#🤯┃augmented-reality
1 messages · Page 1 of 1 (latest)
Does anyone have experience of publishing flutter app on IOS with Unity integration?
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?
Hello @crystal dawn could you help us on this?
What's flutter?
It’s an UI software dev kit from Google.
I could get one of my developers to explain the issue in detail later tonight if that works for you.
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.
Thank you! we'll check it out and let you know.
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.
I don't think you can do that. The simulator doesn't support ARKit afaik.
Thank you for that we'll use a different approach.
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
Can't we run unity augmented reality apps on emulated devices?
AR Foundation 5.0 preview and Niantic Lightship have in editor AR support
Hi, thanks for replying. But 5.0 is not in the package manager even if i enable preview packages
What Unity version are you on?
You need 2022
Aaah, I'm on 2021, I'll check it out. Thanks a lot!
No problem!
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?
@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
Also be extremely cautious using Unity 2022 on anything commercial. It is not stable or well tested.
No, I don't have much experience with streaming or swift. Doesn't really sound like this is AR-specific; you're just trying to stream final GPU image?
yea
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
on some threads i saw you explaining how to get the pixel buffer for CV
similarly we just want to get that ARfoundation rederered view back to ios
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?
any good guide on how to do that?
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
Hey, this worked, thanks!!
Btw, if i try this on a real environment, will there be a significant change?
There shouldn't, but always test on device
Thank you!
@solemn breach
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.
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.
No idea what that means, sorry.
If you need the pixels on the CPU, look into AsyncGpuReadback
How do you manually start / stop ARFoundation (ARcore/ Kit) at run time?
says it adds a few frames of latency. does this mean it shouldnt be done with every frame?
Well it means it might be a frame or two before you get the answer. If you do it every frame, but it takes more than one frame on average, then you run the risk of producing more requests than can be serviced. You'll probably need logic to monitor that and throttle the request frequency appropriately.
Hi,
I tried building the AR template from the unity hub and running on a device. It shows a black screen, anyone knows why?
Yo yo, we are currently creating an AR application which features environment scanning (For LIDAR devices) and human occlusion effects. Would love some beta testers! Really looking for feedback to quickly iterate on as we look to take the app to market:
I still couldn't find a solution, if someone has an idea please help me out. Thanks!
My quickest guess is camera permissions
Um i guess i did it, it asks for camera permission when opening the app
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
In that case though, if you think it is an immediate crash / graphics issue, checking the device logs should yield some useful info
Hi lloyd, yeah vulkan is turned off, for some reason the camera is not turning on. I tried building and running the Ar template project from unity hub, its the same thing
: (
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
I'm getting this on debug logs
https://forum.unity.com/threads/gui-button-doesnt-work-in-world-space.265048/
Not for arkit, but in general
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
Tbh you probably can use XRIT for production. Only updating it to a new major release might give issues, but it's done before
ok. Is there any sample project/tutorial available specific to the ARKIT XR interaction toolkit ?
The thing about xr Interaction Toolkit (or depending on your project ar foundation might be better) replaces direct communication with arkit. So you can follow basically any xrit or ar foundation guide
Hello all! Anyone avalible for some questions?
Instead of asking if you can ask a question, just ask it. Saves us both time
Ty. I'm looking to have an AR overlay on a machine to identify areas to help them see where they can open and clean the device. Do I need more than on anchor point for the device to line up properly to the device. Also do anchor points need to have a sensor or can they just be a image as a reference.
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
I see, ty very much!
Does Netcode for Entities work with UWP/ARM64 ?
Hallo, I was wondering is it possible to access the phone microphone? I want to analyse the sounds of the environment
Why wouldn't it?
Yes, google it
??? You think I didn't
I don't know, but you asked if it's possible and I said yes.
If you have an issue getting it working explain the issue
I’ve had a lot of compatibility issues with other packages when building for UWP/ARM64 (for the HoloLens 2)
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
Probably related to https://developers.google.com/ar/64bit
Anyone here using Vuforia?
Hello! I've sent you a DM
Hey guys
I have this visual when I deploy my very simple Particle system scene to my iPhone
is this common? any guesses? I am following the Augmented Reality with Unity AR Foundation book, and this is the first project.
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
Does it work in-editor?
Maybe set the global position to the position of the image instead of localpos to v3.zero?
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
What do you mean exactly? Play mode is blank because its AR. Can you explain further?
You can check particle systems etc. Or is your whole scene broken?
Give as much info on the issue as you can
the scene is just the particle system.
is there a way for me to share my whole project?
There is no code yet, its just the gameobject
I can't easily test projects rn
OK. do you need a screenshot of the components expanded of the particle system? Or the player settings?
I recommend to put the particle systems in a blank project without ar to see of it's the particle system or AR
@mossy pine
OK
still nothing.
Thank you, I'll check it out!
What did you try?
Hey guys, is this the right place to ask about vuforia engine?
Sure, but they have a pretty rough history though
Hi guys,
Does anyone know where ARRenderMode is in Unity 2020/ARFoundation 4 ?
What do you mean?
What's the issue/wha are you trying to do
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.
Unity 2019
Unity 2020
I can't find the changelog of where it was moved, deleted or replaced.
Maybe put using UnityEngine.XR.ARFoundatoin at the top @glossy flare
That's what the docs say
Figured it out. I must be missing something with URP. I started a new project just using 3D core, and it works.
my guess is something with the render pipeline background
Can anyone help me with these xcode errors? I am building an AR foundation ARkit project to my iphone.
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No profiles for 'com.Unity-Technologies.AR-Foundation-Samples' were found: Xcode couldn't find any iOS App Development provisioning profiles matching 'com.Unity-Technologies.AR-Foundation-Samples'.
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
If you google unity (or c#) smooth float value you probably get a ton of results
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
I've tried:
- Disabling the
AR SessionGameObject - this didn't appear to make any difference - Disabling the
AR Session Origincomponent - 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
me
can u make the spawned objects interactive?
or can u control what and when to spawn using ui
@warm abyss Please don't cross-post ads.
