Question by 
               mohammed.romi · Mar 29, 2016 at 03:21 PM · 
                unity 5gameobjecttextimage target  
              
 
              Dealing with objects and check each object name at runtime
Hi all please help me in this issue. I am developing an application using the unity and vuforia, my application write the image Target name when the object appear in a text field in canvas, i need to check when two objects appear the name of the two image targets and compare its if they equal a given value and then do a certain action. i connect each image target with different text field i will attach the code.
 using UnityEngine;
 using UnityEngine.UI;
 using System;
 namespace Vuforia
 {
     /// <summary>
     /// A custom handler that implements the ITrackableEventHandler interface.
     /// </summary>
     /// 
 
     public class DefaultTrackableEventHandler : MonoBehaviour,
                                                 ITrackableEventHandler
     {
 
         #region PRIVATE_MEMBER_VARIABLES
 
         public Text objectName,result;
 
         public string text ="";
         public string text2 ="";
         private TrackableBehaviour mTrackableBehaviour;
     
         #endregion // PRIVATE_MEMBER_VARIABLES
 
 
 
         #region UNTIY_MONOBEHAVIOUR_METHODS
     
         void Start()
         {
         
 
 
             mTrackableBehaviour = GetComponent<TrackableBehaviour>();
             if (mTrackableBehaviour)
             {
                 mTrackableBehaviour.RegisterTrackableEventHandler(this);
             }
 
         #endregion // UNTIY_MONOBEHAVIOUR_METHODS
 
 
 
         #region PUBLIC_METHODS
 
         /// <summary>
         /// Implementation of the ITrackableEventHandler function called when the
         /// tracking state changes.
         /// </summary>
         public void OnTrackableStateChanged(
                                         TrackableBehaviour.Status previousStatus,
                                         TrackableBehaviour.Status newStatus)
         {
             if (newStatus == TrackableBehaviour.Status.DETECTED ||
                 newStatus == TrackableBehaviour.Status.TRACKED ||
                 newStatus == TrackableBehaviour.Status.EXTENDED_TRACKED)
             {
                 OnTrackingFound();
                 //OnGUI();
 
             }
             else
             {
                 OnTrackingLost();
             }
             check();
         }
 
         #endregion // PUBLIC_METHODS
 
 
 
         #region PRIVATE_METHODS
 
         private void OnTrackingFound()
         {
             Renderer[] rendererComponents = GetComponentsInChildren<Renderer>(true);
             Collider[] colliderComponents = GetComponentsInChildren<Collider>(true);
 
             objectName.text=gameObject.name;
             
                         if (gameObject.name == "Hydrogen")
                     text = "Hydrogen";
                 else
                     text2 = "Oxegen";
 
             // Enable rendering:
             foreach (Renderer component in rendererComponents)
             {
                 component.enabled = true;
 
 
                 }
            
 
             // Enable colliders:
             foreach (Collider component in colliderComponents)
             {
                 component.enabled = true;
                 
             }
             
 
 
 
 
             Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " found");
 
 
         }
 
         public void check(){
             
             if (text == "Hydrogen" && text2 == "Oxegen")
                 result.text = "Success";
             else
                 result.text = "fail";
         }
 
         private void OnTrackingLost()
         {
             Renderer[] rendererComponents = GetComponentsInChildren<Renderer>(true);
             Collider[] colliderComponents = GetComponentsInChildren<Collider>(true);
 
             objectName.text = "";
             result.text = "";
             // Disable rendering:
             foreach (Renderer component in rendererComponents)
             {
                 component.enabled = false;
             }
 
             // Disable colliders:
             foreach (Collider component in colliderComponents)
             {
                 component.enabled = false;
             }
 
             Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " lost");
         }
 
         
         void Update(){
             //dont need to use Update.
         }
 
         /*void OnTriggerEnter(Collider other) {
             if(other.gameObject.tag == "object"){
                 //set text whatever you want.
             }
         }*/
 
         #endregion // PRIVATE_METHODS
     }
 }
 
 
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