I test my application, it works perfectly on the Unity editor. But when I test on Android.. the result is not the same as Unity editor.
I think the SDK Event can't work on my Android e.g. I use `GameObject.SetActive > false` to control my object on `On SDK Initialized()`, it works perfectly on the Unity editor but not my Android.
How should I do it? Please tell me if you have any ideas.
As requested when you created the post, can you please provide further details on this:
Thx and greetings
Which version of the SDK are you using?
Hi, Wikitude team!
Can you help me or give me any advice about this problem?
I apologize for the late reply.
How are you triggering the animation? I'm not sure I understood correctly, but you're using the OnSDKInitialized event for this? That is meant only as a check that everything is working correctly inside of the SDK, and has nothing to do with tracking. For that, please check the ImageTrackable events.
Is the augmentation always in the scene, or is it set as a Drawable prefab to the ImageTrackable?
Sorry for the answer not clear. I have one object using the OnSDKInitialized event, but not this thing. (I use the OnSDKInitialized event for setting the object to show when tracking the target, but it works on Unity editor, not works on my Android) On this thing, the lady model should be sitting when started, not standing. It always in the scene and not set as a Drawable prefab to the ImageTrackable.
Please help me! Thank you.
If the augmentation is always in the scene, do you start the animation manually based on the OnImageRecognized event? Or does it start automatically? Perhaps the animation already played when you recognized the target?
If the issue persists, perhaps you can send us a sample project where we could reproduce the issue.