#🤯┃augmented-reality

1 messages · Page 1 of 1 (latest)

teal storm
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We are trying to determine the best way to get the current unity rendered frame as a pixel buffer in swift, so we can stream it. We are currently using swizzling to do this, but it is very timer heavy and fragile which causes a lot of crashes. any advice/help is much appreciated!

quasi cosmos
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Does anyone have experience of publishing flutter app on IOS with Unity integration?

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Hello, we are working on a flutter IOS app with Unity integration and we have been facing an issue of app not building on Xcode due a Unity library issue and we are not able to push it for testing. Could anyone possibly help us with this?

quasi cosmos
crystal dawn
quasi cosmos
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I could get one of my developers to explain the issue in detail later tonight if that works for you.

crystal dawn
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Okay. Sounds like you're looking at embedding a Unity app in another one. Unity as a Library might be an option. There's an example on a GitHub somewhere I think.

quasi cosmos
quasi cosmos
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Hello @crystal dawn , my developer just got back regarding the specifics of the issue. The specific error is that Xcode says "Building for iOS Simulator but the linked library libUnityARKit.a was built for iOS" . We need to use the simulator to push the application on Testflight hence it is really important.

crystal dawn
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I don't think you can do that. The simulator doesn't support ARKit afaik.

quasi cosmos
solemn breach
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Hi, i need help with unity augmented reality. So i created a ar core project from the template on unity hub, and when i run it on the emulator, the camera won't turn on, its just the skybox. Can someone help me out please

solemn breach
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Can't we run unity augmented reality apps on emulated devices?

warm abyss
solemn breach
warm abyss
solemn breach
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Aaah, I'm on 2021, I'll check it out. Thanks a lot!

warm abyss
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No problem!

teal storm
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we use CVPixelBuffer to do low latency streaming from swift. getting the pixel buffer from unity for our live AR experience is proving difficult. anyone have a good strat on how to do that? potentially just passing the memory address of the buffer to swift somehow?

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@crystal dawn i see you helping many with similar things on github etc. any thoughts on how to do this in a performant and stable way? currently we are using swizzling (https://nshipster.com/method-swizzling/) but this is super unstable and reliant on timers. as perf changes it causes hard crashes

wanton turtle
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Also be extremely cautious using Unity 2022 on anything commercial. It is not stable or well tested.

crystal dawn
teal storm
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yea

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the camera pixel buffer is just the camera image. we want the view from unity which has all the AR rendered on top of the camera image

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on some threads i saw you explaining how to get the pixel buffer for CV

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similarly we just want to get that ARfoundation rederered view back to ios

crystal dawn
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To get the final composite image, you'd need to read it back from the GPU, which is pretty expensive. Maybe you could down sample it in a shader first if you don't need full resolution?

teal storm
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any good guide on how to do that?

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we basically build unity as a framework inside our swift app which handles the real time streaming. so need some way to get the active frame in unity to iOS so we can push that frame out to our streaming service

solemn breach
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Btw, if i try this on a real environment, will there be a significant change?

warm abyss
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There shouldn't, but always test on device

solemn breach
warm abyss
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@solemn breach

glacial river
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Hello, everyone. I'm pretty new here and to augmented reality in general. I was wondering if anyone here can recommend any good up-to-date tutorials for markerless WebAR. Preferably ones where you use mostly free or open-source frameworks 'cos I'm a bit tight on budget.

quasi cosmos
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Hello @crystal dawn , Update regarding our project. We have successfully navigated through our issues with building unity app on IOS but we are stuck with this one error below. could you point us in the right direction to sort this issue.

crystal dawn
crystal dawn
tight geode
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How do you manually start / stop ARFoundation (ARcore/ Kit) at run time?

teal storm
crystal dawn
solemn breach
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Hi,
I tried building the AR template from the unity hub and running on a device. It shows a black screen, anyone knows why?

vagrant root
solemn breach
wanton turtle
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My quickest guess is camera permissions

solemn breach
wanton turtle
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Oi, also, assuming it is blacked out without a splash screen or anything - check the graphic settings and make sure Vulcan is turned off. Might just be a graphics issue? Trying to tackle the easy possibilities before getting into muddy ones

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In that case though, if you think it is an immediate crash / graphics issue, checking the device logs should yield some useful info

solemn breach
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: (

cosmic stump
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Hello, Is there any Unity ARKIT sample available which demonstrate Unity Canvas in worldspace ? I want to create a clickable 3d button in AR mode

solemn breach
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I'm getting this on debug logs

warm abyss
rancid swan
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in unity 2020 is the reference point manager an anchor manager?

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thank you!

cosmic stump
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Hello, Is anyone using TrackedDeviceGraphicRaycaster in production(ios ARKIT) ?
XR Interaction toolkit is a preview package. Any idea, when will it be release for LTS. I am using Unity 2021.3.6f1 for IOS Arkit

warm abyss
cosmic stump
warm abyss
sweet sun
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Hello all! Anyone avalible for some questions?

warm abyss
sweet sun
warm abyss
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Image detection could spot places and anchor them in 3d yes.
Without then I am not sure how to handle this properly in my skillset

sweet sun
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I see, ty very much!

daring lily
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Does Netcode for Entities work with UWP/ARM64 ?

pseudo garnet
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Hallo, I was wondering is it possible to access the phone microphone? I want to analyse the sounds of the environment

warm abyss
pseudo garnet
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??? You think I didn't

warm abyss
daring lily
warm abyss
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Ohh like that.
For the hololens I am not too sure, sorry.
I know it does support arm64 as it's what's required by the play store, but no clue in combination with uwp

crystal dawn
marsh heath
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Anyone here using Vuforia?

glossy flare
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How can I help you?

marsh heath
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Hello! I've sent you a DM

mossy pine
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Hey guys

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I have this visual when I deploy my very simple Particle system scene to my iPhone

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is this common? any guesses? I am following the Augmented Reality with Unity AR Foundation book, and this is the first project.

patent garden
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Hello, I need a little help with AR Foundation, when I read an image I check its name and instantiate an object with in position and rotation.
But it's always instantiating a little bit up... I suspect it's at the height of AR Session Origin, how do I always instantiate at the height of the real world image?
In my tests in the Editor, the repositioning behavior is expected, but in Build it happens

warm abyss
# patent garden

Maybe set the global position to the position of the image instead of localpos to v3.zero?

#

You set the position 3 times, why?

patent garden
# warm abyss You set the position 3 times, why?

I changed the code a little bit
Now I'm trying to get the real world position by getting this "Tracked Image Prefab" (since it spawns right above my image)

-> I set the my object as parent of this game object and then I zero it's position.

-> I apply my custom position and rotation

-> I make my object child of the root

While testing this logic on editor it works well, but irl it tries to reposition my object to the virtual position of my image or it just behave in some weird way I'm not expecting lol

mossy pine
warm abyss
mossy pine
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the scene is just the particle system.

mossy pine
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There is no code yet, its just the gameobject

warm abyss
mossy pine
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OK. do you need a screenshot of the components expanded of the particle system? Or the player settings?

warm abyss
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I recommend to put the particle systems in a blank project without ar to see of it's the particle system or AR

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@mossy pine

mossy pine
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still nothing.

solemn breach
warm abyss
spark crag
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Hey guys, is this the right place to ask about vuforia engine?

wanton turtle
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Sure, but they have a pretty rough history though

glossy flare
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Hi guys,

Does anyone know where ARRenderMode is in Unity 2020/ARFoundation 4 ?

warm abyss
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What's the issue/wha are you trying to do

glossy flare
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I am trying to upgrade an old code made in Unity 2019 to Unity 2020.
But the code is broken because in Unity 2020 ARRenderMode does not exist.

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Unity 2019

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Unity 2020

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I can't find the changelog of where it was moved, deleted or replaced.

glossy flare
warm abyss
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Maybe put using UnityEngine.XR.ARFoundatoin at the top @glossy flare

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That's what the docs say

mossy pine
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my guess is something with the render pipeline background

mossy pine
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Can anyone help me with these xcode errors? I am building an AR foundation ARkit project to my iphone.

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pseudo garnet
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Hallo everyone. So I try to achieve that while the user is moving(mySpeed > 0 ) the material is different to when the person stays on one position. Has anyone a good tip for smoothing out the speed value? I get a lot of flickering from my if(Player stationary) statement

warm abyss
tight geode
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What's the best way to toggle ARFoundation, but keep the AR Pose Driver working?

We have an app that has AR and also plays 360 videos. When in the video The AR is still running and doing the passthrough from the camera - it's not visible to the user, but it's still using up unnecessary resources

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I've tried:

  • Disabling the AR Session GameObject - this didn't appear to make any difference
  • Disabling the AR Session Origin component - this stopped the AR, but also the pose driver. The gyro input is still needed.

Currently attempting to change the camera flags.. but no idea if that's the best way - Edit: doesn't work anyway

fresh bay
spark crag
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or can u control what and when to spawn using ui

fossil flower
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@warm abyss Please don't cross-post ads.

warm abyss
deft sequoia
bright drift
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How come apple seems to be so resistant to webAR? to me it kinda seems like the biggest roadblock to wider ar usage given how few users are going to download an app

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like i think 8th wall is the only off the shelf webar platform one that does it right? and its because they dont try to use apple's ar stuff iirc

warm abyss
bright drift
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Like is it a security/permissions thing from apple?

warm abyss
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Some different features (and lack there of for arcore), you can look at the features online.

I mentioned arkit because you did

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Arcore is for android, arkit for ios, ar foundation makes it easier for developers to use both

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But for webAR there probably needs to be another solution than those

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And with webar it will be hard to use outside since people don't always have much data, which also will be an obstacle.

I believe that in the future web based apps will become bigger and bigger, but right now the mix with hardware and software isn't there yet

bright drift
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don't a lot of webar platforms still access arcore apis and stuff? from what i understand most solutions work on android with arcore but not ios with arkit unless they supersede it with their own code in browser (ex. 8th wall)

warm abyss
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Oh really?
If so, I didn't know that

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Except with custom engines like 8th wall and some smaller ones webxr is a dead end for now for unity and unreal, so haven't looked thát much into it

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But it sounds like an apple thing to do to lock down everything. Then people still need to buy a mac, iphone and the $100 license to make things for iPhone xD

half basin
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Has anyone tried Kinect SDK vs NuiTrack before?

brave geyser
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Hey there, I hope that is the right place to ask! can somebody give me a hint on what to look into if I want to attach handles to a plane/box and make it only be able to be tilted by those handles along certain axes? Just getting into mrtk/hololense stuff and it seems to be quite a lot^^

warm abyss
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What do you do?
What unity version?
What device?
Did you already run the profiler?
Check for memory leaks?

balmy pine
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Hello guys quick question, I have an alembic animation inside Unity. Just to make sure, can you use alembic for AR?

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I have a character dancing with cloth in alembic and using AR I would like to place him on a surface (Table,floor etc)

warm abyss
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Performance can be an issue with alembic however

balmy pine
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@warm abyss Thanks! I did try, and for some reason the alembic is appearing in the editor but no in the app when building :/

warm abyss
balmy pine
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yes fbx works fine, im on ios

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Do you have any clue what could be happening?