Sorry, won't do again
hey there
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
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
Probably because ARKit uses quite some resources, which wouldn't be possible on webAR.
Stuff like meshing etc also will be hell to get working via a browser with constant uploading etc.
It's hard for unity to add another backend (which probably needs to be developed in house) to ar foundation, since the features would be even more all over the place
What makes ARkit different from arcore in that way
Like is it a security/permissions thing from apple?
Some different features (and lack there of for arcore), you can look at the features online.
I mentioned arkit because you did
Arcore is for android, arkit for ios, ar foundation makes it easier for developers to use both
But for webAR there probably needs to be another solution than those
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
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)
Oh really?
If so, I didn't know that
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
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
Has anyone tried Kinect SDK vs NuiTrack before?
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^^
What do you do?
What unity version?
What device?
Did you already run the profiler?
Check for memory leaks?
Hello guys quick question, I have an alembic animation inside Unity. Just to make sure, can you use alembic for AR?
I have a character dancing with cloth in alembic and using AR I would like to place him on a surface (Table,floor etc)
Anything that renders in Unity should render in builds, so yes this should work.
Just try :P
Performance can be an issue with alembic however
@warm abyss Thanks! I did try, and for some reason the alembic is appearing in the editor but no in the app when building :/
What device?
Do normal models work?
yes fbx works fine, im on ios
Do you have any clue what could be happening?
found this
But i'd be lying if I said I understood what's happening or how to fix it
It basically says add the alembic in your scene to test if it's an issue with loading it or displaying it
Worth a shot
https://github.com/Unity-Technologies/com.unity.formats.alembic
Hmmm, maybe alembic is just desktop??
Yeah, alembic is a no-go for mobile rn https://docs.unity3d.com/Packages/com.unity.formats.alembic@2.3/manual/known-issues.html
My bad
I suggest baking it into the animation of the character then );
Oh wow 😮 Do you think that's definlety the case or could there be a way around it?
yeah, it says it in the official docs
vat?
Yess
Unity Lessons and Project Files - https://www.sidefx.com/tutorials/vertex-animation-textures-in-unity/
Learn how to install and update the SideFX Lab tools into Houdini, then how to use the VAT tool to access and install the Real Time Shaders needed for your game editor. You need to follow these steps if you want to successfully complete the re...
Apparently its quite solid
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
I'm sure there is a way to do it, I've seen countless game with characters talking inside mobile games
Ahhh vertex animation
Yess
This guy also has something about it :
As tradition requires, I should pay a round of drinks to celebrate my half century. But instead, I'm giving you an ALEMBIC to VAT converter for unity. It's provided as is, with its #AmplifyShaderEditor, no support but lots of fun! https://t.co/8XOMXZ6UpB #madewithunity #gamedev
694
154
Hahah thank you! If you got any leads I'll take them voluntarily 😄
No idea :P
New to unity, when I press play this happens
the scene should look like this
does anybody know what Im doing wrong?
Check the scene view in play mode maybe? To see what is happening
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.
Anyone wanna share their AR works? looking for inspiration 💭 🎨
Heres my work so far: https://youtube.com/playlist?list=PLjnZTAR0BuTD1q9lw4J6yxqAPl4cLbDj6
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
This is the gameplay of my upcoming AR game.
Hey, how can i get a random point from ARPlane?
I just tried Random.insideUnitSphere, Mesh Filter bounds min max values etc.
But its instantiating objects out of bounds
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.
If there are many vertices or triangles in it you can simply use that (pick random vertex)
Otherwise you have to find the edges and then randomize a value between the x and z values
Write it out in small steps (look for AR foundation or maybe lightship guides, as they are cross platform)
- spawn object when image is seen
- Keep object on top of moving image
- rotate object to face camera in unity (if animated lerp it and have a default animation or use IK for the legs)
- etc
I'll look into it! I managed to spawn the object so far! 1/4 the way there
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...
No, but it's done very often. It's called interactive projection.
There is 1 beamer or screen and 1 kinect keeping track of your body. If your body alligns with objects they add a force to the outside
Thanks for replying! I wonder if there's any open source code so I can take a look at it..Im using Kinect V2 btw
Look for any kinect demo and go from there :P
Well I mananged to make it work. Thanks !
Nice!
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)
Yeah, change the background of the camera, or just add a plane behind the face model with a solid color
this is amazing!
Quite a few different directions i see, what would be your dream AR project if you had all the resources and a team to help? Always interesting to hear what creatives say to this no matter the medium
Interesting enough I don't see myself working with AR that much in the future, so I don't have a clear answer.
It would probably be something which transforms your whole world into another world using meshing with custom shaders and custom AI creatures who can intelligently move around using the meshes generated
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.
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.
How can i check at least one AR Plane tracked?
Can someone recommend a tutorial or material I want to learn more about how to make and how to use Location-based AR 🤓
Maybe check out Lightship ARDK
Their VPS system is cool
Hey thanks for the reply, I just realized that ARKitFaceBlendShapes would not be supported on android devices. Correct ? What are the other options in ARFoundation I could use for face tracking on android with as much accuracy as on iOS ? I have seen FaceMesh example in the ar-foundation-samples project but the result of it is not so cheering.
Blend shapes is a general term, supported on all devices. Look up how to use them in unity.
It's not AR specific
I know, I mean I wanted to read the output from the face tracking system and pass it into the specific blendshape. That can be easily done by using ARKitBlendShapeVisualizer script but that is not supported in android due to hardware limitations I guess.
Android doesn't even have face tracking I think
Unless you write your own systen
There is FaceMeshVisualizer as far as I know. It does the bare minimum, like moving lips, head rotation etc.
@warm abyss This is working on android.
So I have to build a different systems for different platform, right ?
Then read up how to use the data/positions from that and apply it to the blendshapes I guess
Doesn't that also work for ios?
