Navigating Vuforia Studio > Widgets > 3D > 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.
ID of the ThingMark being used.
Marker Width
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
Location of the ThingMark on the x-axis.
Y Coordinate
Location of the ThingMark on the y-axis.
Z Coordinate
Location of the ThingMark on the z-axis.
X Rotation
Rotation of the ThingMark about the x-axis.
Y Rotation
Rotation of the ThingMark about the y-axis.
Z Rotation
Rotation of the ThingMark about the z-axis.
Tracked and Tracking Lost bindings.
Display Tracking Indicator
Displays an indicator that tracking is in progress.
Stationary (Eyewear projects only)
Select this checkbox if the ThingMark will be in a stable environment and won't be moved by the user.
Tracking Acquired
Triggered when tracking is initiated.
Tracking Lost
Triggered when tracking is lost.
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.