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found this

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But i'd be lying if I said I understood what's happening or how to fix it

warm abyss
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Worth a shot

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I suggest baking it into the animation of the character then );

balmy pine
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Oh wow 😮 Do you think that's definlety the case or could there be a way around it?

warm abyss
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yeah, it says it in the official docs

balmy pine
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😦

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Thank you, saw someone who converted Alembic to Vat will check it

warm abyss
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vat?

balmy pine
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Yess

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Apparently its quite solid

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My main task here is that I have a face talking so I'm also checking how I can bake my vertex animations into an fbx? If that makes sense

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I'm sure there is a way to do it, I've seen countless game with characters talking inside mobile games

warm abyss
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Ahhh vertex animation

balmy pine
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Yess

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This guy also has something about it :

warm abyss
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There is a way to do it yeah, good luck

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Have seen it used before as well

balmy pine
warm abyss
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No idea :P

earnest socket
#

New to unity, when I press play this happens

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the scene should look like this

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does anybody know what Im doing wrong?

warm abyss
zealous needle
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Hello! Anyone have any tips on using AR Foundation to use images to help start the orientation of a plane based experience... IE using a poster on the ground for setting the "stage" direction and position like a root so when the users looks around we know no matter where they're standing the unity scene is in the correct orientation, position, etc. Mainly being used for when they look in a direction without the image visible after they set their root.

worn fox
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Anyone wanna share their AR works? looking for inspiration 💭 🎨

violet owl
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Hey guys, I realized that every time I create a new project I create an AR Indicator from scratch so I decided to make my own that can be reused in any project. Here's the link and feel free to contribute https://github.com/tomicz/unity-project-ar-pointer

GitHub

A helper that indicates where the camera is pointing in Augmented Reality. (ARFoundation required) - GitHub - tomicz/unity-project-ar-pointer: A helper that indicates where the camera is pointing i...

fervent badge
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Hey, how can i get a random point from ARPlane?

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I just tried Random.insideUnitSphere, Mesh Filter bounds min max values etc.

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But its instantiating objects out of bounds

rustic valve
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Hello this is not a question in particular, I am asking for guidance instead. I got tasked to do AR for the first time with ARCore and ARKit, I don't have any experience with it whatsoever, my task is to use the model and it's animations that I will be receiving to create an interactive game, I have to use an image tracker to place my model first which I have already done, then make sure that the model always faces my camera using the built in animation (which is a side stepping animation from what I understood, each time I turn around the image I am tracking, the model will move its legs to turn and face my camera) , I don't know how to do this yet, finally I want to be able to attack the AR model and get attacked by it as well which I have not done as well (from what I understood I have to do some VFX for the enemy and connect it to the attack animation). I would appreciate some guidance on how I can achieve these two last things I mentioned, thank you in advance.

warm abyss
warm abyss
rustic valve
half basin
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https://www.youtube.com/watch?v=AZA6X3mPdtg
Has anyone done something like the one in the video?
0.11~0.25

Convertible: The compact size of the convertible makes it easy to mount and to transport. It's a quick and easy way to transform any environment into an interactive space. This unit can be used to project on a variety of surfaces: floor, wall, and indoor windows. It projects a crystal clear screen with the size of your choice, and weighs 23kg. T...

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warm abyss
half basin
warm abyss
half basin
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Well I mananged to make it work. Thanks !

warm abyss
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Nice!

quartz glen
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Hello, I am planning to use ar foundation + arkit face tracking for live face capture facial expressions and render them on a model. Is it possible to show only the model not the camera output ? (edited)

warm abyss
worn fox
worn fox
warm abyss
worn fox
# warm abyss Interesting enough I don't see myself working with AR that much in the future, s...

Considering you don’t have a clear answer, this is a fantastic answer 😅

Love the idea of AI creatures intelligently moving around.

I think if I was to imagine the coolest usecase for AR it would be built around sport. When people imagine the metaverse they normally think of someone with a VR headset and they don’t leave the house for weeks so it leaves the body to basically rot.

AR metaverse to me sounds like it’s a more sustainable wait to use it more often and get people outside more.

AR Paintball would be fun, AR football (soccer) would be great too. Could probably build it around any excercise or sport.

The thing I don’t like about running is it’s boring so I have to add rules and competition to make exercise interesting, if you could ‘make a new world’ like you said, I’d probably have more enthusiasm to just run.

warm abyss
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Actually looked into it but with mobile AR this isn't usually possible due to accuracy. So running would loose tracking.
I think the biggest limitations of current AR systems are the lack of fast momement support and the limitations of mainly using a flat touch screen (but I am kinda biased since I love VR development)

XR headsets like the Lynx R1, hololens and magic leap might do better with this.

fervent badge
#

How can i check at least one AR Plane tracked?

karmic drum
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Can someone recommend a tutorial or material I want to learn more about how to make and how to use Location-based AR 🤓

warm abyss
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Their VPS system is cool

quartz glen
warm abyss
quartz glen
warm abyss
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Unless you write your own systen

quartz glen
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There is FaceMeshVisualizer as far as I know. It does the bare minimum, like moving lips, head rotation etc.

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@warm abyss This is working on android.

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So I have to build a different systems for different platform, right ?

warm abyss
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Then read up how to use the data/positions from that and apply it to the blendshapes I guess

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Doesn't that also work for ios?

quartz glen
warm abyss
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But if it ends up used in the same visualizer script then you can look at that script on how to use that right?

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If not, maybe make a forum post about it

quartz glen
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I don't think I would be using same visualizer script for both devices. I have to find a way to use both systems depending on the platform I guess.

warm abyss
quartz glen
warm abyss
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I know

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So it's what you need right?

quartz glen
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Yup

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I would be using ARFace and ARFaceManager components regardless of platforms. Only difference would be the visualizer scripts I guess.

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And if ARFaceMesh visualizer works on iOS with as much accuracy as BlendShapeVisualizer (which I doubt) I would be using ARFaceMeshVisualizer then.

rustic valve
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Hello, I was wondering if I could use my computer's camera to test the ARFoundation stuff I make instead of needing to build and install the apk on my android each time, I have not been able to find any solution to the black screen on play mode so it made me wonder if it is even possible in the first place

hybrid perch
rustic valve
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aha so only paid plugins

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alright fair enough!

half basin
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Hello,
has anyone experienced working on something like the one on the video?

https://www.vice.com/en/article/z4q384/walk-through-a-digital-house-of-mirrors-in-this-interactive-installation
short wolf
half basin
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May I know what equipment did you use ?

short wolf
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For human tracking i use mostly kinect V2, kinect Azure and ZED 2i Cameras

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but there are other camera systems that might work depending on your needs and envirement

half basin
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I see

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Is it possible for you to share the project you did? I’m trying to learn how to do something like that

short wolf
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no im not able to share project files

half basin
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I have already checked on them but I am still unable to do it like the one from the video

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Basically I need the user depth data.. then make it able to sync with VFX

foggy sonnet
#

Hi everyone:

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We are in the process of developing our next product and are scheduling interviews with XR creators to gain a better understanding of the space. Your participation will allow you early testing of our product as well as the possibility for future collaborations and opportunities with Spatial Labs. Following our conversation, we will send you an Amazon gift card as a thank you. If you are interested, please complete this survey: https://forms.gle/MSk2fPiY63bVWa5K6.

Thank you so much for your time and consideration. Please let me know if you have any questions, and we look forward to hearing from you!

Warm Regards,
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violet owl
#

Does anyone know how I can access this but from script? I need to access from editor, not at runtime

violet owl
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How could I tick ARKit from script?

warm abyss
violet owl
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Want to automize things

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So i dobt have to do them manually but i managed to solve it

warm abyss
boreal storm
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does any of you know a proper guide for Unity 2021.3 Holo2 app building ? I mean just the build and produce .appx in Visual Studio

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like all guides I've tried to use seems outdated as I have different Build window setting (unless I'm missing another component)

sour orchid
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Is there way to use machine learning, particularly image recognition, in Unity AR? I am trying to see how many people are in the view of a camera. Ideally I would be able to use yolov5 to do this, wanting to see if it was possible.

rustic valve
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I'm using an Image Target with AR Foundation and after a few scripts my image stopped working, I point the camera at the image and the model does not appear, it used to work completely fine, even recreated the entire project and had the same problem, works completely fine until I add a few scripts, (it takes a looot of pointing at the image for it to spawn now apparently)

warm abyss
rustic valve
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Logs?

warm abyss
# rustic valve Logs?

Yeah, using logcat or if you connect the profiler logs are also visible in the Unity console

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To see if ot gives errors/warnings

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Otherwise it might be the image not being easy to recognize. Can you maybe send it?

novel rover
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good evening, let me ask you guys, for the error I'm experiencing, how do I fix it?

safe scroll
#

@novel rover For the first error regarding TrackableType, try right click "TrackableType" > "Quick Actions and Refactorings" > "using UnityEngine.XR.ARSubsystems;" - you can just add the latter, however it is useful to know how to auto detected missing references in the future.

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For the second error, you should be using ARRaycastManager not AROrigin. Ensure you add a ARRaycastManager component, then either add a reference for that or you could use "arOrigin.GetComponent<ARRaycastManager>()" if the ARRaycastManager is on the same game object.

sour orchid
warm abyss
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For detecting humans you have to write something custom since this isn't in ar kit or ar core

sour orchid
# warm abyss For detecting humans you have to write something custom since this isn't in ar k...

Is there anyway to bring in tensorflow to train it? I see this person https://youtu.be/EYwDVnJ6--Y brought in yolov5. It mentioned barracuda, do you know anything about that?

https://github.com/mbaske/yolo-unity

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Licensed under Creative Commons: By Attribution 3.0 License
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warm abyss
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No experience with it. Maybe ask on the forums

safe scroll
frozen niche
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Anyone using wikitude to help me?

frozen niche
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I'm using wikitude version: Wikitude_Unity_9-12-0_9-12-0_2022_07_06_00_09_30

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unity version: 2002.1.14

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android device: motorola g100

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Wikitude: https://goo.gl/pMGm2i

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I want to make a simple example of image tracker

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but when I run the project, the screen is black, it seems that my cell phone camera is not activated, but powered by wikitude appears.

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any suggestion?

rustic valve
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private void onAttack()
    {
        RaycastHit hit;
        if (Physics.Raycast(cam.transform.position, cam.transform.forward, out hit, Mathf.Infinity, Info))
        {
            if (hit.collider != null)
            {
                if(hit.transform.tag == "Enemy")
                {
                    damage = Random.Range(4f, 9f);
                    enemyAttackController.TakeDamage(damage);
                    GameObject bloodPrefab = Instantiate(bloodEffect, hit.point, Quaternion.LookRotation(hit.normal));
                    StartCoroutine(DestroyBlood(bloodPrefab));
                }  
            }
        }
    }
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is there a reason why this raycast works in unity but not when i build to android?