Yes it should but arkit has more advanced system for iOS which uses its true depth camera for face capturing.
But if it ends up used in the same visualizer script then you can look at that script on how to use that right?
If not, maybe make a forum post about it
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.
If it's on both platforms ar foundation should work right?
Yeah, ar foundation works on both platforms but features. It is basically an abstract which implements platform specific subsystems (ARCore/ARKit).
Yup
I would be using ARFace and ARFaceManager components regardless of platforms. Only difference would be the visualizer scripts I guess.
And if ARFaceMesh visualizer works on iOS with as much accuracy as BlendShapeVisualizer (which I doubt) I would be using ARFaceMeshVisualizer then.
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
This is the only workaround I'm aware of https://github.com/needle-tools/ar-simulation
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
similar but not quiet as abstract
May I know what equipment did you use ?
For human tracking i use mostly kinect V2, kinect Azure and ZED 2i Cameras
but there are other camera systems that might work depending on your needs and envirement
I see
Is it possible for you to share the project you did? I’m trying to learn how to do something like that
no im not able to share project files
if you are interested in some visual effects in that stile check out
https://github.com/keijiro
He has some nice humanoid particle effects
https://github.com/keijiro/Smrvfx
I have already checked on them but I am still unable to do it like the one from the video
Basically I need the user depth data.. then make it able to sync with VFX
Hi everyone:
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Does anyone know how I can access this but from script? I need to access from editor, not at runtime
How could I tick ARKit from script?
Why do you want to do this from script?
Then please share your knowledge if you fixed your issue so others can learn the same :p
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
like all guides I've tried to use seems outdated as I have different Build window setting (unless I'm missing another component)
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.
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)
Image recognition is in all AR packages.
Tracking people isn't. You'd need a custom approach. Probably done using OpenCV?
It's not in the normal AR foundation at least
Any logs?
Logs?
Yeah, using logcat or if you connect the profiler logs are also visible in the Unity console
To see if ot gives errors/warnings
Otherwise it might be the image not being easy to recognize. Can you maybe send it?
good evening, let me ask you guys, for the error I'm experiencing, how do I fix it?
@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.
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.
Thanks for the reply. So with the sample image recognition in Unity, I am able to recognize if there are people in the view of the camera? I am just unable to track them? Meaning that I am unable to know where they are in the view but just that they are in the view?
As the name says, you can detect images. It has no machine learning shape detection etc
For detecting humans you have to write something custom since this isn't in ar kit or ar core
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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No experience with it. Maybe ask on the forums
For iOS devices you can use ARKit body tracking / human segmentation to detect people and track them. There are probably better tutorials, but here's one from google: https://lightbuzz.com/body-tracking-arkit-lidar/ You could also use face tracking on both iOS and Android, however I assume you want to detect people who are not facing the camera / further away etc as well.
Anyone using wikitude to help me?
I'm using wikitude version: Wikitude_Unity_9-12-0_9-12-0_2022_07_06_00_09_30
unity version: 2002.1.14
android device: motorola g100
i followed this tutorial: https://www.youtube.com/watch?v=OP4YkvJIwrM
Wikitude: https://goo.gl/pMGm2i
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I want to make a simple example of image tracker
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.
any suggestion?
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));
}
}
}
}
is there a reason why this raycast works in unity but not when i build to android?
im using ARFoundation
Still relevant
Sorry I didn't see this but the app fixed itself kinda, I didn't do anything to it and it works fine now
enemyAttackController.TakeDamage(damage);
the error is in this line of code
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>();
}
}
for some reason it does not find it even tho i put it in update
solved by simply changing it to
enemyAttackController = FindObjectOfType<EnemyAttackController>();
This is super bad to have in Update. It's gonna make your performance worse
i was told so, but i can't think of any other way to find the enemy when i spawn him rn
Just do it once, not every frame
sorry, the problem is when the game starts the enemy is not there, so i keep getting a lot of errors, then when i spawn it, i dont have any method to look for it
cuz i can spawn it at any moment, i need to find it when i spawn it, no?
In your case the best solution would be for the enemy to register itself when it spawns
oh how can you do so if i may ask?
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
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
Is the android permission for camera accepted?
And do they have play AR services installed?
Yep, all permssions and stuff are setup and installed. Found a very baidaid fix of having an empty AR scene on load with some loading UI over the front. Once it has turned the ar camera on once it seems fine. Still bugging me as to why it would be an issue in the first place though
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.
Looks like the object spawns inside the table. Spawn it a bit higher so it's on top lf the image
And some drifting isn't uncommon with images, but it should reset properly again
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.
Are you specifying the image size in the ReferenceImage library? Make sure you have the image size exactly correct (including any white space in the image). A QR code usually does not make a very good image marker BTW... you may want to add a small image at the centre of the QR code or something to improve tracking.
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.
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.
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)
Does anyone know how I would go about recognizing and tracking real parts of a complex machine?
Has anyone worked with Vuforia before?
anyone know any good AR games?
im struggling to find since Minecraft Earth is dead, pokemon go is ehh
The new tamagotchi game from Niantic/Lightship will use AR well from what Ive seen
any action ones?
i wish there was smth similar to mc earth ngl
No clue, do some research I guess:p
or idk
Mc earth wasn't action right?
These are my games btw. Maybe interesting
only if i knew how to use unity and do c#
i can do lua, but useless for AR
ur a AR dev?
AR and VR mostly
for mobile?
Yepyep, check the link I mentioned haha
alr doing so
cool ones
you also got great vids ngl
how do u do AR games exactly?
and how does the AR system work?
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
how does lightship work?
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
aw
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
back and okay, but it feels hard alone, and its like near impossible to get help from others
also yes i forgot its weekend and no school tmr, so ill stay up late
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?
strange...
They are, you probably need to have a custom android manifest
And there are arcore lists online, but all modern phones should support arcore
https://developers.google.com/ar/devices Most android 12 phones should support ARCore... how are you testing if they support it or not? Make sure you disable Depth API as a requirement for your app in Project Settings unless you actually require it. Google play handles which devices are able to download your app based on your settings as far as I'm aware, so no need to worry about it too much.
