I @john.lopz ,
I encountered the same problem.
It seems that the Zappar Camera does not work correctly in Unity editor play mode (at least with my hardware setup).
To quickly perform my test in editor, I created a prefab with two cameras, an “editor” camera (that is a simple Unity camera), and the Zappar camera.
I attached a script to this prefab, with a reference to both my camera; this script, in the Awake method, activates the correct camera depending on the current platform:
private void Awake()
{
#if UNITY_EDITOR || UNITY_STANDALONE
arCamera.gameObject.SetActive(false);
editorCamera.gameObject.SetActive(true);
#else
editorCamera.gameObject.SetActive(false);
arCamera.gameObject.SetActive(true);
#endif
}
I also created a useful public property, that return the correct camera based on the current platform:
public Camera MainCamera
{
get
{
#if UNITY_EDITOR || UNITY_STANDALONE
return editorCamera;
#else
return arCamera;
#endif
}
}
In this way, I can simply access the MainCamera property without caring about the current platform.
This is obviously a workaround, hoping that the editor play mode will be fixed soon, but it was useful to speed up testing the core logic of the application.
Hope this will help you too.
Best,
Alessio