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Question by karthees · Dec 21, 2013 at 03:35 AM · parentvuforiaswap

How to swap multiple models

I'm using unity for vuforia ImageTarget. I need to display 3d model for each target. I need to display cow for stones target, elephant for tarmac target. When i point to stones need to display only cow, when i point to tarmac need to display elephant. I use one scene. I choosed Dataset, ImageTarget for stones. Then drag the cow. Then choosed tarmac in Dataset then drag the elephant . But when i point to stones or tarmac the 2 models are showing. I searched for swap the model. Also i wrote the code for swap:

 using UnityEngine;
 using System.Collections;
  
 public class ModelSwapper : MonoBehaviour {
  
 // public TrackableBehaviour theTrackable;
  
  private GameObject theTrackable;
 private GameObject cube;
 private bool mSwapModel = false;
  
 public Transform MyPrefab;
  
 // Use this for initialization
 void Start () {
  
 mSwapModel = true;
  
 theTrackable=GameObject.Find("dog");
 cube = GameObject.Find("dog");
  
  
  
 if (theTrackable == null)
  
         {
  
             Debug.Log ("Warning: Trackable not set !!");
  
         }
  
 }
  
 // Update is called once per frame
 void Update () {
  
 if (mSwapModel && theTrackable != null) {
             SwapModel();
             mSwapModel = false;
         }
  
 }
  
  
     private void SwapModel() 
  
     {     
  
         GameObject trackableGameObject = theTrackable.gameObject;
  
           
  
         //disable any pre-existing augmentation
  
         for (int i = 0; i < trackableGameObject.transform.GetChildCount(); i++) 
  
         {
  
             Transform child = trackableGameObject.transform.GetChild(i);
  
             child.gameObject.active = false;            
  
         }
  
           
  
         // Create a simple cube object 
  
         //GameObject model = GameObject.CreatePrimitive(PrimitiveType.Cube);
  
          
  
         if (MyPrefab != null)
  
         {
  
             Transform model = GameObject.Instantiate(MyPrefab) as Transform;
  
               
  
             // Re-parent the model as child of the trackable gameObject
  
             model.parent = theTrackable.transform;
  
           
  
             // Adjust the position and scale 
  
             // so that it fits nicely on the target
  
             model.transform.localPosition = new Vector3(0,0.2f,0);
  
             model.transform.localRotation = Quaternion.identity;//you might need to adjust the rotation
  
             model.transform.localScale = new Vector3(0.01f, 0.01f, 0.01f);
  
               
  
             // Make sure it is active
  
             model.active = true;
  
         }
  
     }
 }
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