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im using ARFoundation

rustic valve
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Still relevant

rustic valve
rustic valve
rustic valve
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enemyAttackController.TakeDamage(damage);

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the error is in this line of code

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it's not finding the enemy even when i spawn it, heres how i look for it

    private void Update()
    {
        GameObject enemyAttackControllerObject = GameObject.FindWithTag("Enemy");

        if (enemyAttackControllerObject != null)
        {
            enemyAttackController = enemyAttackControllerObject.GetComponent<EnemyAttackController>();
        }
    }
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for some reason it does not find it even tho i put it in update

rustic valve
#

solved by simply changing it to
enemyAttackController = FindObjectOfType<EnemyAttackController>();

hybrid perch
rustic valve
#

i was told so, but i can't think of any other way to find the enemy when i spawn him rn

hybrid perch
#

Just do it once, not every frame

rustic valve
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cuz i can spawn it at any moment, i need to find it when i spawn it, no?

hybrid perch
#

In your case the best solution would be for the enemy to register itself when it spawns

rustic valve
#

oh how can you do so if i may ask?

safe scroll
#

You could just register it in EnemyAttackController.Start()
FindObjectOfType<WhateverYourOtherClassIs>().RegisterEnemy(this);
then in RegisterEnemy store the reference, and use that in your Update loop

proven ember
#

Has anyone had an issue similar to this and found a solution? The scenes with AR in them in the project all work fine, most of the time. However on certain phones, and only ~20% of the time, the scene will load and the AR camera will just not start. Black screen, no indication that the app has even attempted to start the camera at all. I losing my mind over this issue

warm abyss
proven ember
dense verge
#

Hello, I am trying to create an anchor on the position of the tracking image to track the object even when the user is far from an image but the anchor is drifting. I have a simple script which upon spawning on the tracking image instantiate a new game object and adds to the new game object anchor component.

warm abyss
#

And some drifting isn't uncommon with images, but it should reset properly again

dense verge
#

I gave the anchor object (the sphere) a little offset to spawn it higher but it still drifting. It looks like it's drifting with the movement of the phone.

#

I tried the demo scene from AR Foundation for anchor and In the scene the anchors stay in place but you need to create an anchor by taping on the screen and I need to make the anchor in the position of the image.

safe scroll
#

My guess is that Dev Dunk is probably correct, and that the actual marker size is much smaller than what was specified in the Reference Image Library, and so it thinks the image is bigger than it is and incorrectly spawns and anchors it under the table.

dense verge
#

Thanks for the tips. I tried to match the size of my image in the Reference Image Library and it seems it's tracking the anchor better.

frozen niche
#

I want use open cv in my project(image Tracker and place a 3d object), where i find a tutorial for this ? (Sorry for bad english)

wintry shoal
#

Does anyone know how I would go about recognizing and tracking real parts of a complex machine?

wheat jungle
#

Has anyone worked with Vuforia before?

mental moss
#

anyone know any good AR games?
im struggling to find since Minecraft Earth is dead, pokemon go is ehh

warm abyss
mental moss
#

i wish there was smth similar to mc earth ngl

warm abyss
#

No clue, do some research I guess:p

mental moss
#

or idk

warm abyss
#

Mc earth wasn't action right?

mental moss
#

it was sandbox

#

also one of my fav genres

#

im lf action / sandbox

warm abyss
mental moss
#

only if i knew how to use unity and do c#
i can do lua, but useless for AR

#

ur a AR dev?

warm abyss
#

AR and VR mostly

mental moss
warm abyss
#

Yepyep, check the link I mentioned haha

mental moss
mental moss
#

you also got great vids ngl

mental moss
#

and how does the AR system work?

warm abyss
#

I use lightship mostly, but the same could be done with ar foundation

#

Lightship just is more cross platform like meshing support on android and it has some more features

mental moss
#

how does lightship work?

warm abyss
#

They got guides on their site. Can't explain every bit of it lol

#

Its a unity package

mental moss
#

any like simple explanation?

#

like in a nutshell?

warm abyss
#

It's an AR system which you can use in unity?

#

It depends what you wanna do. It's like 'how does unity work?'. How are you going to explain everything it can do

#

Lightship has prefabs for ar features which is nice, but to make something complex you need c# ofcourse

mental moss
#

the problem with C# tutorials are they barely help me, and because disorders exist, its hard to watch even 30mins of them.

#

i mean i had to learn Lua myself, yt tutorials feel useless.

#

but getting help from a buddy is damn hard so rip.

#

anyways going to rest in few mins

warm abyss
#

Cya!

#

And every language is learnable. Ligthship has text guides as well if needed

mental moss
quartz glen
#

Many android 12 phones I have tested are not compatible with ARCore. Is there a fix for it or I have to compromise with list of supported phones provided by google?

warm abyss
#

And there are arcore lists online, but all modern phones should support arcore

safe scroll
quartz glen
#

Without that AR in my app does not run at all, everything else works fine.

quartz glen
wanton turtle
#

That sounds normal. ARCore/ARFoundation has limited device support. If you decide to use them, you need a backup plan for other devices.

#

Depending on the location, we personally see 15% to about 60% non ARcore supported devices. (Note: I haven't pulled the numbers in a year or two, so this may have changed).

#

If you only care about techy people in say San Fran, it's probably not an issue. But if you want to ensure full accessibility, you'll hit barriers rather quickly.

#

But yeah, Android 12 doesn't matter. Specific inclusion only for the devices listed in the ARCore device list matters.

warm abyss
pallid glen
#

How can I make CRUD operation on AR both on the detected image and the assigned image and store them both on a database and finally access them using web services?I'm using unity and ARCore, I don't want to use Vuforia for this.

proven anvil
#

Hello, I need help. Does anyone know how to add a meter or a distance between the line renderer's user and its destination?  I am developing an AR indoor navigation system for my final year school project.

quartz glen
#

The issue is more frequent in latest devices which is quite surprising lol.

quartz glen
warm abyss
warm abyss
wanton turtle
# quartz glen By backup plan you mean fall back experience with no AR or using different sdks ...

Sorry, yes, by a backup plan with ARCore/ARFoundation, I just meant having an in-app solution for people who can't use ARCore. It would be up to you what to do with that (3d fall back, messaging, another plugin, openCV, send to support page etc). But again, I avoid using it so it isn't a problem to need to deal with...

If you do switch plugins as a fall back, I completely agree, ARFoundation provides little value at that point (which is why I only cautiously recommend it for specific uses)

subtle pendant
#

Hey, I need to put the bit depth of an image to 24 bit for uploading on Vuforia.
I just went into Photoshop but apparently there only are 8, 16 and 32 bit depth options.
Upon googling it doesn't seem like 24 bit depth is an option that is generally used in the first place.
Does anyone know what's up with 24 bit?

safe scroll
#

32 bit just means 8 bits per channel (RGBA) however Vuforia will not use the alpha channel, so that's effectively 24bit. So saving as 32 bit should be fine, and just save as PNG without any alpha channel. I have not used Vuforia for image markers recently, but I am pretty sure that should work without any problem.

subtle pendant
safe scroll
# subtle pendant Found out what the issue was. I just needed to set it to 8 bit/channel with RGB ...

Thanks for the follow up! That's strange they don't support images with an alpha channel and just ignore the alpha... but glad you figured it out. Sorry, not sure I can be much help with the WebCamTexture issue, but have you tried checking which WebCam device it's trying to use? You don't have any virtual webcams set up for streaming or anything? (Just some guesses... haven't used Vuforia much for ages)

pallid glen
#

Hi is it possible to convert a simple image to this type ? something like IR.SetImage() i mean

safe scroll
marsh sigil
#

is there any ways to refer instantiated tracked image prefab in ARTrackedImageManager?

subtle pendant
#

How do you fix a blackscreen when you don't get any error messages or alike?

warm abyss
#

If android, maybe the graphics api is at vulkan (has to be opengl)
Otherwise maybe no permission is being requested

subtle pendant
#

I use

Universal RP 7.6.0
ARCore XR Plugin 2.1.19
Vuforia Engine AR 8.5.9
XR Plugin Management 4.2.1
Gradle 5.6.4

and these are some of my project settings

subtle pendant
#

The phone I'm using is Samsung A21s with the latest Android version for it

night moth
#

Hello, on android Vuforia does not recognize targets, do you know how to solve?

tough marsh
#

Has anyone played around with WebAR and Unity? I've been working with the ARWT package for Unity (https://github.com/ToughNutToCrack/ARWT) and it works great with Unity 2019 LTS. However it requires a border around the marker, but I'm wanting to create WebAR for our student art pieces, which will be borderless. I've come across Natural Features Tracking (NFT) which is a borderless marker (https://github.com/webarkit/NFT-Marker-Creator), but I am struggling to figure out how to make it work with the standard ar.js toolkit because the NFT do not create patt files. If anyone has experience with this please let me know.

GitHub

This library allows you to use Unity to build AR Web applications, working as a bridge between Unity and the best AR libraries available for the Web. - GitHub - ToughNutToCrack/ARWT: This library a...

subtle pendant
#

Hey, I'm trying to find a solution to a clipping issue I have here

#

Some parts of the model are rendering which shouldn't be visible, such as the handle in the back of the tea pot. Can someone tell me what I could possibly change to fix it?

quartz glen
warm abyss
subtle pendant
warm abyss
#

Ah that's it indeed.
Maybe look for different shaders online that do the same without this issue

copper socket
tight zenith
#

Would like to ask if i am making an android AR app which template should i be using?

uncut halo
#

Hi! I'm just getting started with AR and I'd like to hear people's opinion's on what device to start with? I have a Galaxy S21+ and I'm due for an upgrade. I saw that the ARKit for iOS has more feature support than ARCore. Would it be worth switching to Apple? Or I was thinking of maybe picking up a used HoloLens or Mage Leap on ebay.

hybrid perch
#

It all depends on what your goal is @uncut halo. If you want to publish an AR app on the app store and play store, then you could have either an android or iphone, since if you use ARFoundation you only use the features both platforms have. If you want to use the full toolkit in ARKit then that's totally possible, but it would limit your distribution of course.

As for AR glasses, I would only recommend to get some if you're planning to work with businesses or consulting. They are simply not for the consumer market. Hololens 1 I wouldn't buy no matter what

uncut halo
hybrid perch
#

You can build experience for hololens without a device by getting into MRTK, which is its own whole system. It works in VR too if you have a headset. MRTK is integral to hololens development in unity

#

But for more widely useable skills, I would recommend ARFoundation/ARKit/ARCore yes

uncut halo
#

Nice. Are you an AR developer?

#

I'm assuming you are to some degree lol

hybrid perch
#

I have a hololens on my head as we speak

#

But not out of choice, they're a lot of work sometimes 😄 I'm mainly a VR developer but we do work with the hololens occasionally

uncut halo
hybrid perch
#

No I don’t, unfortunately. I think they will remain expensive and business oriented for a good while still, until the hardware and price improves. I have more faith in Mixed Reality at this time, like what Varjo is doing. There, the tech is in place

uncut halo
#

What's differentiates Mixed and Augmented?

#

Lol I'll Google it. Sorry

hybrid perch
#

In this case I just mean AR through VR glasses

uncut halo
#

I see. So the glasses/headset would import real objects into the virtual experience

hybrid perch
#

There’s gonna be a surge of it now with Pico Neo 4 and Quest Pro. Cause they have a high res colour camera in the front

hybrid perch
visual scarab
#

hey there, I noticed a weird glitch happening sometimes to my latest builds:

#

This is on Unity 2021.3.10f1, ARFoundation 4.2.2, iOS 16.0, and I have never seen that before. Did any of you see something like that before?

#

it seems like my FPS are consistently above 50

#

(the UI in the top also seems fine, it's just the camera image thats glitchy)

safe scroll
novel rover
#

sorry to ask, how to make Ar like this with ar markerless ground plane, how do you do it? I've tried but the number keys can't come out

wanton turtle
#

I don't understand that question

cerulean tree
#

with MRTK, what is the correct way to detect if a player is grabbing something, without actually moving the object? I've tried constraining everything with the object manipulator script, but it seems to be moving the object. I just want to detect if it is being grabbed without allowing movement

#

I also have "allow far manipulation" unchecked and a near interaction component, but far interaction is still allowed, which is unintended

nimble fossil
subtle pendant
#

Hey, I recently had my app running as intended, but suddenly this happens:

The virtual cube is supposed to be as large as the real one. But for some reason it's smaller now. I never changed anything about the size.
If I just increase the virtual cube size, the tracking becomes terrible.

