how to load a pattern without assethelper (android)

Community support forum for the ARToolKit v5.x for Android SDK.
tosch
Posts: 2
Joined: Sat Jun 24, 2017 12:30 am

how to load a pattern without assethelper (android)

Postby tosch » Sat Jun 24, 2017 1:27 am

Hi everybody,

we are a couple of students currently starting to work with artoolkit. Sofar we are working with arbaselib. Our project is embedded in a larger non-AR one, for which reason we encounter a problem: As we understand the assethelper needs to be run before any activity starts, we cannot run the assethelper, so we cannot load patterns. In other words, with regard to our project, it will be impossible to load the pattern-data into the cache with the apps initialization; we need to be able to load the pattern-data later.
a) Is it right that the assethelper needs to be called when initializing the app?
b) Is there any other way to run the assethelper?
c) What would the way be?
d) Is there an alternative way (without the assethelper) to load a pattern?


Any help would be very appreciated!!

MrDaniel
Posts: 381
Joined: Wed Nov 18, 2015 9:07 pm

Re: how to load a pattern without assethelper (android)

Postby MrDaniel » Sun Jun 25, 2017 1:41 pm

Are you using ARToolkit5? The beta release of ARToolkit6 is also available on Android.

tosch
Posts: 2
Joined: Sat Jun 24, 2017 12:30 am

Re: how to load a pattern without assethelper (android)

Postby tosch » Sun Jun 25, 2017 11:29 pm

Hi MrDaniel,
yes, we are using ARToolit5. We also noticed the release of ARToolkit6. However, we thought a stable version might be easier to use for the beginning, and we were unsure what the advantages of switching to ARToolkit6 would be. For what reasons do you suggest switching to ARToolkit6? Is the becoming-stable of ARToolkit6 a question of only short time?

MrDaniel
Posts: 381
Joined: Wed Nov 18, 2015 9:07 pm

Re: how to load a pattern without assethelper (android)

Postby MrDaniel » Mon Jun 26, 2017 1:41 pm

Hello,

The core C++ code is pretty stable on Linux and Mac. Many of the issues are around Unity and Windows builds.

ARToolkit6 does NFT tracking so much better. Instead of pretraining images, you can load them into the recognizer in 10s of milliseconds.


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