Configuring the Area Target
The Area Target database contains additional assets of the scanned area including textures, materials, and a prefab model. After importing the package, from the Project window, locate these files in the folder Editor -> Vuforia -> <dataset name> folder. The preview mesh of the scanned area is added automatically to the AreaTarget GameObject but a prefab model can also be placed in the scene if you wish to modify certain captured elements of the area.
NOTE: Changing the size of the AreaTarget GameObject is not supported. This guarantees that your scanned real environment retains its original scale throughout the entire development toolchain. If you need to use a different scene scale in your project, please review the Virtual Scene Scale Factor in Unity article.
In Unity, you can enable occlusion on your real environment. By ticking the box for Simulate Occlusion, your preview mesh hides the content that is obstructed by the environment’s walls and doors when used in PlayMode. If you wish to test your Area Target while being able to see all your content, you can untick the box.
- Select your AreaTarget GameObject and in the Area Target Behaviour component, click the Advanced dropdown. Here you may choose to have Simulate Occlusion enabled or disabled.
- Enable the Add Mesh Collider option so you can ray-cast against the
mesh representation of your environment, or to include the environment
into collision and physics simulation.