The problem is when I launch my app in newer phones (I have tested it in like 5-6 different android 12 devices), it says my app requires Google Play Services for AR installed. When I click continue, the play store opens up and the app page displays a message that the Google Play Services for AR is no longer compatible with my device anymore.
Without that AR in my app does not run at all, everything else works fine.
Thats what I thought but when I searched up online the issue is quite frequent and the fixes are from users point of view.
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.
You can manually install an apk maybe. Worked on my incompatible s8+ (was a weird issue with my model)
What devices did you try? That might be good to tell
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.
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.
By backup plan you mean fall back experience with no AR or using different sdks ? I haven't found any reliable sdks for fall back experience which is not paid. And if I were going to pay for AR then using ARCore/ARF would be meaningless.
The issue is more frequent in latest devices which is quite surprising lol.
What do you mean by manually installing the apk ?
The ar services apk
If the device is 64 bit (if not, yikes), installing it might fix it
Do vector3.distance between the 2 points of the line
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)
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?
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.
Found out what the issue was. I just needed to set it to 8 bit/channel with RGB instead, so it ends up being 24. But thanks
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)
Hi is it possible to convert a simple image to this type ? something like IR.SetImage() i mean
You probably want to check the documentation here: https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@4.2/manual/tracked-image-manager.html - Basically you can add images to a MutableRuntimeReferenceImageLibrary using ScheduleAddImageWithValidationJob
is there any ways to refer instantiated tracked image prefab in ARTrackedImageManager?
How do you fix a blackscreen when you don't get any error messages or alike?
Depends what the issue is. You did not specify what unity version, what backend is used, what device?
If android, maybe the graphics api is at vulkan (has to be opengl)
Otherwise maybe no permission is being requested
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
I'm using OpenGLES3, I couldn't use OpenGLES2 because it wasn't supported by one of the other settings.
I removed Vulkan. Camera permission is being requested, but I get a black screen after that (and a small green dot in the top right corner showing me that it's running or something)
The phone I'm using is Samsung A21s with the latest Android version for it
Hello, on android Vuforia does not recognize targets, do you know how to solve?
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.
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?
Hello, just one question, if I completely remove ARFoundation from the project. What is the best option do you think would be from price and feature perspective ?
Is this also in-editor?
Might be wrong normals. Recalculate them in your 3d software
Yea, it is the same in-editor. I've recalculated the normals already.
I should note that I'm using 'ZTest Always' so the tea pot is rendered on the top layer. I think that's why it is breaking. But I don't know how to fix it.
Ah that's it indeed.
Maybe look for different shaders online that do the same without this issue
@half basin We don't allow job postings in this discord. You can use the forums for that. #📖┃code-of-conduct
Would like to ask if i am making an android AR app which template should i be using?
Dont ask in multiple channels
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.
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
Thanks for your insight @hybrid perch. My goal is to build a skillset in AR which I could apply toward a prospective job in a future. It would be fun to work with more advanced hardware but I think starting with a simple phone app is the right path for the time being.
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
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
That's cool tho! How do you feel about the future of AR? Do you think we'll have mainstream glasses trend in the near future?
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
In this case I just mean AR through VR glasses
I see. So the glasses/headset would import real objects into the virtual experience
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
No, opposite. It would just pass through the world around you, and add virtual objects to it. Like the Hololens does
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)
You will need to update to 4.2.6 to fix the issues with iOS 16 I believe @visual scarab : https://forum.unity.com/threads/unity-arkit-support-issue-with-ios-16.1334162/ This is something they only fixed very recently.
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
I don't understand that question
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
What does number keys cant come out mean? Try to phrase your question differently so we know what you want.
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?
Your printed marker is not the size you set in the imagelibrary, I guess
It worked before. Same box. The virtual cube is set to 0.07 and the real one is 7cm on each edge. This occured after changing a few settings. But when I reverted them, it didn't change.
depends on the few settings maybe.
Yea, but I reverted those by loading a backup
Unity sometimes does not care especially if your backup excluded meta files for example
Hello pros
How do I add images at runtime inside ReferrenceImageLibrary?
I tried code above but it ain't working.
Anyone? I need to add new images into reference image at runtime.
Can't get it work till now.
NotSupportedException: No image tracking subsystem found. This usually means image tracking is not supported.
It says you don't have image tracking supported on your current device you are testing on. Not all frameworks work on all devices. ARFoundation, for example, uses ARCore on android which supports a small subset of phones only
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
Ouh I think it's because I'm using computer to run it right?
That's why.. thanks lloyd
Yeah! I think that'd do it.
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.
you should be able to get information from RuntimeReferenceImageLibrary
https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@4.0/manual/tracked-image-manager.html#reference-library
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.
NotSupportedException: No image tracking subsystem found. This usually means image tracking is not supported.
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.
thanks
If you can create runtimeLibrary tell me
I'm pulling my hairs for weeks.
I also in the same condition with you, once any of us have an update, we can inform each other. 😁 ☕
Dang... there's no hope... This is the first time I felt hopeless solving an error... 😭
What version of unity are you using?
currently I am using unity2021.3.4
I'm using unity 2020 before... Now trying in 2022.. If It's working I'll update to you Jacq
thanks~hopefully we can soon get the result that we want
hi guys i have a issue in ar .I was unable to get the apk for android
I'm using 2021.3.1 and working flawlessly.
Why so?
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
If you're talking about the material applied to the scanned environment, you can select the material it uses here (at the bottom)
Whats the satus of using AR with Unity in Browsers?
I am curious
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 
This is an example of a (bad) QR Code I'm creating in Unity
I hope it works 😅
Idk
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
Hi. I am using ARFoundation and I am trying to get the image that has been tracked. Any help would be much appreciated
Is face tracking not possible on iOS using the Front facing camera?>
It is possible, check the sample https://github.com/Unity-Technologies/arfoundation-samples
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
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
ok apparently iPhone 8 is not support for face tracking
https://github.com/Unity-Technologies/arfoundation-samples/issues/377#issuecomment-566009123
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.
