/// Used to associate an `XRReferenceImage` with a Prefab by using the `XRReferenceImage`'s guid as a unique identifier for a particular reference image.
There are two samples demonstrating image tracking. Basic and Multi Image tracking are supported on ARCore and ARKit. To enable image tracking, you must first create an `XRReferenceImageLibrary`. This is the set of images to look for in the environment. [Click here](https://docs.unity3d.com/Packages/com.unity.xr.arsubsystems@4.1/manual/image-tracking.html) for instructions on creating one.
There are two samples demonstrating image tracking. Basic and Multi Image tracking are supported on ARCore, ARKit, and Magic Leap. To enable image tracking, you must first create an `XRReferenceImageLibrary`. This is the set of images to look for in the environment. [Click here](https://docs.unity3d.com/Packages/com.unity.xr.arsubsystems@4.1/manual/image-tracking.html) for instructions on creating one.
You can also add images to the reference image library at runtime. This sample includes a button that adds the images `one.png` and `two.png` to the reference image library. See the script `DynamicLibrary.cs` for example code.
At runtime, ARFoundation will generate an `ARTrackedImage` for each detected reference image. This sample uses the [`TrackedImageInfoManager.cs`](https://github.com/Unity-Technologies/arfoundation-samples/blob/master/Assets/Scenes/ImageTracking/BasicImageTracking/TrackedImageInfoManager.cs) script to overlay the original image on top of the detected image, along with some meta data.
### MultiImageTracking
### ImageTrackingWithMultiplePrefabs
With [`MultiTrackedImageInfoManager.cs`](https://github.com/Unity-Technologies/arfoundation-samples/blob/master/Assets/Scenes/ImageTracking/MultiImageTracking/MultiTrackedImageInfoManager.cs) script, you can assign different prefabs for each image in the reference image library.
With [`PrefabImagePairManager.cs`](https://github.com/Unity-Technologies/arfoundation-samples/blob/master/Assets/Scenes/ImageTracking/ImageTrackingWithMultiplePrefabs/PrefabImagePairManager.cs) script, you can assign different prefabs for each image in the reference image library.
You can also change prefabs at runtime. This sample includes a button that switch between the original and alternative prefab for the first image in the reference image library. See the script `DynamicPrefab.cs` for example code.