Im developing an AR application with vuforia and unity for hololens . I have some canvas components which have to be destroyed when image target is lost . Im using defaulttrackableeventhandler to destroy those object with gameobject.setactive(false); in tracking lost function. The very same app works well with android phone but not with hololens When built for UWP , the gameobject is not destroying even in play mode. Its destroying twice and stays static on the third time and when viewed in hololens , the canvas is not even disabling . Any fix for this ?
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Any error/warning messages? Exceptions? Also please make clear: Do you `Destroy` or just `disable` the object? – derHugo Oct 01 '18 at 13:42
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Fixed it man. Turns out it was because of extended tracking . – Sam Sundar Oct 02 '18 at 02:57
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@SamSundar Extended tracking was switched on where and how did you switch it off? I think others will run into this issue but may not be clear how to fix/turn off extended tracking. – slaphshot33324 Feb 12 '19 at 21:21
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Solved it ..
Turns out
extended tracking
was switched on by default , had to turn this off .

Sam Sundar
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