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;
}
}
Make the spawned object lerp to the new/updated tracker instead of being teleported to it
Damn! Never thought about this.. Thanks!
I can get to lert position, but I've spend a lot of time to lerp rotation and It ain't working...
Obviously I don't know how to do it, do you know how?
What isn't working? Share the quaternion lerp code
Vector3.Lerp and Quaternion.Lerp are what you are looking for. There are examples on the Unity pages.
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?
@hybrid perch I would suggest taking a look at ARSessionOrigin.MakeContentAppearAt (https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@4.2/api/UnityEngine.XR.ARFoundation.ARSessionOrigin.html). Hopefully you can achieve what you want to using those if I understand what you are aiming for.
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!
I guess they do not maintain that example app anymore
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:
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
Getting every plane with none type. How to fix this ?
Where are you setting the type?
Or setting the textfield value
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
Are you using the ARAnchor Manager?
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
Its just important to add, if it has an anchor attached, destroying the gameobejct will also remove the anchor I think
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
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.
You can just get the gameobject and add it as anchor, it does not have to be instantiated afaik. You might have to do some manual work then.
gotcha, I just saw this Attach to plane method then recommendation of reparenting to the anchor
going to see what that might look like
Thank you!
Im not doing anything, just internal stuff from ar samples
I mean the UI is some prefab, right? Something should put that text on that prefab
It's a unity's old TextMesh component 🙂
... Okay I give up here. If you dont know what the system is doing by researching, I cant help you further
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.
It looks you have the VR plugin manager installed and it's trying to turn on OpenXR.
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.
It is trying to find a device, do you have any attached?
None, I'm building an apk for a device that I don't have at my place. I usually let someone else test it for me at that point.
I'll try that, thanks
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)
Yes.
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
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:
Basic functionality of our QR to AR process for live BIM models to the construction site
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
NVM i noticed there is an ARsession.reset
Is there a way to reset arplanemanager. I noticed when I turn on my ar object off and on the previously generatedplanes stay instantiated
Btw, is your device Samsung?
It also happens to me, but people I know using Xiaomi phones it doesn't 🤔
it is a google pixel 3 xl
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?
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
ok
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
Anyone? 🥲
@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)
I guess I have to go with MARS for hassle free ar testing on ios or pay for plugins
AR Foundation has in-edtior testing in the latest version. That's the fastest for iteration.
Otherwise you have to build for now
Thanks Dev Dunk! So in-editor: that doesn't include the mobile device in any way right?
like you cant point the device on a marker image?
Yep. And not sure about image detection, sorry
That's just standard sort of image detection, it will work with any camera even computer camera. But its easier to maneuver the mobile vs the webcam if that makes sense
Hi guys, im building a AR app for android any ideas how i can create points and connected with lines to draw the shape ?
You can add multiple points to a line renderer
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?
#🥽┃virtual-reality (or VR forums) would be a better fit since it's for a VR headset
Did you already go through the oculus guide for ar passthrough
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
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
how do you stop arfoundation from throwing null errors on ar anchors after deletion?
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?
Maybe look into adressables?
That works for 3D models but what about the markers? I want them to be dynamic too
Why cant that work with adressables?
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
On the moment of import you could add the image to the image detection list, right?
Yeah manually, but I want to add the images automatically as soon as they gets downloaded
Oh I thought you could just add images in script
(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)
Anyone Here who uses Lightship ARDK in Unity (For android Build)?
I'm Kind of stuck with many errors
@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
@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
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..
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.
found this document... https://docs.unity.cn/560/Documentation/Manual/android-sdksetup.html
currently trying to set mine up as well.. hope it helps
The Unity Manual helps you learn and use the Unity engine. With the Unity engine you can create 2D and 3D games, apps and experiences.
ok i got through.. see how to install here > https://developer.android.com/studio/command-line/sdkmanager
Download the command line here > https://developer.android.com/studio
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?
I think you just need to configure your plugins for XR
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
Thank you. This is weird, I went to XR plugin management and see that indeed, ARkit is unselected and greyed out. And yet, I can confirm it was installed and updated. Will dig into this further. Thanks for your help!
I was reading, it sounds like the XR plugin might have a cache. If it still won't give you what you need, try removing the XR plugin altogether from the package manager, and re-adding it
See if we can trick it into rebuilding its cache 🤞
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
Thank you for your helpful suggestions! I ended up uninstalling then installing the latest Unity and then realized that I had likely not hit download on the AR Core template before attempting to use it the first time. Not positive what fixed it, but it seems to be working now.
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
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
I don't think such a video exists. AR tutorials will give you the building blocks, but you need to go from there on your own
I see, sure I'll try to make one from scratch and see how that goes
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?
On your website or your storage server
I'm trying to build a markerless AR game, but for some reason i can't get my webcam feed to be projected on the plane... can u please help me out with it?
This is what I'm getting on pressing play
My webcam feed was supposed to project on this surface
Are you sure it is selecting the right camera? Did it even find a supported webcam device? Is it even changing the texture at all?
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
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
Alright I'll try to figure this
Thnx for your assistance
Np! Good luck
I'm about 90% sure it is just picking up the wrong camera for you or not finding it.
This should help you change devices if you need to change which camera it is using:
https://docs.unity3d.com/ScriptReference/WebCamTexture-deviceName.html
Ohk, I'll take a look at this, thnx
I fixed the webcam thing it's working fine now thnx
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
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?
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.
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.
`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;
}
}
}`
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.
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.
No official web ar sadly
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 !!! 🥹
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
??
@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
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.
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
And what is the issue?
(Maybe Lightship ARDK with private VPS scans might be interesting btw)
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?
I'm guessing it uses AR Foundation
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?