Any ideas what could cause such an issue?

nimble fossil
subtle pendant
nimble fossil
subtle pendant
nimble fossil
marsh sigil
#

Hello pros

#

How do I add images at runtime inside ReferrenceImageLibrary?

#

I tried code above but it ain't working.

marsh sigil
#

Anyone? I need to add new images into reference image at runtime.

#

Can't get it work till now.

marsh sigil
#

NotSupportedException: No image tracking subsystem found. This usually means image tracking is not supported.

wanton turtle
#

Vuforia, as terrible as it is however, has image fallback on older android devices. OpenCV, MaxST, Wikitude etc all have fallbacks. But it just depends what AR framework you pick and why

marsh sigil
#

That's why.. thanks lloyd

wanton turtle
gusty kayak
#

Hi, anyone here have tried to do the AR Foundation with marker that the marker image is get from backend instead of predefine by ourself? Where I should get the information from? I search some tutorials from online but the information kind of out-dated. So I don't know what should I refer.

empty rampart
blazing spindle
#

I'm trying to replicate the mechanic of the eggs from pokemon go. I'm able to get location data from the location service

https://docs.unity3d.com/ScriptReference/LocationService.Start.html

Distance traveled would be the sum of differences of polled points but how should I handle the inaccuracy of polled data so that It would be relatively accurate enough.

marsh sigil
#

I've used my phone for this

#

but still the same

#

it crashed.

#

I mean, I can use AR it when I didn't createRuntimeLibrary

#

but when I do.. it crashed.

marsh sigil
#

I'm pulling my hairs for weeks.

gusty kayak
marsh sigil
marsh sigil
gusty kayak
marsh sigil
gusty kayak
stuck kayak
#

hi guys i have a issue in ar .I was unable to get the apk for android

marsh sigil
neon elbow
#

is there way to disable the white mesh that hololens2 draws everywhere when I start my unity ar project?

#

it draws even human shapes and then remembers those and displays anyoiningly

hybrid perch
storm cloak
#

Whats the satus of using AR with Unity in Browsers?
I am curious

patent garden
#

Hello, I'm creating QR Codes in Unity using ZXing's library, but I noticed these codes aren't good to use with AR Foundation :/
I think the engine can't determine wich exactly code is been scanned.

Does anyone knows any solution to create patterns in Unity? Something like this: https://www.dariomazzanti.com/uncategorized/ar-image-target-generation-vuforia/

In the end I want to automatize the tags/image target generation, to not make hundreds of them by hand dogsweat

#

This is an example of a (bad) QR Code I'm creating in Unity

stuck kayak
limber tangle
#

Guys, how to delay initialization/activation of AR components XR-Session and Session Origin ?
Disabling and later enabling gives strange result, tracker stops tracking correctly

lethal oriole
#

Hi. I am using ARFoundation and I am trying to get the image that has been tracked. Any help would be much appreciated

queen spear
#

Is face tracking not possible on iOS using the Front facing camera?>

queen spear
#

I'll check that out. Though I followed the 'Tracking Faces in AR' learning course yet when my app loads it only displays rear camera view. Without face tracking either. I do have User set in AR Camera facing direction

queen spear
#

FacePose (AR 4.2) on my Editor version 2021.3.10f (m1 sillicon) loaded with the back camera (iPhone 8 iOS 16) and did not detect my face either. Camera set to User

#

not sure what is going wrong, does the editor version have to be exact to the 4.2 sample repo? (2021.3.3f)

#

it did warn my about some conversions

#

I'll try with AR 5.0.2 and 2022 prerelease silicon

wanton turtle
#

Yeah, ARFoundation is just a wrapper for someone else's (arkit/ARCore) frameworks. It is a mess of what is and isn't supported depending on phone, OS version, platform, etc.

#

You can use the facetracking on OpenCV though on any device and camera. If you don't mind more technical AR frameworks.

marsh sigil
#

Hello AR Pros! from my code above It's seems my obj tracking does track ontop of my target image but why does it look stuterring?
How can fix it to make it looks like not stutter

#
    void OnChanged(ARTrackedImagesChangedEventArgs eventArgs)
    {
        foreach (var newImage in eventArgs.added)
        {
            currentImageText.text = "New Image" + newImage.referenceImage.texture.name;
            newImage.GetComponent<AtanPoster>().initialization(GetComponent<AtanImagesSplit>().allImages[int.Parse(newImage.referenceImage.texture.name)]);
            newImage.transform.Rotate(Vector3.up, 180);
        }

        foreach (var updatedImage in eventArgs.updated)
        {
            //currentImageText.text = "Updated" + updatedImage.referenceImage.texture.name;
            updatedImage.transform.Rotate(Vector3.up, 180);

            if(updatedImage.trackingState.Equals(TrackingState.Limited))
            {
                updatedImage.gameObject.SetActive(false);
            }
            else
            {
                updatedImage.gameObject.SetActive(true);
            }
        }

        foreach (var removedImage in eventArgs.removed)
        {
            currentImageText.text = "removed" + removedImage.referenceImage.texture.name;
        }
    }
warm abyss
marsh sigil
marsh sigil
#

Obviously I don't know how to do it, do you know how?

warm abyss
wanton turtle
hybrid perch
#

In ARFoundation, I'm trying to sync several people in a shared session. One issue I'm having is that sometimes when tracking is lost, all the content will move. I would like the player to be able to be walk back to a designated spot, press a button, and have the world reorient to set the origin to where the camera is now. Anyone know how to do this?

safe scroll
hybrid perch
#

Yes I'm aware of that function, but I didn't think it was right for this case. But now that I think about it more closely you might be right, thank you!

marsh sigil
#

Anyone know why this is happening??

#

ARCore removed?

nimble fossil
subtle pendant
#

Hey, it's my first time trying to work with MRTK/XRTK.
I'm following the initial steps listed in the guides that were officially provided, but I'm running into a dependency issue with the manifest.

In the guide it says to add this dependency if you want to use URP:
"com.microsoft.maps.unity.urp": "https://github.com/microsoft/MapsSDK-Unity.git?path=/UPM/com.microsoft.maps.unity.urp",

But now that I added it, I get an error saying that it is invalid:

  Package com.microsoft.maps.unity.urp@https://github.com/microsoft/MapsSDK-Unity.git?path=/UPM/com.microsoft.maps.unity.urp has invalid dependencies or related test packages:
    com.microsoft.maps.unity (dependency): Package [com.microsoft.maps.unity@0.11.2] cannot be found

A re-import of the project may be required to fix the issue or a manual modification of C:/Users/Pcnou/DigiNav/Packages/manifest.json file.```

Did I implement it incorrectly?
This is the manifest:
nimble fossil
#

Did you try to reimport?

#

@subtle pendant

pallid hemlock
#

I can't seem to find AR Reference Point Manager when trying to Add Component. I have AR Foundation 4.1.1.2 and AR Core 4.1.1.2 installed. Kindly help

limber tangle
#

Getting every plane with none type. How to fix this ?

nimble fossil
#

Or setting the textfield value

rigid bison
#

hey all im using ARAnchors and im creating a system where i have to add and remove them pretty regularly

#

is the best way to go about this is just add and destory the gameobject

#

I can't think of any other way

nimble fossil
rigid bison
#

I am

#

ah

#

there is an add remove

#

I see

#

thank you

#

I have the ar anchormanager class in my session origin but never took full advantage

nimble fossil
#

Its just important to add, if it has an anchor attached, destroying the gameobejct will also remove the anchor I think

rigid bison
#

hmm with the ARAnchor manager is it important to have a prefab? I essentially am referencing a singular object from normal 3d view to then an ar view

#

and am just keeping the reference and adding an anchor to it

#

instead of instantiating a new prefab

#

if that makes sense

teal rune
#

Hi people!
I'm trying to make a Hololens 2 application (MRTK2, arm64/UWP build target), but I've ran into an issue trying to build the output project. The build process in Unity does not give an error but trying to actually compile the C++ solution with Visual Studio 2022 throws errors. I managed to successfully build and run projects for the Hololens with the same VS2022 install but older Unity and MRTK minor versionsa few months ago.
Below are the errors VS throws on solution build:

Unity.IL2CPP.Building.BuilderFailedException: Microsoft.MixedReality.Toolkit.Providers.XRSDK.WindowsMixedReality.cpp

Error    C2664    'Vector3_t24C512C7B96BBABAD472002D0BA2BDA40A5A80B2 SystemNumericsExtensions_ToUnityVector3_mBBDF1382455F9D34DBEBC4ABEF3724E1293F7254(Vector3_tCC8562BAFFDC06A7846FD7D7B13397E3E8041E3D,const RuntimeMethod *)': cannot convert argument 1 from 'Vector3_t0A314A276774EDB18C6BCC9A3C581AA7EE4F2F94' to 'Vector3_tCC8562BAFFDC06A7846FD7D7B13397E3E8041E3D'

IL2CPP consequently fails to make GameAssembly.dll.
It's probably something very obvious I'm messing up but so far my searches turned up no relevant results, so I'd appreciate any help for trying to get around this.

nimble fossil
rigid bison
#

going to see what that might look like

#

Thank you!

limber tangle
nimble fossil
limber tangle
nimble fossil
#

... Okay I give up here. If you dont know what the system is doing by researching, I cant help you further

subtle pendant
# nimble fossil Did you try to reimport?

To update, I made a completely new file, replicated steps 1 by 1 and suddenly it worked. I guess there was something in the previous file messing with the settings. Couldn't find the exact source.

#

Question unrelated to that though. I'm running into this error. It's occuring whenever I start my project file - but the scene is empty aside from an AR camera that doesn't use OpenVR, and a cube.

Even when I deleted the AR camera the result stayed the same. I thought I set something up incorrectly in the project settings, but couldn't find anything related to OpenVR. Does anyone know possible sources for this error?

#

It also keeps starting SteamVR for some reason.

wanton turtle
#

It is failing so just going to none, which is fine.

#

To address it though you would need to open package manager and remove anything OpenXR related.

nimble fossil
subtle pendant
faint dew
#

Hi! I have a question to ask you. I want to try to create my own augmented reality remote assistance application, and would like to know if it is possible to do it with Unity and Vuforia (since Vuforia has its own service called VUFORIA CHALK)

faint dew
wanton turtle
# faint dew And... it's difficult? 😂

I... would say not particularly. We made our multiplayer AR painting app in a few hours. It would depend on what you are trying to accomplish, and of course ours was made for fun and enjoyment, but the AR part isn't hard at all. It's the accounts, account management, etc you need for remote AR stuff

patent garden
#

What is the best way to position objects relative to a "Tracked Image"?
At the moment I instantiate a prefab using "AR Tracked Image Manager"
Then I check its position and rotation and then I set the objects offset relative to the prefab.

