使用了MyTrackableEventHandler.cs脚本之后unity闪退

我想请问一下,我参考了您这篇文章《Unity3D-高通AR-《狼来了》-5编程实现音效播放和界面UI元素的动态显示》 使用了MyTrackableEventHandler.cs脚本之后(已经验证是这个脚本的问题,用的是unity2021版本),unity出现闪退,您知道怎么解决吗或您出现过这个问题吗?


/*==============================================================================
Copyright (c) 2017 PTC Inc. All Rights Reserved.

Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
All Rights Reserved.
Confidential and Proprietary - Protected under copyright and other laws.
==============================================================================*/

using UnityEngine;
using Vuforia;

/// <summary>
/// A custom handler that implements the ITrackableEventHandler interface.
///
/// Changes made to this file could be overwritten when upgrading the Vuforia version.
/// When implementing custom event handler behavior, consider inheriting from this class instead.
/// </summary>
public class MyDefaultTrackableEventHandler : MonoBehaviour, ITrackableEventHandler
{
    public GameObject[]  obj ;// 需要对一些游戏对象进行处理

    #region PROTECTED_MEMBER_VARIABLES

    protected TrackableBehaviour mTrackableBehaviour;
    protected TrackableBehaviour.Status m_PreviousStatus;
    protected TrackableBehaviour.Status m_NewStatus;

    #endregion // PROTECTED_MEMBER_VARIABLES

    #region UNITY_MONOBEHAVIOUR_METHODS

    protected virtual void Start()
    {
        mTrackableBehaviour = GetComponent<TrackableBehaviour>();
        if (mTrackableBehaviour)
            mTrackableBehaviour.RegisterTrackableEventHandler(this);
    }

    protected virtual void OnDestroy()
    {
        if (mTrackableBehaviour)
            mTrackableBehaviour.UnregisterTrackableEventHandler(this);
    }

    #endregion // UNITY_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)
    {
        m_PreviousStatus = previousStatus;
        m_NewStatus = newStatus;

        if (newStatus == TrackableBehaviour.Status.DETECTED ||
            newStatus == TrackableBehaviour.Status.TRACKED ||
            newStatus == TrackableBehaviour.Status.EXTENDED_TRACKED)
        {
            Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " found");
            OnTrackingFound();
        }
        else if (previousStatus == TrackableBehaviour.Status.TRACKED &&
                 newStatus == TrackableBehaviour.Status.NO_POSE)
        {
            Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " lost");
            OnTrackingLost();
        }
        else
        {
            // For combo of previousStatus=UNKNOWN + newStatus=UNKNOWN|NOT_FOUND
            // Vuforia is starting, but tracking has not been lost or found yet
            // Call OnTrackingLost() to hide the augmentations
            OnTrackingLost();
        }
    }

    #endregion // PUBLIC_METHODS

    #region PROTECTED_METHODS

    protected virtual void OnTrackingFound()
    {
        var rendererComponents = GetComponentsInChildren<Renderer>(true);
        var colliderComponents = GetComponentsInChildren<Collider>(true);
        var canvasComponents = GetComponentsInChildren<Canvas>(true);

        // Enable rendering:
        foreach (var component in rendererComponents)
            component.enabled = true;

        // Enable colliders:
        foreach (var component in colliderComponents)
            component.enabled = true;

        // Enable canvas':
        foreach (var component in canvasComponents)
            component.enabled = true;

        Debug.Log("识别图卡了......"); //控制台调试输出
        // 对一些对象进行处理(识别图卡后,设置这些对象显示)
        for(int i = 0; i< obj.Length ;i++){
            obj[i].SetActive(true);
        }
        
        // 播放音效 
        this.GetComponent<AudioSource>().Play();

    }


    protected virtual void OnTrackingLost()
    {
        var rendererComponents = GetComponentsInChildren<Renderer>(true);
        var colliderComponents = GetComponentsInChildren<Collider>(true);
        var canvasComponents = GetComponentsInChildren<Canvas>(true);

        // Disable rendering:
        foreach (var component in rendererComponents)
            component.enabled = false;

        // Disable colliders:
        foreach (var component in colliderComponents)
            component.enabled = false;

        // Disable canvas':
        foreach (var component in canvasComponents)
            component.enabled = false;

        Debug.Log("图卡不再被识别......");//控制台调试输出
        // 对一些对象进行处理(图卡不再被识别后,设置这些对象不显示)       
        for(int i = 0; i< obj.Length ;i++){
            obj[i].SetActive(false);
        }
    }

    #endregion // PROTECTED_METHODS
}

代码的话看起来没有什么问题,可以注释掉其他的代码,然后一个函数一个函数的排查是那个函数出现的问题,之后就可以调试看下错误在哪里