simply trying to detect a Vumark and if I detect it I want to show a Cube. The problem is the VuMark does not get detected (since I see no cube) and I really don't know where the problem could be and I am really frustated. Here is my approach:

1.) I am using the example Vumarks (Chateau / MortonTuxedos) SVG files. I uploaded them in the Database, added the correct ID (for Morton Tuxedos for example "1111") and afterwards I downloaded them as PNG and printed them in the correct width I entered by uploading. I tried both example VuMarks seperatly with no success.

2.) I set up an AR camera. I think the AR camera and my setup works, because I tried implementing an ImageTarget to see if my setup is correct, and the Imagetarget always gets detected without a problem and I always see the child element. I also already set the "Max simultaneous tracked objects/images" to 5 just in case this could be the problem -> it was not. 

3.) I created a VuMark instance, added the right Database and template. I created a simple 3D cube object and moved it as a child from VuMark. I already tried it just with that setting -> did not work. Nextly I added the cube to the Default Observe Event handler to the OnTargetFound() and if it is found I enable the .SetActive() flag. -> did also not work. I also tried to "create" my own Default Ovserve Event handler, since it is mentioned in the api, and copy pasted the default observe event handler in a new class and added a Gameobject, which I set Active in the OnTargetFound Method, but it also does not work.

I also tried implementing a lot of tutorials/the official Vuforia example but they all did not work since I am using 10.3. I also tried (since I am not quite sure if I need a "VuMarkHandler" Object) to copy that from the official Vuforia example to my project, but after compiling I get alot of errors since it does not find the VuMarkTarget (but as far as I know from my research this is only for the engine 9., correct me If I am wrong).

The attachment shows my setup, which has a simple cube which is always displayed (so i know my holograms etc. work) and the VuMark.

I am really looking forward for some help since I am stuck with this problem for over 2 weeks and I don't know where the problem could be.




Hey there,


Currently there's a known issue where VuMarks might not work on UWP devices, including the Hololens 2, when the locale / language is not set to English. Can it be that your device is in another language?


Kind regards,

Patrick Scheper


thanks for the hint but the hololens 2, unity and my computer are all set to english. It is just super weird since an ImageTarget is recognized but not a VuMark. Do you have any other hints? Maybe is there a best practice for the size of the vumark or something else I am missing?


Thu, 01/06/2022 - 15:04

In reply to by sonjadorfbauer

Hey there,


Yes, that's very strange. You mentioned "I also tried implementing a lot of tutorials/the official Vuforia example but they all did not work since I am using 10.3.", which official examples were not up to date?


Mon, 01/31/2022 - 10:58

In reply to by pscheper


yes I imported the MRTK version which i thought would be necessary but it isn't as it seems.

Now the Hololens sample is running and detects the VuMarks and based on the sample I am now able to create my own scene etc.


Sticky post out of date?

The sticky post "VuMarks and licensing" seems out of date and should be updated.


Thanks for the note. I've updated the sticky's subject to clarify that the content only applies to legacy licenses.

-Vuforia Engine Support

Create identical VuMarks with different licences

As the vuforia support was unable to re-activate an expired licence, we had to get a new licence for our AR app. Unfortunately the created VuMarks with this licence look different than the previous ones. This is a huge problem for us, because literally hundreds of these markers (50 different ones) are currently in use at our customers.

Is there any way to make the markers of the new licence look like the old ones?


BTW: Contacting Vuforia support is real nightmare.

- Messages sent through the "messages" part in the backend are never answered. And it's totally unclear what you can type into the "to" field.

- Mails to bounce unless the topic contains a reference number for an open ticket

- And even if i sent an email to with a reference number, it remains unanswered most of the time.

What's the most reliable way to contact support?





I've sent you a DM to look more closely into your issue. Please respond with those instructions.


Vuforia Engine Support

Just an update. I got in contact with medabit, and him and the support team went out of their way to find a solution for me. That was very much appreciated and basically saved my bacon :)


Multiple Vumark Instances

Is there anyway to get a sample of multiple vumark instances at the same time each having there own information panel, instead of having only one panel for all ( like the case  in the vuforia vumark sample)?


VuMark ID Types

Hi there

I follow the procedures of

with Examples from which ID Type are both String (shown in Adobe Illustrator).


Then with Target Manager under my account, ID Type still are String.

Image removed.

Nevertheless, imported database via previous step are shown with ID Type of BYTES.

Image removed.


Why is that?

Any reply is appreciated.

Thanks in advance.