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Question ARFoundation Clone the "Image Tracked Prefab" and leave in current state or position

Discussion in 'Scripting' started by ngajason, May 12, 2024.

  1. ngajason

    ngajason

    Joined:
    Jun 18, 2021
    Posts:
    5
    Hi I'm hoping to get some clarity and help for an Android App I am building where I generate an AR heatmap. I will start by saying this is likely not the best method, but I will share where I'm at in case it helps. Thanks in advance if you are able to help!

    TLDR: I am trying to produce a heatmap effect where I use ARFoundation Track Image Manager to produce the tracked prefab then I would like to generate a clone and leave it at its current position with a button click event and have it store the clones in a empty Game Object called "HeatMapPointHolder" that is parented to the AR camera. My thought was that it would be a good idea to parent the clones to the ARCamera to keep them in their locations at the time the button was clicked. One of my biggest issues is, how do I instantiate a clone of a prefab that hasn't been instantiated at start.

    If you know a method that will work, Im all ears. This is where Im at currently:

    I am able to properly track the image and produce the prefab, but I don't have a clue how to access the instantiated prefab- from Tracked Image Manager that is being displayed on the image. It seems that the prefab should be called m_TrackedImagePrefab so I applied a script to the session origin (called Marker Manager) to try and invoke a clone function from a script (I called CloneSphere) but its not working when I attempt to run a GameObject.Find("m_TrackedImagePrefab")

    Here is my hierarchy:
    upload_2024-5-11_19-10-2.png
    Here is the inspector for the Session Origin:
    upload_2024-5-11_19-11-6.png
    Here is the button inspector:
    upload_2024-5-11_19-12-15.png
    Here is the Marker Manager script:
    Code (CSharp):
    1. using UnityEngine;
    2. using UnityEngine.XR.ARFoundation;
    3. using UnityEngine.UI;
    4. using UnityEngine.Events;
    5.  
    6. public class MarkerManager : MonoBehaviour
    7. {
    8.     public ARTrackedImageManager m_TrackedImageManager;
    9.     public Text txt;
    10.     public UnityEvent order;
    11.  
    12.     private void OnEnable()
    13.     {
    14.         m_TrackedImageManager.trackedImagesChanged += OnTrackedImagesChanged;
    15.     }
    16.  
    17.     private void OnDisable()
    18.     {
    19.         m_TrackedImageManager.trackedImagesChanged -= OnTrackedImagesChanged;
    20.     }
    21.  
    22.     void OnTrackedImagesChanged(ARTrackedImagesChangedEventArgs eventArgs)
    23.     {
    24.         foreach (var trackedImage in eventArgs.added)
    25.         order.Invoke();
    26.         }
    27.     }
    28.  
    Here is the script called CloneSphere:
    Code (CSharp):
    1. using Unity.Collections;
    2. using UnityEngine;
    3. using UnityEngine.XR.ARFoundation;
    4. using UnityEngine.XR.ARSubsystems;
    5.  
    6. public class CloneSphere : MonoBehaviour
    7. {
    8.     public GameObject heatMapSphere;
    9.     public GameObject heatMapSphereClone;
    10.     public Transform heatMapPointHolder;
    11.     // Start is called before the first frame update
    12.     private void Update()
    13.     {
    14.      
    15.     }
    16.     public void CloneHeatMapSphere()
    17.     {
    18.         heatMapSphere = GameObject.Find("m_TrackedImagePrefab");
    19.         heatMapSphereClone = Instantiate(heatMapSphere, heatMapPointHolder) as GameObject;
    20.         heatMapSphereClone.transform.parent = heatMapPointHolder;
    21.     }
    22. }
    My button calls (On Click Event): MarkerManager.enabled
     
  2. zulo3d

    zulo3d

    Joined:
    Feb 18, 2023
    Posts:
    1,085
    The guys over here can help you.