I m using AR Foundation 5 0 it uses the
Anyone knows how can I add an anchor to a tracked image?
Hi, how would I apply a texture to anything that gets recognized as a plane using plane detection?
Should be plenty image detection guides with ar foundation or lightship ardk@autumn hare
Simply add a texture to the spawned plane?
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
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.
That or a custom shader which increases or decreases snow based on angle
What exactly is not working with the plane detection in this case?
Do you mean that the generated planes show up as having the camera as their transform?
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.
Thank you for you time.
about to started it next day,
but which version are you using ?
*Unity version
2021.3.9f1
I am trying to build an AR apk but I am getting these errors while doing so. Please help
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?
but I'm not making for oculus, I'm making it for smartphone with vuforia
are you using 2021.3.9f1 ?
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)?
I'm with Unity 2021.3.0f1 and the JDK 1.8 said it's missing
it's installed on the Hub basically ...
this is the missing part
Check the box @balmy basalt
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.)
This is one of the things about AR experiences, there's no unified standard to allow you to do that. You need to either launch an app or a WebAR experience in a browser
I did check the box, but the warning still shows up
sorry but which version is prefferable for mobile A.R ?
The one installed with your unity version
Maybe reinstall the latest LTS
make sense, I'll go LTS
man I owe you favor
I really appreciate it : )
👌
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.
Does anyone here knows how to download older versions of Wikitude?
https://www.wikitude.com/download-wikitude-sdk-expert-edition-for-unity/
This page is not what you searched for? https://support.wikitude.com/support/discussions/topics/5000091233
Thank you!
I had not found this page
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.
- Iphones are generally a lot faster, especially with AR (sadly for android)
- What says the profiler is taking the most time?
- Try 2021.3.14, it has some android fixes @visual scarab
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/
Hey there,
now that our iOS application is live, we were looking into an Android release.
I first thought our app is slow on Android during the AR...
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.
Maybe put the target fps at 30 (recommended for AR apps by google and any higher can be hard sometimes)
And share your player settings (mainly the 'other' settings) for android
And make sure android and ios don't have different quality settings
I've succesful worked with URP on android with normal games, AR and VR, so it's probably up to settings
good idea, yeah, I was going through the settings, comparing the android ones to iOS, as well as the ones from the ARFoundation sample android to my android
The latter can give more insight. Also uncheck auto graphics api and make sure only gles3 is selected
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
yeah, that was the first thing I did when starting on android :/
Last thing if settings are identical is maybe update ar foundation and arcore etc?
Otherwise I'm out of ideas without seeing the project
yeah, I think i'll try 2022 a bit tomorrow, ARCore and arfoundation are at the latest (4.2.7)
thanks for the feedback though, nice to get someone to shoot ideas off 🙂
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!
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
it was at mono (apparenmtly the default?), rebuilt it using IL2CPP just to check, same result
Can you put target framerate at 30?
And also use 64 bit (armv8?) il2cpp for AR to work more efficient
And in URP settings disable all vsync things maybe
the last build had Application.targetFrameRate = 45; which made no difference to not setting it.
il2cpp had 64bit on.
In Project-Settings -> Quality the VSync Count is at Don't SyncVSync
i'll try more tomorrow, maybe sleeping over it will help 🥱
Can definitely give some good insights haha
Good luck
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
sorry for double post
but here is more relevant maybe
I'm looking for Android configs with Vuforia image tracking 🙏
I usually use OpenCV for desktops
But yeah AR Foundation is phone only and limited to ARCore and arkit supported devices
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?
Isn't that in beta? Or do they have a different version that's more publicly available?
Good question, OpenCV is a separate open source library, there are some great well supported versions in the asset store. But you could compile it over yourself if you wanted... But there are some other desktop friendly AR frameworks (Vuforia and EasyAR come to mind!)
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
I saw vuforia on a tutorial for Windows 10 devices from Microsoft, but I'm still using a Windows 8.1 desktop so I'm worried the computer would be able to build it but not have it work
I also don't really like the folks who work on Vuforia, it's just not the best framework and they aren't great at supporting their platform. But they also do 3D object tracking .. which is nice
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).
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?
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
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?
I'm gonna be heading to bed soon so pls @ me or dm me so we can talk more about this later
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
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?
bro do ever play with Vuforia ?
my object ended shaking / vibrates on my android smartphone
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
@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
Maybe SSAO or another URP feature?
Weird that high fedility is better haha
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
For AR Passthrough you need to add an urp render feature yeah
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
I also found this https://forum.unity.com/threads/urp-post-processing-fps-drop-low-and-mid-end-mobile-devices.1096258/ where people seem to be generally trashing URP in favor of just continuing to use standard
Hi, I'm working on a mobile game project in which we'd like to use post processing (URP).
The problem is, once we activate post processing on Camera...
Urp has more enabled by default. It's not necessarily slower
so what is actually makes the AR ended with a shaking object results
I think the criticism was about shader graphs in URP, and how many glsl code are generated by very simple nodes. From what I understand, if you just wrote all those shaders in plain old shaders you would have a faster program doing the same work
but that 'maybe' accounts to 10% performance loss at worst
Abstraction almost always is slower, at the benefit of working faster (for most)
does vuforia have their own discord? Maybe more people can help you there.
If people here in this chat are like me, their experience might also be more focussed on ARFoundation/ARKit/ARCore/MagicLeap/Oculus, devices with native AR frameworks
Any one has solution for this ?
https://issuetracker.unity3d.com/issues/mutableruntimereferenceimagelibrary-dot-scheduleaddimagewithvalidationjob-intermittently-does-not-set-the-reference-image-name
How to reproduce: 1. Open the project "UnityDebugChallenge.zip" 2. Go to Build Settings (File>Build Settings) 3. Build for iOS 4....
one sec, ARKIT/ARCore said supports image tracking as well
Would it make more sense to do VR or AR for a "virtual" tour of a place while being at the IRL location?
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.
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 
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?
