Hello, I'd like to start a discussion about how the AR tracked images are referenced in the new AR Foundation system. I'm using Unity 2019.2.0b1 with AR preview packages installed (AR Extensions + Foundation + Subsystems and ARCore+ARKit plugins). As far as I know there's no documentation yet on this feature but I managed to create a simple scene with a static library of images that, once detected by the phone camera, are used as anchors for 3D AR content. Perfect. The problem is that my aim was to have a dynamic library of images. With "dynamic" I mean a library that is not included in the app build but it is dynamically downloaded from a remote server (through an AssetBundle) and injected in the ARTrackedImageManager. After many tests I came to the conclusion that this is not possible with the current AR Foundation implementation. First of all, the manager dies if it does not find a library on initialization. My workaround was using a placeholder library with just one image (an empty library is not considered valid) and then replacing it at runtime: Code (CSharp): var manager = gameObject.GetComponent<ARTrackedImageManager>(); manager.referenceLibrary = myDynamicLibrary; This approach does not generate any error and looked fair enough to me but it just doesn't work: the manager kept looking for the old library images. After further investigation I came across the ARCoreImageTrackingProvider, which acts as a bridge between the Foundation and the low-level ARCore (i'm on Android) image tracking functionalities. From my understanding of this code, using a dynamic library for image tracking is just impossible: the provider expects to find a file .imgdb (which is the ARCore format for the images library) in the build itself. Unity creates this file just before building and ships it along the internal Android stuff (see ARCorePreprocessBuild). Is there any solution for a dynamic approach? Maybe using Google ARCore implementation?