It's a dirty and bad way to do it because it causes a lot of problems, is there any official and/or recommended way to do this? (AR Foundation)

The result I'm looking for is more or less like this video:

https://www.youtube.com/watch?v=sdPl15cxWXk

Basic functionality of our QR to AR process for live BIM models to the construction site

▶ Play video
rigid bison
#

hey all so I currently have my AR as a gameobject that turns off on and on when i enter AR mode

#

The problem im having is if im in AR find a plane spawn my item. Then leave AR Mode IE turn off the AR gameobject. Then I enter AR mode again my previous session state remains turned on

#

Do you think maybe the AR session origins are keep state and everything and I should double check there. Or is it worth making AR gameobject something that gets instantiate then destroyed instead of Just off and On

rigid bison
#

NVM i noticed there is an ARsession.reset

rigid bison
#

Is there a way to reset arplanemanager. I noticed when I turn on my ar object off and on the previously generatedplanes stay instantiated

patent garden
brazen halo
#

Hello!

#

I'm beginner

#

I created an augmented reality application following a tutorial. In practice, the furniture that I am generating is not spawned on the ground but in the air.

#

How can I solve?

warm abyss
# brazen halo How can I solve?

Depends what the underlying reason is. Share what packages you use and your script etc.
Also if you spawn prefabs take the positions there into account

warm abyss
#

Paste code in code blocks please

#

code here

brazen halo
#
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.ARFoundation; 
using UnityEngine.XR.ARSubsystems;
public class ARInteractionsManager : MonoBehaviour
{
    [SerializeField] private Camera aRCamera;
    private ARRaycastManager aRRaycastManager;
    private List<ARRaycastHit> hits = new List<ARRaycastHit>();

    private GameObject aRPointer;
    private GameObject item3DModel;
    private bool isInitialPosition;

    public GameObject Item3DModel
    {
        set
        {
            item3DModel = value;
            item3DModel.transform.position = aRPointer.transform.position;
            item3DModel.transform.parent = aRPointer.transform;
            isInitialPosition = true;
        }

    }
    // Start is called before the first frame update
    void Start()
    {
        aRPointer = transform.GetChild(0).gameObject;
        aRRaycastManager = FindObjectOfType<ARRaycastManager>();
        GameManager.instance.OnMainMenu += SetItemPosition;
    }


    // Update is called once per frame
    void Update()
    {
        if(isInitialPosition)
        {
            Vector2 middlePointScreen = new Vector2(Screen.width / 2, Screen.height / 2);
            aRRaycastManager.Raycast(middlePointScreen, hits, TrackableType.Planes);
            if(hits.Count>0)
            {
                transform.position = hits[0].pose.position;
                transform.rotation = hits[0].pose.rotation;
                aRPointer.SetActive(true);
                isInitialPosition = false;
            }

        }

    }


    private void SetItemPosition()
    {
        if (item3DModel != null)
        {
            item3DModel.transform.parent = null;
            aRPointer.SetActive(false);
            item3DModel = null;
        }

    }

    public void DeleteItem()
    {
        Destroy(item3DModel);
        aRPointer.SetActive(false);
        GameManager.instance.MainMenu();


    }

} 

#

@warm abyss

wispy niche
#

@hereAnyway to test on iOS without xcode like using Unity AR Companion app, or is that companion app just for capturing data with mobile? I've been scouring the netz and trying it on the iphone but I can't get it to work nor do I see how it works

#

I'm asking because I'm trying to figure out if I should install xcode on all the machines in the computer lab where I will be teaching a class or if there is some easier way to preview/test on ios. It seems a bit daunting to build and sign with xcode for a simple test of a small update. It's so dirt simple with Snapchat's Lens Studio that I don't know if I can entice students to use Unity if it's all convoluted like that

#

Nor can I mandate everyone use Android haha (but if I could, I might)

wispy niche
#

I guess I have to go with MARS for hassle free ar testing on ios or pay for plugins

wispy niche
#

Hmm not sure if mars allows testing without building either tho

#

tricky

warm abyss
wispy niche
#

like you cant point the device on a marker image?

warm abyss
wispy niche
zinc arrow
#

Hi guys, im building a AR app for android any ideas how i can create points and connected with lines to draw the shape ?

warm abyss
silk yarrow
#

Hi, Im trying to make an automatic switch between AR and VR and back, this is my scene setup and this is the script I am using
https://gdl.space/finoyedigo.cs

but I simply cannot make it work, the AR never instantiates, can anybody help me figure out why please?

warm abyss
#

Did you already go through the oculus guide for ar passthrough

rigid bison
#

is it bad practice to create a prefab that has all the AR session and origin and data and instantiate it and then destroy it when no longer needed

#

vs just having it in the scene off by default that one then turns off and on

warm abyss
#

If you properly handle the turning on and shutting off of the session do whatever fits your project best @rigid bison

#

And test if it works and increases or decreases memory usage and CPU usage etc

rigid bison
#

is ARKit supported in cloudbuild?

#

I am getting errors related to it

rigid bison
#

how do you stop arfoundation from throwing null errors on ar anchors after deletion?

silk lark
#

Hi! Guys I was looking to develop an Markerbased AR Application where I can dynamically upload markers and models on cloud and they will be automatically be initialized within the application in runtime which won't require me to build the AR application continuously and I will be able to upload the markers and the models on cloud and they will be updated automatically.

Can anyone suggest me what I can do for that?

silk lark
#

That works for 3D models but what about the markers? I want them to be dynamic too

warm abyss
silk lark
#

It should but the cloud downloading part isn't the concern, the concern is adding the markers in the database in runtime

#

Without my adding the markers to the reference manager the system would do that automatically

warm abyss
silk lark
warm abyss
#

Oh I thought you could just add images in script

wanton jasper
#

(hi all, random question: what's everyones goto for rendering shadows from virtual objects into real objects/planes?)

#

is there a shader i can just drag and drop into a plane?

#

(for mobile AR)

thick crescent
#

Anyone Here who uses Lightship ARDK in Unity (For android Build)?

#

I'm Kind of stuck with many errors

thick crescent
#

These are the errors that I get can someone please help me out

warm abyss
#

@thick crescent I've used ARDK a lot
This is a general android issue however. Do you use a custom android manifest or did you change any settings in the publishing settings in player settings

thick crescent
#

@warm abyss Yeah I tried using custom manifest and added ARCore in the queries... As per one the lightship setup guide in their website... Still the same error persist

glossy badger
#

hey guys i need some help.. trying to build an AR app and creating the gyrocamera.. but the script keeps giving me errors.. im following a tutorial where it worked for the guy.. VS code doesn't say the code has errors but unity does.. can you guys help.. maybe there is something im doing wrong..

warm haven
#

Hey All. I'm a non-coder who is trying to build an AR experience on my Android phone. I have already enabled USB debugging on the phone and when I hit 'build and run' in Unity, I get an error saying that I do not have the recommended settings for Android SDK even though I just installed it. I'm attaching the image for reference. Please tell me what I can do. Thanks for your time.

glossy badger
wide thunder
#

Hi, I'm following the famous "mama bird" AR tutorial, and despite my doing it step by step, I keep getting a bunch of errors that look like this. I have installed the latest ARkit from the package manager. I'm also including a screenshot of the script below. Does anyone know what these errors might indicate?

wanton turtle
#

Look in here under Build Settings, it is saying that the ARKit is missing from the XR Plugin management

#

Looks like the whole thing is pretty buggy for AR though

wide thunder
wanton turtle
#

See if we can trick it into rebuilding its cache 🤞

tranquil drum
#

Hello everyone, I would like to make a remote videocall app with unity, to communicate from a HoloLens 2 to a Tablet/Handy including the possibility to set markers which are shown on the HoloLens 2. Can someone recommend anything, with what it is possible to achieve that. I tried a few things (WebRTC, Agora, UnityChatSDK), but didnt get them to work. Also if you know tutourials that would be very helpful, because I am not very advanced in programming. Thank you very much in advance

wide thunder
somber verge
#

Trying to get camera feed working on iOS Metal in URP with ARFoundation, no luck. Is it a known issue? I can see some log errors -> CVDataBuffer contains an invalid header

raw eagle
#

Guys i recently started exploring the AR agents in Unity and got a general idea of how to make an AR app on unity. But I'm trying to build a complete AR game, browsed a few videos on YouTube but didn't find anything good, most of them are too basic and unfinished

#

I was wondering if any of guys know a video tutorial that i can watch that shows how to make a complete AR game on unity

hybrid perch
raw eagle
hybrid oriole
#

Just a question from a newbie, actually an android app created with unity is really heavy. I would like to create multiple ar games in the same app. But naturally the app would be heavy. I have read about assetsbundle, where should I host them?

wanton turtle
#

On your website or your storage server

raw eagle
#

This is what I'm getting on pressing play

#

My webcam feed was supposed to project on this surface

wanton turtle
#
for( var i = 0 ; i < devices.length ; i++ )
    Debug.Log(devices[i].name);```
#

By default it will use devices[0] unless you tell it otherwise

raw eagle
#

I see

#

Can we continue this in dms?

wanton turtle
#

No, I like to do one on one tech support for Unity... it's better to ask here so if you are still stuck, that way someone else (maybe unity staff will support their own product one day) can help out. Chances are good I'll end up closing discord and forgetting about it for a few days. It isn't anything personal, but you'll get abandoned pretty quickly

raw eagle
#

Thnx for your assistance

wanton turtle
#

Np! Good luck

wanton turtle
raw eagle
#

Ohk, I'll take a look at this, thnx

raw eagle
#

I tried to build it(apk) and see how it looks on my phone

#

But I'm getting this error even tho i uninstalled the unity editor and reinstalled it again with all the Android builds jdk, sdk, etc

wide thunder
#

Is there any reason Raycast wouldn't be recognized by VS? I'm following an AR tutorial and am using the ARCore template. I notice that I get errors around Raycast (as well as TrackableType, but I'm tackling one at a time). I followed his code to the letter. Is Raycast incompatible with ARCore template or something like that?

wide thunder
#

So I'm pretty sure the issue above^ was due to my not having ARFoundation installed, but it shows up as locked in the package manager, and even when I unlock it, it goes back to being locked. I tried updating to the newest ARFoundation and got this 503 status code. Anyone know how to resolve this? Can't seem to find the exact issue online.

wide thunder
#

I realized the above issue was due to raycasting being switched to the new ARRaycastManager component. I tried to adapt the script to account for this, but got really turned around. I don't quite know how to use ARRaycastManager with the ARSessionOrigin. I'm very new at this, and the explanation is going over my head a bit. I'd be most grateful if someone could help me understand exactly what the below advice means, and how to adapt this tutorial code to account for the new raycasting component. Nothing I've tried so far has worked. Thank you so much.

The raycasting API is the same as before, only now it is on a new component ARRaycastManager. Previously it was on the ARSessionOrigin. If you need to perform a raycast, make sure you have a ARRaycastManager on the same GameObject as the ARSessionOrigin and use the Raycast methods on that component.

wide thunder
#

`public class TapToPlaceObject : MonoBehaviour
{
public GameObject placementIndicator;
private ARSessionOrigin arOrigin;
private ARRaycastManager raycastManager;
private Pose placementPose;
private bool placementPoseIsValid = false;

// Start is called before the first frame update
void Start()
{

    arOrigin = FindObjectOfType<ARSessionOrigin>();
    raycastManager = FindObjectOfType<ARRaycastManager>();
}

// Update is called once per frame
void Update()
{
    UpdatePlacementPose();
    UpdatePlacementIndicator();
}

private void UpdatePlacementIndicator()
{
   if (placementPoseIsValid)
    {
        placementIndicator.SetActive(true);
        placementIndicator.transform.SetPositionAndRotation(placementPose.position, placementPose.rotation);
    }
    else
    {
        placementIndicator.SetActive(false);
    }
}

private void UpdatePlacementPose()
{
    var screenCenter = Camera.current.ViewportToScreenPoint(new Vector3(0.5f, 0.5f));
    var hits = new List<ARRaycastHit>();
 
    raycastManager.Raycast(screenCenter, hits, TrackableType.Planes);

    placementPoseIsValid = hits.Count > 0;
    if (placementPoseIsValid)
    {
        placementPose = hits[0].pose;
    }
}

}`

tough roost
#

Hi,

I am working on a collaborative AR scenario in Unity. The tools I used were Photon for connecting multiple users and Vuforia for object tracking.