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
bro sorry change subject
ever tried these ?
nike do you ever tried VFX library
It sucks :/ here’s hoping it can only get better
If you haven’t gotten it fixed, it’s under player settings
Don’t tag random people in your questions. If you have a question related to the package then just ask your question
where in the player settings? bcos i only have 32 bit, 16 bit and 32 half bit or smth along those lines
ARM64 is what you want
sorry Ole 🙏
quiet desperate to acknowledge how to use the vfx ...
do you ever tried it out ?
any tutorial how to make an fps like crosshair in the middle of the screen?
You can use your canvas with a camera overlay (so standard settings pretty much) and add elements there. They'll show up as usual in an overlay. Might not be best practice for that though.
Is there any way to reset ar foundation's world center?
I think ARSession.Reset does this but I would have to check https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@4.0/api/UnityEngine.XR.ARFoundation.ARSession.html#UnityEngine_XR_ARFoundation_ARSession_Reset
Thanks, i'll try it now.
Was the ARSession in the scene you reloaded?
Helllo. Can you let me know how did you make it work? TIA
https://www.youtube.com/watch?v=3n1yQY_75VE
Hello fellows! Im trying to create something like this using a MS Kinect v2 and a projector. Is there anyone who has done anything similar and help me out? TIA
interactiv floor projection with unity and kinect
you can also see:
https://youtu.be/ahy5EkC7mJA
Look at the demo and you can try various stuff from there .
Which demo?
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?
I coded the object actually, try look at the demo with the collider
I have looked at it. The problem is that the mapping of projector and kinect. Im having issues with that
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 🙂
Show all the errors in the log @languid forge
This is the issue. You have a package with an issue. Open the package manager and try to remove it
You should get a prompt on your phone when the PC is connected to trust it. You also need to enable USB debugging in developer settings
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
someone has an idea how to transform a GameObject's position to follow the AR Camera?
Either child it to the camera or use rigidbodies or lerp or any way to move a gameobject to a certain point
The (other) immediate way is to just add a position constraint (built into unity now)
Woah when was this added? :O
I know it was snuck in ninja like. I found it at 3am rushing a client sim 😄 it works a bit weird too
this is perfect! thanks man
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?
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.
Is this a portal issue or a tracking issue?
Does it stay in the same place if you just instantiate a cube?
Yes, but depends on software. Ar foundation (arcore on arkit) have image recognition but not qr code support.
What do you mean with one two real-time lighting?
Realtime lighting would work. Raycasts work, but depends what you want to do. Lightship ardk has cross platform meshing that might be useful.
Why won't timeline work?
Unity has no proper webar support sadly. I suggest to use ar foundation since it has newer features than vuforia (but vuforia has a bit wider Platform support). I personally prefer lightship ardk, since it adds some features and a lot better on android
Thank you for all the answers! Realtime lighting was disappearing in my first build but now it got resolved no idea why, it was already set to important, there is one rt light in the scene and pixel count was high idk why it disappeared, so I was curious 😄
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?
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
Ray tracing doesn't work on mobile, so it might do something else
Arkit is an ios only solution
Arcore is android only
Ar foundation is a layer to make apps work with arcore and arkit at the same time
Lightship is ar foundation, but the lacking features of arcore are added, and it had VPS which can be incredible if you need it and has more other features
Vuforia is a bit basic, but also supports old phones better
To test ios easily you can use test flight, sadly ios is harder than android for testing
Im thanking you for explaining as basic as possible 🙏
Is there a difference between Arkit and Realitykit?
Never used Reality kit. Don't think it works in Unity
If you use unity, I'd say use the latest ar foundation or lightship
is this a correct hierarcy for an object to trigger raycast? rigidbody is added in KnightWhite and colider in KnightWhiteHitBox
What do you mean? A raycast simply hits a collider within the set layers. Hiarchy doesn't matter much @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
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
oh, where?
in #💻┃code-beginner?
No, the unity forums. Bit easier to get proper support. Otherwise maybe make a thread here
Ill do both. Thankss!!
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?
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?
Unity has no official, nor properly working 3rd party web ar @distant axle
Hello everyone, can someone recommend a good asset for Voice chat between a tablet and the hololens?
Does the platform matter much?
Maybe the Unity Gaming Services voice chat?
Well it needs to support Hololens and Android. My problem is the Hololens support right now.
Ahh, it runs in UWP, right?
Yes that is right
Tried Vivox?
Not yet, because under supported platforms the UWP is not listed
Did you test it? Xbox is listed, which also is UWP
No, but I have created an account now to try it when my account is approved. Do you maybe have alternatives to that?
Thank you a lot for answering btw!
Never did voice myself. Just text over netcode.
If platforms support xbox, windows and android I assume it works on everything
Thank you, additionally Im trying out xr environments in arfoundation 5.1.0 prerelease, but the "Environments" panel is greyed out in xr environments windows, why that might be?
Never used it, sorry
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
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??
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
ok change subject ..
why sometimes my animation didn't start at frame 1 during the play of AR animation ..
What are AR animations? We need more info than this
Just so you also know, if you are interested in the conclusion: Now I tried Vivox but sadly it does not support Hololens, I have also asked the Unity mail support. But anyway thank you a lot for answering!
Ah that sucks! Hope you get a reply soon
sorry I mean the motion clip
Any free way to make a navigation app based on augmented reality ?? anyone ?
Mapbox?
Is it only 2 devices? You could just do a raw websocket
We use Dissonance voice chat which covers both mobile and hololens. If you do need something more general
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
I used photon voice chat with the MRTK to communicate between quest 2 and tablets, but i am not sure it works with Hololens devices
hi all, why in ARfoundation fps clamped to 30, tried setting fps but didn't work.
Is that difficult? I am kind of a beginner
Yeah that sounds great, which backend did you choose in Dissonance? I read that if the app is not running on the same device you need to set up a server, is that right?
