Need ways to pause image tracking without disable the ARTrackedImageManager

I am currently develop an AR game for iOS, it includes features of marker tracking.
Basically I want to use a marker image to calibrate the position between multiple players. But I don’t want to run the calibration all the time since it’s heavy. So I disable and enable the ARTrackedImageManager every 3 seconds. It is enough for calibration, but it seems that the reference image is unloaded and loaded every time the ARTrackedImageManager is enabled and disabled.

Here is the profile running on iPhone8:

Is there a proper way to pause image tracking without causing spikes of cpu usage in ARFoundation?

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There is a specific scene in official samples that uses ARCollaborationData instead of Image Tracking to share the only AR session between players.

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Thanks for your reply!
It is the first time I heard about AR Collaboration Data, I tried the sample project, it is quite interesting. I think I am going to try it a little bit more.
But I already have a project using marker tracking, so it doesn’t solve my problem, but thanks for the information.

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Disabling and re-enabling the ARTrackedImageManager effectively shuts down and restarts the whole image tracking system, so this is the expected behavior. Unfortunately there’s not a way to “pause” the image tracking.

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Thank for the reply!

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