Kudan seams to be not supporting this feature in unity
i think it's supported in the native SDKs.
Unlike the native SDKs, the Unity Plugin can't just get a raw image file from the assets and load it into the tracker. This is a feature we will be adding to the plugin in the future.
source :- https://kudan.readme.io/docs/markers-1
EasyAR on the other hand support creating imageTarget out of .png or .jpg one image at a time or by .json to add multiple images in one batch
and it's provided in the example projects in EasyAR_SDK_2.2.0_Basic_Samples_Unity here
Note:- to run the example project you need to
1 - sign up on their site https://www.easyar.com/
2 - creat SDK license key from here.
3 - follow this Guide to place the key and run on unity.
4 - Your goal is achieved in the "HelloARTarget" project
and here is the example project script loading an AR experience from .pjg images
using UnityEngine;
using System.Linq;
using EasyAR;
namespace Sample
{
public class HelloARTarget : MonoBehaviour
{
private const string title = "Please enter KEY first!";
private const string boxtitle = "===PLEASE ENTER YOUR KEY HERE===";
private const string keyMessage = ""
+ "Steps to create the key for this sample:\n"
+ " 1. login www.easyar.com\n"
+ " 2. create app with\n"
+ " Name: HelloARTarget (Unity)\n"
+ " Bundle ID: cn.easyar.samples.unity.helloartarget\n"
+ " 3. find the created item in the list and show key\n"
+ " 4. replace all text in TextArea with your key";
private void Awake()
{
if (FindObjectOfType<EasyARBehaviour>().Key.Contains(boxtitle))
{
#if UNITY_EDITOR
UnityEditor.EditorUtility.DisplayDialog(title, keyMessage, "OK");
#endif
Debug.LogError(title + " " + keyMessage);
}
}
void CreateTarget(string targetName, out SampleImageTargetBehaviour targetBehaviour)
{
GameObject Target = new GameObject(targetName);
Target.transform.localPosition = Vector3.zero;
targetBehaviour = Target.AddComponent<SampleImageTargetBehaviour>();
}
void Start()
{
SampleImageTargetBehaviour targetBehaviour;
ImageTrackerBehaviour tracker = FindObjectOfType<ImageTrackerBehaviour>();
// dynamically load from image (*.jpg, *.png)
CreateTarget("argame01", out targetBehaviour);
targetBehaviour.Bind(tracker);
targetBehaviour.SetupWithImage("sightplus/argame01.jpg", StorageType.Assets, "argame01", new Vector2());
GameObject duck02_1 = Instantiate(Resources.Load("duck02")) as GameObject;
duck02_1.transform.parent = targetBehaviour.gameObject.transform;
// dynamically load from json file
CreateTarget("argame00", out targetBehaviour);
targetBehaviour.Bind(tracker);
targetBehaviour.SetupWithJsonFile("targets.json", StorageType.Assets, "argame");
GameObject duck02_2 = Instantiate(Resources.Load("duck02")) as GameObject;
duck02_2.transform.parent = targetBehaviour.gameObject.transform;
// dynamically load from json string
string jsonString = @"
{
""images"" :
[
{
""image"" : ""sightplus/argame02.jpg"",
""name"" : ""argame02""
}
]
}
";
CreateTarget("argame02", out targetBehaviour);
targetBehaviour.Bind(tracker);
targetBehaviour.SetupWithJsonString(jsonString, StorageType.Assets, "argame02");
GameObject duck02_3 = Instantiate(Resources.Load("duck02")) as GameObject;
duck02_3.transform.parent = targetBehaviour.gameObject.transform;
// dynamically load all targets from json file
var targetList = ImageTargetBaseBehaviour.LoadListFromJsonFile("targets2.json", StorageType.Assets);
foreach (var target in targetList.Where(t => t.IsValid).OfType<ImageTarget>())
{
CreateTarget("argame03", out targetBehaviour);
targetBehaviour.Bind(tracker);
targetBehaviour.SetupWithTarget(target);
GameObject duck03 = Instantiate(Resources.Load("duck03")) as GameObject;
duck03.transform.parent = targetBehaviour.gameObject.transform;
}
targetBehaviour = null;
}
}
}
edit
although it's easy to make an ImageTarget from .png but i wonder how to check that the image contains the sufficient features for being detected in EasyAR ?
Google AR Core supports this feature but they have limited number of supported devices
https://developers.google.com/ar/develop/java/augmented-images/guide
edit 2
Looks like Vuforia is supporting the creation of the image target at runtime. also drag and drop the image as texture in the editor without having to generate a dataset from the portal. although you still need the api key from the portal.