Unity_Detection2AR
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What is the point of checking twice whether there are bounding boxes for the same object or not?
We already check for them in the first place(PhoneARCamera.cs):
And then we check again:
Or am I missing something? By deleting the latter it works just as fine.
If I'm correct the later part should filter the bounding boxes over several frames while the first part only looks at the current frame. I do notice much more bounding boxes when deleting the later part.
However, with the later part enabled, the application freezes on my iPhone when there or more then 3 bounding boxes. When I remove the following line it works, but this also disables the filtering: this.boxSavedOutlines = temp;
Does it work for you?
Does someone have an idea on what may cause the application to freeze? I thought of some multithreading conflict to the List, but add lock (also to the AnchorCreator.cs) do not seem to work