You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Depending on the trackable that was detected, show the content of the corresponding TargetActor and move the camera relatively to the TargetActor's position
The text was updated successfully, but these errors were encountered:
Sure, it is easy to add a detecting target name. You have to do add
in CFVuforiaActor.cpp after 146 linie: TargetName = trackable.getName();
in CFVuforiaActor.h in public section UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Vuforia") FString TargetName;
And in effect you can put the node 'get TargetName' and compare it to your prefer name.
In next step you can make own database on vuforia sdk website, download and put it in plugins/CFVuforia/Assets and change the name in CFVuforiaActorComponent.cpp. In effect you got own, individual markers, which are specific by boolean variables.
Thank you for your help @valake, cool idea that defenitely works. Just send us a pull request :-)
The solution that @geovie ment, was more a visual one. To have a plane with the targert rendered on (the TargertActor), which has its own content as a child on it. I think having a representation of the target visible in the scene is easyer to understand for users that are not so familiar with AR and in order to suppuort multi target tracking (or any other form of object tracking) in a further step, different TargetActors will be necessary :-)
Currently only one single target can be used. To implement the functionality to use several different targets the following steps are necessary
TargetActor
which represents the target and can contain contentTargetActor
and move the camera relatively to theTargetActor
's positionThe text was updated successfully, but these errors were encountered: