To answer your question specifically, yes your Marker is your Target.
So what you need to do is:
Go to License Manager. Add a License Key
choosing None as your License plan.
Now go to Target Manager. Create a Database
and add the license for it from the drop down.
Add Target, and select from your computer the Image that you want to be the Marker, and upload it.
Once the status of the Target changes to active you can click Download Database and make sure you click For UnityEditor. This downloads a .unitypackage
Now inside Unity, go to Assets
>Import New Assets...
and locate to the .unitypackage
you downloaded
This is how you import your database.
If you haven't Imported the Vuforia package Unity Extension then you
simply need to download it from the Downloads section and Import it
through the Assets
>Import Package
> Custom Package
Now ideally to work with AR, you would use the AR Camera
, which is located in your Assets
Bar in Qualcomm Augmented Reality
>Prefabs
. Drag ARCamera
onto your scene.
With the AR Camera
selected in the Hierarchy
look at the Inspector
tab. You'll see Data Set Load Behavior
. Under that you SHOULD see the name of the .unitypakage
you imported ealier. Check the name as well as make it Active
.
Now in Qualcomm Augmented Reality
>Prefabs
you should also see Image Target
. Drag that onto the screen as well.
With the ImageTarget
selected in Hierarchy
look at the Inspector
there should be Image Target Behaviour
Fill in as follows
Type: Predefined
Data Set: <Name of imported .unitypackage>
Image Target: <Name of Picture uploaded into the Database>
Now you may work around the Image Target as per your app requirement.
NOTE: In the License Manager, click on the Name of the License and
you'll see a Alpha-numeric code. Copy that code, and within the
Inspector of the AR Camera
, under QCAR Behaviour>App License Key
paste the code in. This must be done in order for your app to work on your > device.
Hope this helps you. Please feel free to ask me if anything.
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