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LoadTrackerData super slow on older devices with many targets.
Posted Date: 2021-06-24 14:24     Edited Date: 2021-07-05 8:32     Writer: developer

Please provide your development details as below;

1. SDK Version:
2. Development Environment: (eg. Unity-Android, Unity-iOS, Native Android, Native iOS)
3. Tracker/Scanner:
4. License Type(Free / Pro-One Time Fee / Pro-Subscription / Enterprise):
5. Target Device(Optional):

We can assist better if you attach screenshots of issues.


1. Unity SDK 5.0.5 and Unity 2020.3.12

2. Unity Android/iOS

3. Image tracker

4. Pro one time

5. Variety of android devices, focus on lower end devices.

We have an app that we are switching over to maxst AR. It has about 275 targets in it. We had it super optimized in load time, even on low end devices.

Howevver, we're finding that maxst is struggling to load that many targets on lower end devices, taking almost 3 mins.

We have set up the code to addTrackerData

When the LoadTrackerData is where it seems to be taking the longest.

Is there a better solution when dealing with this many targets? Thank you.


Posted Date: 2021-06-25 9:29     Edited Date: 2021-06-25 9:29     Writer: sjkim

Thank you for your interest in MAXST.


Do you use a Image Tracker of MAXST AR SDK?

Image Tracker isn't load a many target.


But, Cloud recognition feature is developed to overcome the limitation that

Image Tracker was limited to amaximum of 200 images per viewable within a library.

With Cloud Recognizer, millions of images can be recognized with no limit.

Cloud Recognizer recognizes image by transmitting real-time camera images to MAXST recognition server. After recognizing the image,

it downloads the trained image file to perform image tracking function on the mobile device. 


Please refer to link blow.


If you have related the MAXST SDK questions, feel free to ask.


Best regards,


MAXST Support Team

Posted Date: 2021-06-25 13:51     Edited Date: 2021-06-25 13:51     Writer: developer

I'm not sure what you mean. Image tracker does work with the 275 targets, it's just slow to load on LoadTrackerData on older devices.

We can not go with cloud recognition. This is an app made for children (it's a children's book where each page has stuff that animates in AR) and we need them to be able to use it even where internet may not be available or if their device has limited internet connection due to parental controls.

Posted Date: 2021-07-01 4:38     Edited Date: 2021-07-01 4:38     Writer: sjkim

Sorry to late reply.


Image Tracker was limited to amaximum of 200 images per viewable within a library

So, We don't recommended to store many target images locally in Image Tracker.



Best regards,


MAXST Support Team

Posted Date: 2021-07-01 14:33     Edited Date: 2021-07-01 14:33     Writer: developer

While I'm still confused as it does appear to work with more than 200 targets, from what I'm hearing, Maxst just isn't good at handling a large amount of targets.


I'm mostly seeing if the community has any solutions that they've tried for handling a large amount of targets while still using Maxst.

Posted Date: 2021-07-05 8:32     Edited Date: 2021-07-05 8:32     Writer: sjkim

Image Tracker can saves a lot of 2dmaps to the phone, but it takes a lot of time to load the 2dmaps.

Therefore, it is recommended to use Cloud recognition, which loads 200+ 2dmaps from cloud server on the maxst.



Best regards,


MAXST Support Team