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Question Unity Mars and Asset Bundles not working (Reference to marker library is broken)

Discussion in 'Unity MARS' started by RomeoBa, Oct 12, 2022.

  1. RomeoBa

    RomeoBa

    Joined:
    Feb 14, 2019
    Posts:
    1
    Hello,

    I'm getting started with Unity Mars. I have a scene with my Image Marker Library and game objects to be instantiated set up. Everything works fine when I test using the simulator. For my purposes, I need to download the asset bundle from a server. I decided to create two asset bundles, one with the scene and the other with the assets (including the marker library). when I load the scene on my IOS device, I'm getting this error

    Code (CSharp):
    1. Default clip could not be found in attached animations list.
    2. MARS GeoLocation is not configured to request location service permission for this project. See 'GeoLocationModule' asset.
    3. Unity.MARS.Providers.GeoLocationModule:Unity.XRTools.ModuleLoader.IModule.LoadModule()
    4. Unity.XRTools.ModuleLoader.ModuleLoaderCore:LoadModulesWithTypes(List`1)
    5. Unity.MARS.MARSSession:Awake()
    6.  
    7. [Subsystems] Subsystem ARKit-Input already instantiated, returning reference
    8. [Subsystems] Subsystem ARKit-Meshing already instantiated, returning reference
    9. Could not find XR Reference Library for XLTV 2 Mars Marker Library (Unity.MARS.Data.MarsMarkerLibrary)
    10. Unity.MARS.Providers.ARFoundation.ARFoundationMarkerProvider:SetActiveMarkerLibrary(IMRMarkerLibrary)
    11. Unity.MARS.MARSSession:Awake()
    12.  
    13. InvalidOperationException: Cannot start image tracking without an image library.
    14.   at UnityEngine.XR.ARSubsystems.XRImageTrackingSubsystem.OnStart () [0x00000] in <00000000000000000000000000000000>:0
    15.   at UnityEngine.SubsystemsImplementation.SubsystemWithProvider.Start () [0x00000] in <00000000000000000000000000000000>:0
    16.  
    17. Unloading 729 unused Assets to reduce memory usage. Loaded Objects now: 3190.
    18. Total: 11.551375 ms (FindLiveObjects: 0.126000 ms CreateObjectMapping: 0.059458 ms MarkObjects: 10.441209 ms  DeleteObjects: 0.924500 ms)
    I load my asset this way

    Code (CSharp):
    1.         if (state == GAME_STATE.DOWNLOAD_SUCCESS)
    2.         {
    3.             sceneAssetBundle = StorageHelper.ReadAndBuildAssetBundle(BookName, BookName);
    4.             memAssetBundle = StorageHelper.ReadAndBuildAssetBundle(BookName, "assets");
    5.             asyncOperation = SceneManager.LoadSceneAsync(BookName, LoadSceneMode.Single);
    6.             asyncOperation.allowSceneActivation = false;
    7.             state = GAME_STATE.SCENE_LOADING;
    8.         }
    I don't know what I'm doing wrong. is there a way to maybe dynamically set the marker library at runtime since the reference seems to be broken.

    Unity Version: 2022.1.18f1
    Arkit Plugin: 4.3.6
    ARFoundation: 4.0.12
    Unity Mars: 1.4.1