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May be this ARFoundation sample will help you.
Humm... In this way, I don't know...
Area target is a environement tracking, ARKit have a similar feature thanks to LiDAR. But ARCore didn't have it.
I recommend you to create a script to check if you touch a UI element or not.
Like doing a ARRaycast or PhysicalRaycast if :
Here is the link to this method, you need to give a GameObject and the Position. Maybe the PoseDrive GameObject and is current position will work.
Thanks to your answer.
If I understand: if the anchor is attach to a plane, I need to keep the PlaneManager active to update the anchor....
You need to write your own code to do that.
When the tracking is lost, the image state is TrackingState.Limited, don't call a function to destroy...
To do that, you need to attach a Collider and a RigidBody on the ARCamera.
If you have a problem with the ARCamera rotation. Create an empty...
It's was the solution I will suggest.
Did you use multicamera? (One to render 3D and one to render UI)
Yes, you're right.
But you can found OpenCV implementation for Unity on GitHub. But it isn't easy to use.
Maybe WebAR can help you? Like AR.js...
Take a look to OpenCV, but you need to connect this feature by yourself.
You can use ARFoundation to access the device camera.
I miss this ARfoundation samples update.
To do WebAR, switch to Three.js (or AFrame) and add ar.js library.
It's not the must but it's the only opensource library for WebAR I saw....
Any new about support ARKit GeoAnchor and ARCore Cloud Anchor?
You can used different Layer on Plane and ARCamera.
And disable physics between them in Project Settings -> Physics
Oh, I didn't think about that feature! But it's only support by ARKit...
ARCore is so backwardness...
Area target is a improvement of ARKit meshing, isn't it?
did you you try this:...