I was able to detect some object and augment them with the respective 3d model. What I am now trying to achieve is to display those augmentations at a synchronised position across multiple users. So if I have two users, user 1 will detect and augment a physical object and user 2 should be able to see that augmentation in the same position.

I would appreciate some guidance on this matter. Thanks.

rugged socket
#

Just wanted to check if anyone knows if there are any tools available for Web AR in Unity that will work for all non mobile and mobile browsers? I trialed out De-Panther's sample scene for his WebXR export tool, and it worked for all browsers except Safari on iPhone.

warm abyss
#

No official web ar sadly

pale abyss
#

hey there ! its been a long time i have been researching to make navigation system in AR using unity ! but everywhere I go I see paid sdk !!

#

Can anyone please guide me how can I make an AR - GPS navigation system in minimum charges or no charges !

#

pleeeezzeeee !!! 🥹

raw eagle
#

Can anyone tell me how i can fix this post processing script bug in unity?

#

There's nothing really wrong with my game, it was working fine previously but I'm getting this error and so i can't run my game anymore

warm abyss
#

@raw eagle do you use post processing v2?
If not, just remove the package

#

@pale abyss
In a while niantic lightship will have this out of beta

proven anvil
#

Hello, I'm working on an AR indoor navigation app, and I'd like to know how to reset my position by scanning an image, similar to image recognition.

vast schooner
#

Hi i am trying to clone avatar cam [uses ARkit]

I have a full body avatar and i am using blend shape data on it but as of now the entire body is rotating as per face. I want to use ar pose data but i am not getting how to get that please share some documentation or example scene for that

Thanks a lot

warm abyss
gleaming void
#

Any Vuforia users here? I am making a project using it and I needed help.

#

Also is the AR template in Unity using something else or Vuforia only?

warm abyss
jade peak
#

I'm using AR Foundation 5.0 it uses the new input system. The examples show a touch to place and projectile example. Any chance their is an example of touching object and using onTrigger?

jade peak
#

I m using AR Foundation 5 0 it uses the

autumn hare
#

Anyone knows how can I add an anchor to a tracked image?

willow reef
#

Hi, how would I apply a texture to anything that gets recognized as a plane using plane detection?

warm abyss
warm abyss
willow reef
#

Thanks, that's what I ended up doing. Now I'm struggling to figure out how to change the alpha of the plane over time, to make it look like snow is accumulating

#

And how to make sure the snow plane doesn't spawn on every horizontal surface, my guess is to have it not spawn unless it is x distance away from the camera

autumn hare
# warm abyss Simply add a texture to the spawned plane?

Thank you.
Maybe I've wrongly maden my question.
Sure, if you use image tracking Unity builds for you an anchor, bit I'd like to add an ARPlane to have a "more solid" anchor in the position of the image tracked, in the moment the camera recognizes the image. In this way I can spawn my object on this plane and move with LeanTouch only on X and Z axis relative to the plane, without changing the Y.
Right now, when I use LeanTouch, the transform of the object is based on the camera's position.

warm abyss
warm abyss
autumn hare
#

When you use plane detection, objects can spawn everywhere.
I'd like to do something like this:
Track an image, spawn in that position a table, with some object on the top of it, and move only the objects changing X and Z axis with LeanTouch. So I can play with objects keeping them gounded to the table.

distant axle
#

*Unity version

gleaming void
#

I am trying to build an AR apk but I am getting these errors while doing so. Please help

pseudo condor
#

Hey all, I'm doing an MR/ AR project with the Oculus Quest pro. I want to try and add a post processing or blur effect to the AR camera feed, can a virtual camera effect affect a real camera feed?

distant axle
vagrant root
#

I am looking to force select an object through the interaction toolkit and interactionmanager.forceselect(XRBaseInteractor,XRBaseInteractable) is deprecated how would one go about elegantly selecting an object using the new syntax of InteractionManager.ForceSelect(IXRSelectInteractor, IXRSelectInteractable)?

balmy basalt
#

it's installed on the Hub basically ...

balmy basalt
#

this is the missing part

warm abyss
#

Check the box @balmy basalt

vapid trout
#

helloooo, how do I launch AR experiences through my android phone by scanning a QR code only? (how do I export the AR experience into a QR code so that anyone can view it just by scanning the code? My AR experience doesnt have image tracking. It just needs to be launched on a flat surface.)

hybrid perch
balmy basalt
warm abyss
#

Maybe reinstall the latest LTS

balmy basalt
warm abyss
#

👌

tranquil drum
#

Hello everyone, I am stuck at some problem with getting the translation of 2D to 3D coordinates. I am reading the coordinates of a screenposition of a touch from a mobile device and I want to translate them into 3D coordinates of the HoloLens 2, where I want to spawn a prefab. The problem is, that the translation is wrong. For the beginning I wanted them to spawn at a defined z coordinate (e.g. z=2), but the prefabs are then spawned at this position (x&y of screen touch and z=2) but not from the position I am looking at. Also the x&y of the screen touch are slightly wrong, when the touch position is more at the screen edge, the prefabs have a bigger offset. Does anyone know how to fix that? I read something about the „ScreenToWorldPoint“ Function, but when I am using this, it seems to be worse.

patent garden
patent garden
visual scarab
#

hey there fellow AR developers. I have a performance question, my AR app runs at 60 fps on an iPhone 12, but only 10fps on a Samsung S9. The phones are not that different in GPU performance and anyway, profiler says it's only rendering 288 vertices / 174 triangles anyway (while I point the phones away from any objects).
[ 2021.3 , ARFoundation 4.2.6, URP]

EDIT: It seems even our main menu renders only at 15FPS, so it's not the AR. Weird though because there is nothing the main menu is doing.

warm abyss
#
  1. Iphones are generally a lot faster, especially with AR (sadly for android)
  2. What says the profiler is taking the most time?
  3. Try 2021.3.14, it has some android fixes @visual scarab
visual scarab
# warm abyss 1. Iphones are generally a lot faster, especially with AR (sadly for android) 2....

1 yes for sure, but an S9 isn't that slow and I have seen it render complicated scene, let alone an empty one at 15fps?
2 cpu is mostly waiting for render thread Gfx.WaitForPresentOnGfxThread and the render thread spents 60ms on Gfx.PresentFrame. Which is weird since there was nothing in the screen except for the AR camera image
3. yes, downloaded and installed that yesterday
I also wrote a forum post, with more details: https://forum.unity.com/threads/15-fps-just-showing-menus-in-android-gfx-presentframe-takes-60ms-2021-3-14f1-samsung-s9.1364532/

#

turns out it is already having these 60-80ms Gfx.PresentFrame's when its just rendering the main menu, so it must be something weird.
ARFoundation samples seem to run fine, but they are based on builtin, maybe the fact I'm using URP is what is tripping it up.

warm abyss
#

I've succesful worked with URP on android with normal games, AR and VR, so it's probably up to settings

visual scarab
warm abyss
#

The latter can give more insight. Also uncheck auto graphics api and make sure only gles3 is selected

visual scarab
#

and yeah, I have only two quality settings, one for desktop one for mobile, made sure today the latter is used on both ios and android

visual scarab
warm abyss
#

Last thing if settings are identical is maybe update ar foundation and arcore etc?
Otherwise I'm out of ideas without seeing the project

visual scarab
visual scarab
visual scarab
warm abyss
#

ASTC texture compression is generally better. But probably not the big difference maker.
I assume IL2CPP is enabled with both 32 bit and 64 bit arm enabled?

#

No problem!

visual scarab
#

i mean, it must be something like TargetFramerate, since even the menu renders at 15fps with the render-thread taking up all the time

#

it's not the actual usage of the gpu, because that is minimal

visual scarab
warm abyss
visual scarab
#

i'll try more tomorrow, maybe sleeping over it will help 🥱

warm abyss
#

Can definitely give some good insights haha
Good luck

outer burrow
#

Is all AR rn via mobile platforms? Or is there a way to keep it on desktop (Windows ideally for me)?

#

Because every time I check something in Unify it seems like the end product is meant to be on phones

#

And I do not have the space for that

#

Like AR Foundation is meant for Android and iPhones

distant axle
#

I'm looking for Android configs with Vuforia image tracking 🙏

wanton turtle
#

But yeah AR Foundation is phone only and limited to ARCore and arkit supported devices

robust juniper
#

Hi everyone, I'm having a problem while creating a mesh between objects I'm placing on an AR plane (the objects are the vertex of the mesh I'm creating), inside the editor I tested my code and it works but when I'm trying to test it in my phone my mesh isn't rendering, does anyone knows what could I be missing?

outer burrow
wanton turtle
#

Just AR Foundation, by it's current config, is locked to only ARkit and ARCore while all the coding needs to be done on an unsupported desktop or laptop device

#

There are some remote utils you can pay for, that you'd probably need to build and pray for the best without them. It's mmm yeah

outer burrow
wanton turtle
#

But yeah, new frameworks pop up a lot. You have ARKit and ARCore - but usually you just use AR foundation for those. There is OpenCV if you don't mind coding and a little roughness around the edges. There is MaxST, EasyAR, Wikitude and Vuforia, with different advantages. But there are also AR frameworks now's (8th Wall, EasyAR, WebAR, etc).

outer burrow
#

what I'm trying to make is a vtuber body tracking for windows that can take a virtual camera input and export as a virtual camera

#

if that makes sense?

wanton turtle
#

Yes! That's exactly what I'd use OpenCV for

#

We are using a Kinect camera for this though in a local hospital. Bone pose tracking for stroke recovery

#

I only know the hard ways to do this though, so probably not the best to provide advice on this one

outer burrow
#

so I can take the video input of droidcam and live edit the video such that instead of me, the video out is a video of my vtuber model tracked in real space, and ideally having the model always in frame regardless if the program thinks there isn't a face anymore (coding it to assume if the arm(s) were going towards the face that it should freeze the model for max 5 seconds), and have food or surroundings real-time obscuring the model intentionally

#

listen hard ways are welcomed

#

does this need to be in Unity? Can I do this in python as a python file?

outer burrow
wanton turtle
# outer burrow I'm gonna be heading to bed soon so pls @ me or dm me so we can talk more about ...

