#🤯┃augmented-reality

1 messages · Page 2 of 1

warped ravine
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are you asking for both individually/separately or maybe one which works on both? You can see in that website.

wind prairie
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both in this case,
I've tried AR foundation and I didn't like the world center issue it had on boot up, thought it could be addressed to an extent.

warm abyss
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Yep, might work

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Lightship is awesome. Also has stuff like realtime meshing on android and many more features than competitors

wind prairie
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would it fix the world centering issue with AR foundation? (set the position of world to camera location)

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my main problem would be the spawned objects in the world.

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like place a key to the right of an image marker after the user does some trivia regarding the image marker.

warped ravine
wind prairie
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if the user opened the app to the right/left of the image on startup, that key would be placed elsewhere.

warped ravine
warm abyss
warm abyss
warped ravine
wind prairie
warm abyss
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Yes, adding new functionality can take extra work lmao

warm abyss
wind prairie
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not sure what that is, but would it work for small areas, is that some sort of GPS?

warped ravine
warm abyss
warm abyss
wind prairie
warm abyss
wind prairie
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I'll check it out soon, thanks.

patent garden
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I can't.
If I click it returns me those errors in the image

warm abyss
patent garden
patent garden
warm abyss
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That'll reimport the project

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Otherwise check settings and scripts between them.
Worst case export the broken project assets to the working project

patent garden
patent garden
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Yeah, deleting the Library folder solved my problem UnityChanSalute

warm abyss
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Sick

warped ravine
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whats that extra layer of white background of text which is prolly the original size of the TMP? Why two layers are given? one yellow one and the second the white line rectangle?

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and those white Cross marks also. What are they?
I used to use Text earlier.

short juniper
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I'm trying to use the eye tracking on the hololens, i'm using the standard MRTK example prefab so it should work but the eye tracking doesn't wanna work. anyone able to help?
Is there somewhere i have to enable eye tracking or something? i followed the microsoft documentation for setup and still no luck.

true glen
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hey

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I dont know if im right here but anyways, how do I make my game get (trough a webcam) my hands to control things in the game. (I need bools like 1.Finger True (when the first finger is straight)and so on)

short juniper
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What device are u using@true glen

true glen
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Unity

short juniper
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U wanna use pc webcam?

true glen
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yes

short juniper
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And u want to get hand position basically, hand tracking

true glen
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yes

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but then no hand model flying around in the world

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but just some variables changing

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like hand tracking instead of keybindings

short juniper
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U'll have to use some library, give it a google

true glen
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I googled it some times but everytime I got just some tutorials where they discribe how to make this strange hand model

short juniper
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Hand tracking isnt really supported on pc, u ll have to be lucky and find a library

true glen
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but I dont want to spend multiple hundred buck to buy a VR set

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and its not possible with any camera

warm abyss
nimble fossil
# true glen I dont know if im right here but anyways, how do I make my game get (trough a we...

What you want needs either a VR headset or a Intel RealSense Camera or similar to get z-depth values and some functional SDK, which will give you usable results to use handtracking. There were things like motion leap and other companies that tried/try to implement this in a simple way. You might google for handtracking devices first and in second search google, if there is an SDK for Unity available.

gritty heron
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Someone know why anchor update its position? How can I fix its position to real world?

pale abyss
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Thank you so much for the help sir 🥺❤️‍🔥

placid glacier
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Hey, does ARFoundation support ARKit 6 features? And if yes, from which version (unity/arf)?

wanton turtle
wanton turtle
placid glacier
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but doesn't say in which version of ARF it's ready

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guess the latest alpha probably?

wanton turtle
# placid glacier guess the latest alpha probably?

I'd go with that too, his last post was only a few months ago and it was still only partially implemented

I'm not a big Apple / ARkit guy so I can't help more than they I'm afraid.

@crystal dawn may know

half basin
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Hello there! I've been looking into developing an AR app that essentially uses physical custom trading cards I make as the markers, and then displays the AR images/animations on top of the cards.

I've been watching tutorials and trying to learn as much as possible! Even got a working test in Adobe Aero before switching to Unity and Vuforia to further advance the project.

I'm still learning obviously, but happy to be here. 🙂

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Maybe someone can help me with figuring out where to go from here?

Here's what I've got.

  • I make custom trading & sports cards, sell them online and arts & crafts markets, card tradeshows, etc. Love doing it.

  • I want to make a mobile AR app like I mentioned above.

  • I got Unity and Vuforia for making the AR application.

  • I've been using Blender & some other software for making models and animations.

  • I got Vuforia setup in Unity and have begun adding the card images as markers.

  • I now am at the stage where I import the AR images/animations from my computer and place them.

