I have used the HelloAR Unity sample and built up my project and everything is working except that the 3D AR object jitters a lot after the marker is detected.

I've been informed that I need to create a second AR camera to render the target only but I'm not sure how to do this. The HelloAR sample already has 2 cameras.

Any help is greatly appreciated. This is super urgent and I need to get this stable ASAP.

Thanks.

1.change the EasyImageTargetBehaviour.cs Update(), you can see.

protected override void Update()

{

base.Update();

float myrx = 0;

myrx = this.transform.localEulerAngles.x;

while (myrx >= 360)

{

myrx -= 360;

}

while (myrx <= -360)

{

myrx += 360;

}

while (myrx > 270 && 360 - myrx >= 0)

myrx = -(360 - myrx);

float myry = 0;

myry = this.transform.localEulerAngles.y;

while (myry >= 360)

{

myry -= 360;

}

while (myry <= -360)

{

myry += 360;

}

while (myry > 270 && 360 - myry >= 0)

myry = -(360 - myry);

float myrz = 0;

myrz = this.transform.localEulerAngles.z;

while (myrz >= 360)

{

myrz -= 360;

}

while (myrz <= -360)

{

myrz += 360;

}

while (myrz > 270 && 360 - myrz >= 0)

myrz = -(360 - myrz);

if (((Math.Abs(this.transform.position.x - lastX) > 0.06 || Math.Abs(this.transform.position.y - lastY) > 0.06 || Math.Abs(this.transform.position.z - lastZ) > 0.06)&&

(Math.Abs(this.transform.position.x - lastX) > 0.13 || Math.Abs(this.transform.position.y - lastY) > 0.13 || Math.Abs(this.transform.position.z - lastZ) > 0.13))||

( (Math.Abs(myrx - lastRX) > 3 &&Math.Abs(myry - lastRY) >3 &&Math.Abs(myrz - lastRZ) > 3)&& (Math.Abs(myrx - lastRX) > 6 || Math.Abs(myry - lastRY) > 6 || Math.Abs(myrz - lastRZ) > 6))

{

lastX = this.transform.position.x;

lastY = this.transform.position.y;

lastZ = this.transform.position.z;

lastRX = myrx;

lastRY = myry;

lastRZ = myrz;

this.transform.rotation = Quaternion.Euler(lastRX, lastRY, lastRZ);

this.transform.position = new Vector3(lastX, lastY, lastZ);

}

else

{

this.transform.rotation = Quaternion.Euler(lastRX, lastRY, lastRZ);

this.transform.position = new Vector3(lastX, lastY, lastZ);

}

}