I want to test in Unity Editor the behavior on Video Demo below but for AR Foundation (iOS, Android).
I’ve already achieved such experience for AR Foundation on iOS using Live Build Testing, but I’m wondering is there opportunity to test it with XR Simulation?
Runtime Changing the values of AR Tracked Image in the Inspector blocks new values.
You would need to find and edit the XR simulation environment component, are you editing the trackable object spawned under trackables, or the actual environment’s simulated tracked image component?
This is expected. AR Tracked Images (like all trackables) are controlled by their trackable manager and placed according to the platform’s tracking information. In the case of XR Simulation, you need to move the SimulatedTrackedImage GameObject in the Simulation Environment to achieve this effect. (Admittedly this is a bit difficult because the environment is hidden from you in the Hierarchy, so you’ll have to write a script for this.)
As you can see in the example video, there is no object spawned under trackable.
There is translation from 3D Movement and Rotation of Trackable to 2D Movement and Rotation for the Player (that is not object spawned under trackable).
Is it possible to show the Simulation Environment in the Hierarchy during Runtime?