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unity-game-engineaugmented-realityvuforia

Why is this transform set in this Unity script?


I have been following this great tutorial:

https://www.youtube.com/watch?v=uxrKE2VKvmc

and at some point it does this for each target, it creates a gameObject ?

If you look at the code here:

private void SetupTargets(List<TrackableBehaviour> allTargets)
    {
        Debug.Log("Listing all Targets names:");

        foreach (TrackableBehaviour target in allTargets)
        {
            Debug.Log("Target's name:" + target.TrackableName);

            target.gameObject.transform.parent = transform;
            target.gameObject.name = target.TrackableName;

            target.gameObject.AddComponent<PlaneManager>();

            Debug.Log(target.TrackableName + " created!");
        }
    }

why this line of code ?

target.gameObject.transform.parent = transform;

If I comment it out it still works fine..

The full class code is below:

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Vuforia;
using System.Linq;

public class TargetManager : MonoBehaviour
{

    public String mStartingMarkerDatabaseName = "";

    private List<TrackableBehaviour> mAllTargets = new List<TrackableBehaviour>();

    private void Awake()
    {
        VuforiaARController.Instance.RegisterVuforiaStartedCallback(onVuforiaStarted);
    }

    private void onDestroy()
    {
        VuforiaARController.Instance.UnregisterVuforiaStartedCallback(onVuforiaStarted);
    }

    private void onVuforiaStarted()
    {
        LoadDatabase(mStartingMarkerDatabaseName);
        mAllTargets = GetTargets();
        SetupTargets(mAllTargets);
    }

    private void LoadDatabase(string name)
    {
        ObjectTracker objectTracker = TrackerManager.Instance.GetTracker<ObjectTracker>();
        objectTracker.Stop();

        if (DataSet.Exists(name))
        {
            DataSet dataSet = objectTracker.CreateDataSet();
            dataSet.Load(name);
            objectTracker.ActivateDataSet(dataSet);
        }

        objectTracker.Start();
    }

    private List<TrackableBehaviour> GetTargets()
    {
        List<TrackableBehaviour> allTrackables = new List<TrackableBehaviour>();

        allTrackables = TrackerManager.Instance.GetStateManager().GetTrackableBehaviours().ToList();

        return allTrackables;
    }

    private void SetupTargets(List<TrackableBehaviour> allTargets)
    {
        Debug.Log("Listing all Targets names:");

        foreach (TrackableBehaviour target in allTargets)
        {
            Debug.Log("Target's name:" + target.TrackableName);

            target.gameObject.transform.parent = transform; 
            target.gameObject.name = target.TrackableName;

            target.gameObject.AddComponent<PlaneManager>();

            Debug.Log(target.TrackableName + " created!");
        }
    }
}

Solution

  • target.gameObject.transform.parent = transform;
    

    That code means that the target gameObject will be a child of whatever gameObject the TargetManager script is attached to.

    As derHugo pointed out in the comments, it's redundant and can just be written as

    target.transform.parent = transform;