The people from Photon told me, that I need to sign up to a paid membership (which is too expensive for me) to get the Hololens addon package for Photon Voice :(
We run our own server with TNet
Photon can only be used for video games, or you need an enterprise license. But I believe they have a free tier for voice as well for games only
For android 30 is the ar default. For iOS that's 60.
You should be able to set it yourself as well I think (maybe just not in start, or by having the start of the fps setting very late in the script order)
I will try to set fps after 10sec in. In the start function lets see what happens
Hi, dos anyone know a way to remove the noise in the depth image of the kinect. I found this documentation "https://www.codeproject.com/Articles/317974/KinectDepthSmoothing" but the demo link does not work anymore. Is there any other demo available? Because the documentation is very comprehensive.
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?
I think you just want to set transform.position to the new location. Or maybe lerp it if you want something more elegant
It's hard to say, it isn't very clear from the context what the intent is. But hopefully that helps
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.
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
I found that it's not a problem of setting the fps later on in the start, I set the fps to 60 when the application starts and it stays at 60 when I change the screen orientation to the landscape due to the application needs it's getting clamped to 30. and doesn't switch back to 60.
Found the answer, set the vSync count to 0.
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?
Do you get any errors in XCode?
None. Just when I unplugged the iPad
So you get a single frame of camera and then it freezes?
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.
5.0.3 ( i do see a note that recommends 4.2.7)
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
Thanks!
Unfortunately I don't recognise the issue from my own experience
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.
Thank you so much. It was silly of me to update AR Kit resources.
is that free ?? i dont think so 
Yes they have a generous free tier. Hence the recommendation - it isn't my favorite but it is free.
You could use open street maps, but I suspect you won't find many examples.
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?
This is because those are the recommended framerates by Apple and Google respectively. You can put it at 30 for ios without issue (at least for me it gave no issues).
Make sure to put this script late in the execution order or somewhere after Start(), as AR Foundation can otherwise set this again
Or look for the ar foundation code that does this
I tried application.targetframerate
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
What if i enable the manager later through code?
I could try delaying using unitask and asign it after a few frames
Try and find out (;
Maybe try in update to be sure xD
Otherwise i dont know atm
And make sure the script is on an object ofv
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?
If the item is stationary, use Lightship VPS. It's pretty awesome.
If it's movable, I think ARKit has object detection
Lightship VPS would be great but Italy and so many country are not mapped
You can easily make private scans or continuously keep scanning places for them yo become public!
@gritty heron
Wow! Great I'll try that
Hi! I have a question about ARKit body tracking. What are the exact joints that are returned by ARKit? Is it this? https://developer.apple.com/documentation/arkit/arskeleton/jointname
And what would the "root" be, the center of the hip?
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/
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.
using Unity 2021.3.11f1
AR Foundation 4.2.6
I fixed it btw, just had to ask my friend chatgpt and they came up with a perfect solution
"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?
They mean it won't become an official wayspot for all Lightship applications. So they are not public.
They are private to your application.
That's what I have heard. Otherwise ask in the lightship discord!
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.
In this codelab, you’ll learn how to use ARCore using Unity’s AR Foundation framework to create a simple driving game.
@wind prairie The device camera framerate is controlled by your Camera Configuration. See ARCameraManager.GetConfigurations. Here's an example script that sets the ARKit camera configuration to 4k but you could do something similar to choose 30 or 60fps at various resolutions: https://docs.unity3d.com/Packages/com.unity.xr.arkit@5.1/manual/whats-new.html#4k-video
@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
awesome, thank you!
@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
Glad to have you here then Andy 🙏 hoping to look at version five sometime soon
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?
With anything MRTK I recommend opening an issue on their GitHub @midnight narwhal. There aren’t too many people here using it
Ohh okay thanks!
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! 
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.
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 
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!
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 😄
haha! thank you a lot for that offer - I'm pretty sure I might have to make use of that 🫠
Fair enough with the usage of the uploaded images - as long as thats all, I shall be okay with that 😄
Then I think I am set up for the next steps - again, thank you, for your fast and helpful advice!
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.
you should share your code. It might be some issue with parenting wrong or rotation of your image target.
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
Hey guys, how can I make my android phone compatible with viewing AR stuff now when ARcore is deprecated?
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);
}
}
}
}
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);
}
}
What? Arcore isn't deprecated?
Where did you read this?
Unity has no official webXR support. You could try 8th wall or other webXR/WebAR tools maybe.
Edit: how could you get content without an app and without internet? It's one or the other lol
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
How do I fix this?
I'm trying to update AR Foundation 5.0.2 to 5.0.3
And I can't assign Google ARCore
And it's in the most up-to-date version.
Oh, Unity 2022.2.0f1
Does selecting arcore there help?
Yes it has for android as google discontinued it. See these links- https://developers.google.com/ar/develop/unity
and https://developers.google.com/ar/reference/unity/deprecated/deprecated
and https://stackoverflow.com/questions/62453399/google-sceneform-is-it-deprecated-any-replacement
See my question here: https://stackoverflow.com/questions/74836440/arcore-by-google-play-services-alternative/74839402#74839402
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
I have used AR foundation and made a Unity Engine AR game but still when I build and run it in the mobile it shows blank screen and takes me to play store where Google play ARcore service app is there and it says I can't download it cuz it has been deprecated. What should I do. Nothing else is wrking.
Which phone?
It's probably an issue with your phone or setup. Maybe you need a custom android manifest?
I have Oppo A5 2020. And why is such a new age smartphone not compatible for AR?
What is custom android manifest?
For lower cost brands like oppo ar support isn't a given. Oppo is to blame there sadly. You can check the arcore compatibility list online.
That one sounds alright tho, so double check all settings here: https://developers.google.com/ar/develop/unity-arf/getting-started-ar-foundation
If arcore support isn't for your phone you can try to install the apk manually. That actually worked on my old phone
done all these checks. ONly my phone is not compatible with the ARcore
really?? Just like, download ARCore from third party websites like ApkPure, then?
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.
check this out: https://www.g2.com/products/arcore/competitors/alternatives