Working with Widgets > 3D > ThingMark
  
ThingMark
* 
Only one ThingMark should be added to a 3D container.
What Does This Widget Do?
The ThingMark widget allows you to insert a ThingMark in an experience.
A ThingMark is a uniquely identifiable marker that is universally recognizable by Vuforia View. ThingMarks must be recognizable to Vuforia View in order for the appropriate experiences and corresponding data to be delivered for the specific thing and use case.
When Should I Use This Widget?
Use a ThingMark when:
You want to align your physical object and digital model as closely as possible. In order for the 3D model to display in the correct location, you must place a digital ThingMark in the same location as your real-world ThingMark. For example, if you want to create an experience showing a service technician how to change the oil filter on a generator, you will want to augment the oil filter model and sequence of steps on top of the physical generator.
You want to create a tabletop experience. For example, if you want to show a potential customer a model of a generator without having to bring the physical generator, you would place the ThingMark on the floor of the canvas in the experience. Then, when on site, you would place the print out of the ThingMark on the floor, scan it, and the digital representation of the generator appears.
Are There Any Special Properties, Services, Events, or Actions?
To view a list of common widget properties, services, and events, see Common Widget Properties, Services, and Events.
The following table is a list of properties that are specific to this widget.
Property
JavaScript
Type
Description
ThingMark
markerId
string
ID of the ThingMark being used.
When the ID is specified, tracking will only begin when this exact ID is recognized.
Marker Width
width
number
The width of the ThingMark.
The value of this field is set in meters. For example, if your printed ThingMark is 5 centimeters, set this to 0.05.
X Coordinate
x
number
Location of the ThingMark on the x-axis.
Y Coordinate
y
number
Location of the ThingMark on the y-axis.
Z Coordinate
z
number
Location of the ThingMark on the z-axis.
X Rotation
rx
number
Rotation of the ThingMark about the x-axis.
Y Rotation
ry
number
Rotation of the ThingMark about the y-axis.
Z Rotation
rz
number
Rotation of the ThingMark about the z-axis.
Tracked
istracked
boolean
Is enabled when the camera recognizes the target.
Display Tracking Indicator
trackingIndicator
boolean
If this checkbox is selected, a green tracking outline of the target is displayed indicating that tracking is in progress.
Always on top
decal
boolean
Changes the rendering of the ThingMark so that it is always on top.
Stationary (Eyewear projects only)
stationary
boolean
Select this checkbox if the target will be in a stable environment and won't be moved by the user. Selecting this checkbox may improve tracking performance.
Event
JavaScript
Description
Tracking Acquired
trackingacquired
Triggered when tracking is established. The parameter passed is the ThingMark ID.
Tracking Lost
trackinglost
Triggered when tracking is lost. The parameter passed is the ThingMark ID.
The Widget in Action
Here’s an example of what your widget might look like!
Minimum Steps Required for Use
What It Looks Like
1. Drag and drop a ThingMark widget either onto the canvas, or onto a model. For example, if you want the printed ThingMark to act as a tabletop for your AR experience, place the ThingMark underneath the model on the canvas. If you want the printed ThingMark to be applied to the surface of a physical object, place the ThingMark accordingly on the model.
2. In the PROJECT pane, under Configuration > Experiences, select ThingMarks from the ThingMark Association drop-down, and enter the ThingMark ID in the ThingMark field.