![]() ![]() Subscribe to OnVuforiaStopped to run events after Vuforia was stopped: void Start() Subscribe to OnVuforiaStarted to run events after Vuforia was started: void Start() Void OnVuforiaInitialized(VuforiaInitError error) void Awake()įusionProviderOption fusionProviderOption = FusionProviderOption.PREFER_PLATFORM_FUSION_PROVIDER ![]() Events such as setting the file driver, or the fusion provider should be done before Vuforia Engine is started and with Delayed Initialization enabled. Subscribe to to run code that requires Vuforia Engine to be initialized. They can be subscribed to from application level scripts: Vuforia Engine has initialized The VuforiaApplication instance provides callbacks for all these life cycle events. Deleting app-level resources after Vuforia Engine stopped or deinitialized completely.Setting a specific camera focus mode after Vuforia Engine has started.Creating an Observer at runtime to track a target or accessing the properties of an Observer after Vuforia Engine has started.Checking for initialization errors after Vuforia Engine attempted to initialize.In some cases, it is necessary to execute code at a certain point during the Vuforia Engine life cycle. It can be enabled at a later time from a script to start Vuforia Engine in this scene. When loading a scene containing Vuforia Engine game objects, such as Targets or an ARCamera, Vuforia Engine can be prevented from starting by disabling the VuforiaBehaviour component on the ARCamera.In those cases, Vuforia Engine can be initialized manually from scripting API before loading the first scene containing Vuforia Engine functionality: (). Other use cases include initializing Vuforia Engine with a custom driver or a specific Fusion Provider. This for instance makes sense if there is a special AR mode in your application that is not used by every end user. Vuforia Engine initialization can be delayed by checking the Delayed Initialization checkbox in the Vuforia Configuration:.There are several ways to override this default behavior: If a scene that uses Vuforia game objects does not contain a VuforiaBehaviour, one will automatically be created and attached to the main camera object, starting Vuforia and taking care of camera control and video background rendering. This functionality is coupled to the VuforiaBehaviour component on the main camera. Loading a Unity scene with any Vuforia Engine game objects, such as target observers or an ARCamera, will start Vuforia Engine, and unloading the scene will stop it again. ![]() ![]() It is deinitialized when the application is quit.Vuforia Engine is initialized automatically once when the application is started.Reproducible with: 2020.3.19f1, 2020.3.21f1, 2020.3.In Unity, the Vuforia Engine life cycle is managed automatically by default: Install the project using the command 'bundletool install-apks -apks=/PathTo/project.apks'Įxpected result: The application launches without any issueĬase_1: A message box with "Unable to initialize the Unity Engine" appearsĬase_2: The application freezes on the splash screenĬase_3: A message box with "Not enough storage space to install required resources" appears Connect an Android device to your systemħ. APKS file using the command 'bundletool build-apks -bundle=/PathTo/project.aab -output=/PathTo/project.apks'Ħ. Go to Build Settings and enable Build App Bundle (Google Play)ĥ. > Player > Publishing Settings and enable Split Application Binaryģ. Open the reproduction project (there is none available in this case)Ģ. ![]()
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