Friday 3 January 2020

Unity3D 2019 - Vuforia - AR CAMERA - TRACKING MODE = POSITIONAL

Game Object >> Vuforia Engine >> AR Camera >> Inspector >> [Open Vuforia Engine configuration]


Click on - [Open Vuforia Engine configuration]
Then scroll down to DEVICE TRACKER


As mentioned within the Link below -
https://library.vuforia.com/content/vuforia-library/en/articles/Solution/Configuring-Rotational-Tracking-in-Unity.html

The TRACKING MODE = POSITIONAL , is the DEFAULT option here .

So we need not go looking around for the Positional DropDown or option to choose , its supposedly Positional and Not Rotational which was a Toggle Option available in earlier versions of Unity editor .


Thursday 2 January 2020

Unity 3D - 2019 - Large Directories within Project Folder - Version Control issues !!


Large DIR's see in the Project Folder - all DIR's under Library
1/ ShaderCache = 300MB
2/ PlayerDataCache = 242MB
3/ metadata = 309MB
4/ PackageCache = 10MB as of now - may increase ??

As seen within one of the Files at path - C:\Win_UnityProjs\unity3d_car_terrain\sueblackman_book_2_3d_car\Library\metadata\78

FileName = 780611a67e8e941a2b3aa96e5915a793.info

It refers to a Asset Prefab within the Standard Assets at path =     path: Assets/Standard Assets/Environment/Water/Water/Prefabs/WaterProDaytime.prefab

mainRepresentation:
    serializedVersion: 3
    name: WaterProDaytime
    thumbnail:
      m_Format: 0
      m_Width: 0
      m_Height: 0
      m_RowBytes: 0
      image data: 0
      _typelessdata: 
    guid: 780611a67e8e941a2b3aa96e5915a793
    path: Assets/Standard Assets/Environment/Water/Water/Prefabs/WaterProDaytime.prefab
    localIdentifier: 100000
    thumbnailClassID: 1
    flags: 1
    scriptClassName: 
  

I doubt i have used this asset in the current project - my mistake seems to be having imported and retained all assets from within the standard assets . 

Requires cleaning the standard assets and retaining only the ones being actually used !!



Wednesday 1 January 2020

Unity 3D - 2019 - Shader Cache - 300MB + files in the Library\ShaderCache

For just thew first build for Android - Unity 3D - 2019 - 300MB + files in the Library\ShaderCache

C:\Win_UnityProjs\SueBlackman_book_1_Fogg\Library\ShaderCache

Seems they need not be pushed to the GIT Repo

Individual shader variant compilation results are cached in the project, under Library/ShaderCache folder. 

This means that 100% identical shaders or their snippets will reuse previously compiled results. [Presuming this is during the BUILD Process that the Shaders will reuse the  - previously compiled results - which then implies that these can not be deleted ...]

 It also means that the shader cache folder can become quite large, if you have a lot of shaders that are changed often. It is always safe to delete it; it will just cause shader variants to be recompiled. [Seems like contradictory statements here - ?? ]

Source - https://docs.unity3d.com/Manual/class-Shader.html?_ga=2.225013464.350588414.1577908914-1931583984.1577027905