You can definitely do this in python, one of the ways people do it in Unity is via OpenPose which is python originally I think

https://github.com/CMU-Perceptual-Computing-Lab/openpose_unity_plugin

GitHub

OpenPose's Unity Plugin for Unity users. Contribute to CMU-Perceptual-Computing-Lab/openpose_unity_plugin development by creating an account on GitHub.

ripe moon
#

Hi everyone.
Im working in AR project using lidar with Unity ARFoundation.
But Im not sure about unity's ARFoundation and XR working as well like as iOS ARKit.
Who has experience in unity lidar of iphone?

balmy basalt
#

my object ended shaking / vibrates on my android smartphone

visual scarab
# warm abyss Can definitely give some good insights haha Good luck

So, for comparison, here is a game-loop from ARFoundation-Samples, just the main menu. This is how I expect it to look, 5ms actual game loop and then WaitForTargetFPS to limit it to 30fps.
I thought it'll be helpful to have a comparison with what it's supposed to look like

visual scarab
#

@warm abyss so it looks like the problem is caused by the URP render pipeline.
When I created the project, it auto-created some quality presets for me, Balanced I use on iOS and High-Fidelity on desktop which worked fine.
Now when I use the Balanced on android, I got the 10-15fps problem (even in the main menu).
Just to test, I set android to use High-Fidelity and voila the FPS is at 28-35.
High-Fidelity settings aren't meant for mobile phones, but I can see my actual 3D content rendering at 30fps. I'll investigate which part of the Balanced render queue is causing this. I can't ship the android using High-Fidelity anyway, so i'll need t find a separate solution for android

warm abyss
visual scarab
#

i mean, high-fid also looks better 😉
But some parts of the high-fid setup must also not be working at all, as the camera-background image in AR doesn't show anymore when built with high-fid, probably some setting that isn't even available on mobile and just turns to black

warm abyss
#

For AR Passthrough you need to add an urp render feature yeah

visual scarab
#

This is the default setup when you create a new project from URP(3D) template

#

yup, and can confirm, the default unity URP (3D) app also runs with 80ms run-loops (15FPS) on android

warm abyss
#

Urp has more enabled by default. It's not necessarily slower

balmy basalt
#

so what is actually makes the AR ended with a shaking object results

visual scarab
#

but that 'maybe' accounts to 10% performance loss at worst

warm abyss
visual scarab
quick bay
balmy basalt
pallid lava
#

Would it make more sense to do VR or AR for a "virtual" tour of a place while being at the IRL location?

tranquil drum
#

Hello everyone, I have two – hopefully small – problems: When I am testing my app on the HL2, I want to have the Hand pointer to be in front of everything (especially ui – I can not see them when the UI is in a lighter color too) as well as the UI elements to be in front of the scanned mesh. But I don’t know how to reach that. Until now the UI canvas is in a 2m distance to the user and although I see the ui the whole time, because I deleted the spatial awareness layer from the cameras, when I point at the UI with my hands, the pointers wont point at the ui, but at the mesh in front of it (when there is some in front). I would appreciate any help/hint.

outer burrow
#

Minor vent: why does hand tracking seem to suck more for people of color? We literally naturally have visual indicators of which side is the palm side and which isn't, but sure, always assume my palms are not facing away from the camera yellin5Fine

vapid trout
#

Hi im new to unity AR. Im trying to build and run so i can test the apk on my android phone. why does it show this? how do i change it to 64 bit?

subtle pendant
#

Hey.

Is there a way to get virtual buttons with Vuforia multi-targets instead of image targets? Multi-targets don't show a option to create a virtual button

distant axle
#

ever tried these ?

distant axle
hybrid perch
hybrid perch
hybrid perch
vapid trout
hybrid perch
#

ARM64 is what you want

distant axle
#

quiet desperate to acknowledge how to use the vfx ...

#

do you ever tried it out ?

half basin
#

any tutorial how to make an fps like crosshair in the middle of the screen?

subtle pendant
wind prairie
#

Is there any way to reset ar foundation's world center?

wind prairie
#

Thanks, i'll try it now.

wind prairie
#

It works, thanks.

#

Any idea why reloading the scene didn't have the same effect?

hybrid perch
#

Was the ARSession in the scene you reloaded?

wind prairie
#

Yeah, it was.

#

For the track manager i remade it at runtime.

wanton depot
half basin
half basin
#

KinectV2 demo

wanton depot
# half basin KinectV2 demo

Umm is there something in there for interactive projection? I have gone through it and it has alot of cool stuff but not something like this. How did you manage to achieve this?

half basin
#

I coded the object actually, try look at the demo with the collider

wanton depot
languid forge
#

Hello everyone. I made an AR app but whenever i try to build and run i get some issue.

UnityEditor.BuildPlayerWindow+BuildMethodException: 4 errors at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002da] in <4e64905d831f4883a53259ef37fb023b>:0 at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <4e64905d831f4883a53259ef37fb023b>:0 UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

This is the problem i get. how can i solve this problem . Hope u can help 🙂

hybrid perch
#

Show all the errors in the log @languid forge

languid forge
#

@hybrid perch when i connect my phone i also get this problem

hybrid perch
# languid forge

This is the issue. You have a package with an issue. Open the package manager and try to remove it

hybrid perch
languid forge
#

just removing will fix it? I get and prompt when i connect my phone to pc. also i did the usb debugging in developer settings. @hybrid perch . thx for the help btw

half basin
#

someone has an idea how to transform a GameObject's position to follow the AR Camera?

warm abyss
wanton turtle
wanton turtle
wanton flax
#

Hey eveyone, I simply wanna create a qr code that triggers my arKit/ArCore unity project directly to iphone/android camera, is this possible yet?

#

In the project only thing that's important is max one-two realtime lighting, raycast hits and timeline usage

#

Should I use WebAr? Vuforia? Do I need to trigger an application or a webpage for it to show directly from ios/android camera?

weak sorrel
#

Hey guys. I am trying to create a portal effect in the AR game, the problem is the door that I am instantiating keeps on moving randomly and does not stay in the same place.

warm abyss
warm abyss
warm abyss
warm abyss
wanton flax
#

I thought arcore and vuforia could be used simultaneously! Lightship isnt good on ios? Ive decided to go the ios route, is Arkit better for ios? Also there is RealityKit that I have found in apple dev page. Is that different or better? One more question, I never developed an app for ios, is it convenient, for example can I test my builds with ease or send to a friend via mail and test it easily?

real kite
#

Hi I'm having problems with my AR I can see it when I have it to so when you scan a qr code it shows up but it just flickers in and out when im trying to scan it

warm abyss
warm abyss
#

To test ios easily you can use test flight, sadly ios is harder than android for testing

wanton flax
#

Im thanking you for explaining as basic as possible 🙏

#

Is there a difference between Arkit and Realitykit?

warm abyss
#

If you use unity, I'd say use the latest ar foundation or lightship

half basin
#

is this a correct hierarcy for an object to trigger raycast? rigidbody is added in KnightWhite and colider in KnightWhiteHitBox

warm abyss
#

What do you mean? A raycast simply hits a collider within the set layers. Hiarchy doesn't matter much @half basin

half basin
#

I am completely lost bcs my script doesn't work. I want to find what's wrong, so sorry for that questions HAHAHAH

warm abyss
#

I'd say make a forum post with the script in the post for better support (feel free to ping me the link)

#

@half basin

half basin
#

oh, where?

warm abyss
#

No, the unity forums. Bit easier to get proper support. Otherwise maybe make a thread here

half basin
#

Ill do both. Thankss!!

half basin
#

I want to make the raycast in the middle of the screen. I'm building a Google Cardboard-like mechanic in AR Fondation.
Following this doc https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@5.1/manual/features/raycasts.html, I changed the position of raycast. so instead of following touch pos
if (_RaycastManager.Raycast(Input.GetTouch(0).position, _Hits))
i put
if (_raycastManager.Raycast(ray, _Hits)) whereas Ray ray = arCam.ScreenPointToRay(Screen.width / 2, Screen.height / 2, 0);
is this correct?

#

and also, is this part a must have for AR raycast so it can work?
if yes, where to put this? after the methods, in the same class?

willow reef
#

Hello, has anyone here used lean touch for moving objects, and have they used lean drag translate before? I'm trying to figure out how to move an object on all 3 axis while I'm dragging it around and moving it around so I can move it to a specific location, but it only moves on the x and y. basically I want the z axis to update as I move with the object

#

Is there a way to modify lean drag translate, or does anybody know if there is a better way to go about the issue im having?

distant axle
#

just notice vuforia can't do web stuff

#

I mean web AR

#

any hint for such add on ?

warm abyss
#

Unity has no official, nor properly working 3rd party web ar @distant axle

tranquil drum
#

Hello everyone, can someone recommend a good asset for Voice chat between a tablet and the hololens?

warm abyss
tranquil drum
tranquil drum
warm abyss
tranquil drum
warm abyss
tranquil drum
warm abyss
#

Never did voice myself. Just text over netcode.
If platforms support xbox, windows and android I assume it works on everything

wanton flax
warm abyss
#

Never used it, sorry

wanton flax
#

Nw you helped me so much already 😄 Figured it out, just needed to check the Xrsimulation box in xr plugin managament windows tab in project settings

wanton flax
#

Hey everyone, should I delete a read-only package from the library of my project? It is Read only and doesnt change, nor gets deleted, but I need it gone because its conflicting with my other package, basically in the new update of the package they merged two packages into one and so one of them is deprecated... so when I updated from the package manager, all I got conflicts. ps. It is arfoundation and arsubsystems, ALSO why cant I find this package in the package manager??

willow reef
#

How do I get the ar camera to be added to a position constraint? I want an object I have to always be 1 unit in the z axes away from the camera as I move, but since the ar session origin parent object doesn't move when the ar camera does, the constraint doesn't work since I can only add the parent

distant axle
#

why sometimes my animation didn't start at frame 1 during the play of AR animation ..

warm abyss
#

What are AR animations? We need more info than this

tranquil drum
warm abyss
#

Ah that sucks! Hope you get a reply soon

distant axle
pale abyss
#

Any free way to make a navigation app based on augmented reality ?? anyone ?

wanton turtle
hybrid perch
#

We use Dissonance voice chat which covers both mobile and hololens. If you do need something more general

hybrid perch
#

Oh my, the day is finally here

We’ve also updated AR Foundation to version 5.0. This update brings two key features to reduce development time. The first is simulation, allowing you to test your AR app in the Editor using Play mode, an update that addresses a common AR developer frustration in the past.
https://blog.unity.com/technology/2022-2-tech-stream-available

marsh sigil
#

Anyone here use vuforia?

#

does the recos count affect offline image tracking?

alpine spear
frozen bronze
#

hi all, why in ARfoundation fps clamped to 30, tried setting fps but didn't work.

tranquil drum
tranquil drum
tranquil drum
hybrid perch
wanton turtle
warm abyss
frozen bronze
#

I will try to set fps after 10sec in. In the start function lets see what happens

maiden topaz
twilit axle
#

Hey, I'm trying to make a simple augmented reality game using the gyroscope. It's working pretty good so far and I can move around my camera and the 3d object stays in place. But the 3d object always stays at one place. I want to move it to another place but I don't really know how. Yes, I know I can just move the object in scene view but that would ruin the physics of the game and would just be a total mess to deal with. Any ideas on how to solve this?

wanton turtle
#

It's hard to say, it isn't very clear from the context what the intent is. But hopefully that helps

twilit axle
# wanton turtle I think you just want to set `transform.position` to the new location. Or maybe...

Hey, thanks for the response! I tried transform.position but I think the problem here is rotation. I'll try to clear things up a bit. So let's say you're playing an ar game and the "fake" 3d object is right below you. Well I want it to be in front of you instead. So is there a way of changing the position of that object that that doesn't involve you having to move and rotate the object itself? Thanks.

wanton turtle
# twilit axle Hey, thanks for the response! I tried transform.position but I think the problem...

Yes, normally I have the base planted object. It's like the placement position.

Then below that I have the children, which is like little game elements or animated thingies. You can move them using transform.localPosition and they then move relative to where you planted your location.

You can also get the rotation of the spot facing you from the AR raycast. So that the planted object faces the direction you want. Then the children move relative to the placement and rotation automatically

frozen bronze
frozen bronze
#

Found the answer, set the vSync count to 0.

stone sky
#

After some 3 years with Unity coding/ graphics, I'm tackling AR on my iPad (9th Gen). I've completed Learn.Unity's floating cube and face filter. In videos, I see the AR sessions are dynamic. The screen updates as the iPad moves. For me, the camera locks in place. The cube with still float. The face filter mask is in the correct place. Any helpful suggestions?

hybrid perch
stone sky
#

None. Just when I unplugged the iPad

hybrid perch
#

So you get a single frame of camera and then it freezes?

stone sky
#

Yes.

#

For the face filter. I get a few frames and then recognizes the face

#

I'm guessing, but this new iPad has 8 MP (front) and 12 MP (back) cameras. I'm sensing that the A13 chip is being overwhelmed. Previous iPad cameras were 1.2 MP.

hybrid perch
#

No that wouldn't make much sense at all

#

Which version of ARFoundation are you on?

stone sky
#

5.0.3 ( i do see a note that recommends 4.2.7)

hybrid perch
#

Hm yes that one is brand new still, perhaps try to roll back to v4 and make sure the ARKit plugin is the same version

stone sky
#

Thanks!

hybrid perch
#

Unfortunately I don't recognise the issue from my own experience

gritty heron
#

Hello everyone, I can't understand why I can't render a sphere child of a Geospatial anchor.
Anchor will create correctly and also the anchoraPrefab with the sphere, I know there are instantiate in the scene because I check it with some debug

private void Update() { var earthTrackingState = aREarthManager.EarthTrackingState; if (earthTrackingState == TrackingState.Tracking) { cameraGeospatialPose = aREarthManager.CameraGeospatialPose; anchor = aRAnchorManager.AddAnchor(latitude, longitude, cameraGeospatialPose.Altitude, Quaternion.identity); anchoredAsset = Instantiate(anchorPrefab, anchor.transform); } }

Can someone help me? I can't understand why I can't see the object in real world.

stone sky
pale abyss
wanton turtle
#

You could use open street maps, but I suspect you won't find many examples.

wind prairie
#

Im using arfoundation on Android the fps is set on 30, while on iOS it runs on 60fps, any reason why they don't use the same fps? And can i make it 30fps?

warm abyss
#

Or look for the ar foundation code that does this

wind prairie
#

I tried application.targetframerate

warm abyss
#

Yeah that should work if it executes after the AR Foundation Start()

#

So put it later in script execution order or maybe invoke it or something

wind prairie
#

What if i enable the manager later through code?

#

I could try delaying using unitask and asign it after a few frames

warm abyss
#

Try and find out (;

wind prairie
#

Application.targetFrameRate doesnt seem to work at all

#

Im on 5.0.3 if that matters

warm abyss
#

Maybe try in update to be sure xD

#

Otherwise i dont know atm

#

And make sure the script is on an object ofv

gritty heron
#

Hello everyone, I have to build an app in AR that can see an object stick in a real world position, for all the user the same thing in the same place.
I have to use just Geospatial Anchor or I have to use also a Cloud Anchor. Someone can suggest something?

warm abyss
gritty heron
warm abyss
#

You can easily make private scans or continuously keep scanning places for them yo become public!

#

@gritty heron

placid glacier
#

And what would the "root" be, the center of the hip?

patent garden
#

Are there specific Unity and ARF solutions/versions for this? We are trying to run our AR apps on S22 and S22 ultra but it doesn't work :/
But it works perfectly on S20FE and Xiaomi devices.
https://forum.unity.com/threads/arfoundation-5-0-doesnt-work-on-samsung-s22-ultra.1247563/

wide thunder
#

I'm following a tutorial for tracking an image to surfaces, but my "indicator image" is still floating above the ground, when you can clearly see in the video that his image tracks to the floor and to other surfaces. Any ideas what could be going on? I followed the tutorial to the letter, several times, and getting a bit frustrated. https://www.youtube.com/watch?v=nY2D3C2NEP4
Granted, in the screenshot attached, there is a chair obstructing the view; but it still floats regardless of what I do. I could have a clear view of the floor and it still does it.

twilit axle
gritty heron
# warm abyss <@398841975077339149>

"For development and testing purposes, you can create a Private VPS Location, which is a non-Wayspot location that can be used for prototyping with Lightship VPS. You’ll submit a Private Scan of the location you want to use using the Niantic Wayfarer app. Private VPS Locations can only be accessed by you and are not added as part of Niantic’s AR map of the world."

Niantic documentation say the Private VPS could be used just for development because could be access only by the developer, so it can't be used for an application that could use many people. I understand that, right?

warm abyss
fickle maple
#

I am getting just a black screen (the same as seen in the AR camera) when running the app on my device.

I followed the official ARFoundation tutorial here - https://codelabs.developers.google.com/arcore-unity-ar-foundation#0

I could not find the ForwardRenderer in my 3D (URP) project template. I guess that's the problem.

I am sure I am doing everything else exactly.

outer void
#

@placid glacier Our samples app logs all the joints and their indices to the console when it starts. From Xcode press "Play" to build to device, then look at the logs in Xcode to see the joints. I wish Apple documented this better too

placid glacier
#

awesome, thank you!

outer void
#

@fickle maple This is a known issue in URP 14. The good news is that a fix is submitted and will go live in 2022.2.2f1. In the meantime a workaround is to set your Camera Manager's Background Render Mode to AfterOpaques

#

Also hi lol I'm an engineer on the AR Foundation team. I didn't know this channel existed until someone mentioned it in the forums the other day

hybrid perch
#

Glad to have you here then Andy 🙏 hoping to look at version five sometime soon

midnight narwhal
#

Hi! I've been struggling with a bug in MRTK 2 in Unity.
There is this function "Keep velocity" in the Object Manipulator component, but it does not seem to work.
When I use the Hololens, and try to throw an object, it falls straight down. Not keeping its velocity.
Does someone know a solution to this problem?

hybrid perch
#

With anything MRTK I recommend opening an issue on their GitHub @midnight narwhal. There aren’t too many people here using it

midnight narwhal
#

Ohh okay thanks!

quaint vine
#

Hi everyone! I am currently working on an AR app for my thesis where I have to place objects in real world based on their GPS coordinates - so far googles geospatial API seems to be the perfect fit for that (and its for free, isnt it?). Does someone here have other suggestions or any tips? I would be happy about any help! UnityChanSorry

nimble fossil
# quaint vine Hi everyone! I am currently working on an AR app for my thesis where I have to p...

I just released a project using googles ARCore Extension for Unity to use their geospatial approach. It works, but somehow the coordinates sometimes seem messed up in the altitude. So just a hint to look at when you encounter your points not being seen or instantiated at the right spot. And be aware, that the device has to have consistent internet connection and visual poinst, becuase geospatial API is not only using GPS but also world tracking from AR AND image recognition which is handled through cloud upload and recognition with google services.

quaint vine
# nimble fossil I just released a project using googles ARCore Extension for Unity to use their ...

thank you so much for the quick reply and the advices!! 🙇‍♀️
Is the API fully free to use then - if it is also using cloud uploads/google services? So far I am a bit hesitant as I have never really worked with google services and am afraid of unintentional costs coming up UnityChanThink

side question: would you be up for DMs? I would love to know more about your project and how you tackled some of the challenges you came across - dont worry if you would rather not, totally understandable!

nimble fossil
# quaint vine thank you so much for the quick reply and the advices!! 🙇‍♀️ Is the API fully f...

I prefer reading questions here. You can always mention me with your questions about AR here if you want tho 🙂 You need to setup an API key in your developer console that is being used inside Unity to use the ARCoreExtensions plugin, thats all. I think there is a limit on API Calls at some point, but I don't think you will hit that with your smaller project. I mean, google is never free 😉 Your images being uploaded are 100% being used for some seconds to train whatever AI they are currently working on I guess 😄

quaint vine
wide thunder
#

Trying to follow a place indicator tutorial using ARRaycast that allows you to place an object directly on top of an indicator image using a button. The trouble with mine is that it places the object far away from the indicator. I can't figure out why, because I followed the video exactly. Sorry it's hard to see in this photo, but the blue circle is the place indicator, and the lanterns are the object to be placed. Does anyone know what might cause something like this to happen? I have the object set up as a prefab, and it's placed correctly on top of the indicator in my scene, just like the tutorial does.

nimble fossil
wanton flax
#

Hello everyone! My question is: Is there a way to create an AR project without downloading an app to ios device just by scanning a qr code to camera without any internet

warped ravine
#

Hey guys, how can I make my android phone compatible with viewing AR stuff now when ARcore is deprecated?

wide thunder
# nimble fossil you should share your code. It might be some issue with parenting wrong or rotat...

Thank you. Below is my code for placing the object (again, followed word for word from tutorial)

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
using UnityEngine.XR.ARSubsystems;

public class ARRaycastPlace : MonoBehaviour
{
public ARRaycastManager raycastManager;
public GameObject objectToPlace;
public Camera arCamera;
private List<ARRaycastHit> hits = new List<ARRaycastHit>();

// Start is called before the first frame update


// Update is called once per frame
void Update()
{
    Ray ray = arCamera.ScreenPointToRay(Input.mousePosition);
    if (Input.GetMouseButton(0))
    {
        if (raycastManager.Raycast(ray, hits, TrackableType.Planes))
        {
            Pose hitPose = hits[0].pose;
            Instantiate(objectToPlace, hitPose.position, hitPose.rotation);
        }
    }
}

}

wide thunder
# nimble fossil you should share your code. It might be some issue with parenting wrong or rotat...

And this is the place indicator code. No worries at all if you can't tell from the file. I've been playing with the rotation and other things in the scene with no results, but I did follow the tutorial exactly, so I'm not sure why there are problems.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlaceManager : MonoBehaviour
{
private PlaceIndicator placeIndicator;
public GameObject objectToPlace;
private GameObject newPlacedObject;

// Start is called before the first frame update
void Start()
{
    placeIndicator = FindObjectOfType<PlaceIndicator>();
}

public void ClickToPlace()
{
    newPlacedObject = Instantiate(objectToPlace, placeIndicator.transform.position, placeIndicator.transform.rotation);
}

}

warm abyss
warm abyss
distant axle
#

yo ..
has anyone facing a problem when building an AR
but using Timeline (contains with multiple motion clip within)

#

well after using Timeline instead of regular clip animation
the AR went error

patent garden
#

How do I fix this?
I'm trying to update AR Foundation 5.0.2 to 5.0.3

patent garden
#

And I can't assign Google ARCore

#

And it's in the most up-to-date version.

#

Oh, Unity 2022.2.0f1

warm abyss
warped ravine
warm abyss
#

Owhh, just use ar foundation. Arcore isn't being discontinued. The original deprecated arcore package is discontinued @warped ravine

#

Ar foundation, vuforia, lightship and many more will work just fine. The legacy sdk hasn't been recommended in a while

warped ravine
warm abyss
warped ravine
warm abyss
#

If arcore support isn't for your phone you can try to install the apk manually. That actually worked on my old phone

warped ravine
warped ravine
wind prairie
#

Which AR tool for both android & iOS should I choose for image markers and spawned GameObjects (in AR world)?
I am kind of biased on EasyAR & Vuforia but would like too know if there are better options.

warped ravine