But what's next? Let's say I get all the markers for all my cards input into Vuforia and Unity. Then what? Thanks in advance! Sincerely appreciate any help. 🙂

warm abyss
gray helm
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ask gpt-3 for suggestions

wind prairie
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has anyone tried Lightship's ARDKExamples package recently?
I'm getting an error:
The type or namespace name 'Legacy' does not exist in the namespace 'Niantic.ARDK.Utilities.Input' (are you missing an assembly reference?)

warm abyss
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Do you use the new input system?
The examples and sample code only supports the old input system (sadly). Been arguing for a while in the lightship discord (so if you want them to support input for new input system, please make a feature request on their discord or forum!)@wind prairie

wind prairie
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I probably am, haven't checked.

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would setting it to "Both" fix the issue?

warm abyss
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For lightship probably just use the old one

wanton turtle
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We usually start by sitting with a client and drafting up a storyboard 🙂 I'd encourage the same

half basin
wanton turtle
# half basin Thanks so much! I know what I want to do as far as the project goes for models a...

Totally fair! I'd start with one platform first, and get it running. Usually I like to do android first as it is easier to test and more predictable

But the usual workflow

  • storyboard
  • setup your project (Vuforia, ARCore, ARFoundation, MaxST, EasyAR, Wikitude, OpenCV, etc)
  • get a working hello world for AR working on your phone

Now with that out of the way, we can tackle the first hard part as most basic AR samples are going to be for surface recognition

  • find an image QR or recognition sample
  • build that one for your phone

Now from there, you can see how the framework will replace the image with a game object

  • create your first image to recognize against
  • create your first animation
  • place them in the same spot as the tutorial

Do another build.

Now you have a framework. And you can just populate the images and animations.

You'll want to take quite a few tutorials :). Down the road you'll have templates for all the AR frameworks on hand that you can use. But for now you'll need to start with your first one. Just remember version matters for everything

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Oi, and put your to-do list somewhere like Trello so you can track your progress

half basin
wanton turtle
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It also protects loss of work, and is needed for future collaborators to help you, but early on it really encourages creativity

fickle maple
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There is no such option as such in the ARCamera. Where/How do I do it?

outer void
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Merry Christmas! It's the Render Mode property on ARCameraManager in AR Foundation 5.0 and up

outer void
balmy basalt
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does anyone have problem with your looping system at A.R ?

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on the first play it doesn't really starts from the beginning

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any idea how to solve this ?

warm abyss
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Could you elaborate? What is the actual issue and what is the desired result? @balmy basalt

balmy basalt
# warm abyss Could you elaborate? What is the actual issue and what is the desired result? <@...

I'll send gif tomorrow, but here is the thing

on everytime my Vuforia AR detects by it's image tracking,
it will run an animation, but for some reason, on the very first play
it never smoothly play, like it didn't play from very beginning

mostly the animation played from first quarter of the duration,
this is only happen on 1st play, the rest looping was just fine ...
thx in advance for your response

warm abyss
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Is it always the same duration which is skipped?
Do you use any code to trigger the animation?

outer void
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@balmy basalt The issue might be that the animation started playing before the shader was loaded, resulting in an artifact that by the time rendering starts, the animation is too many frames ahead.

I'm not an expert in graphics at all but I would try things like Instantiating early offscreen, then moving and enabling your animation in response to image tracking, rather than waiting until the Vuforia image is tracked to Instantiate. (this is a hack to pre-load your content on scene start)

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Alternatively you might be able to use MonoBehaviour.OnBecameVisible to replay the animation from the beginning whenever the object is newly visible to the user

balmy basalt
rancid epoch
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hello
anyone develop an android ?
why just make a single object (high poly) it makes the .apk size super big
it's 66mb, I felt this a bit peculiar

warm abyss
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Shaders, materials, 3d models, UVs, maybe textures @rancid epoch

66mb isnt that big

rancid epoch
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*games on playstore

warm abyss
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Remove packages, compression, shader striping, engine code striping, and more can help

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@rancid epoch

limber tangle
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Hello. I'm getting strange behavior for raycasts against "walls" (vertical planes)
When I check in the unity editor everything is fine and works as expected
Editor: https://www.dropbox.com/s/4nrgqpg1gclx847/Unity_U8mEKylotL.mp4?dl=0
but on device I'm getting strange rotation of hit point after raycast.
Device: https://www.dropbox.com/s/5wqeq5fwbzo6yvh/Screenrecorder-2022-12-24-21-12-55-294(0).mp4?dl=0
What could be the cause of this problem ?
@stray dune any thoughts, should I report a bug ? if yes, then how can I do that to send the report to right people.

rancid epoch
rancid epoch
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Root for scaling animation
Plane for material reveal animation

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the plane is stacking below the root
so I wondering for reveal + scaling animation

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but sometimes it's buggy
am I using wrong method ?

warm abyss
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@rancid epoch how do you spawn the gameobject?

distant axle
warm abyss
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?

distant axle
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vc

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voice call

warm abyss
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Can't help in vc

Do you instantiate it? Does it automatically come with plane recognition? Is it always in the scene and you simply enable it?

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I haven't used vuforia myself

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And also it can be that there is shader compilation. If you have the tree in the scene already and spawn it again on the image, does it work properly then?

rancid epoch
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image tracking ?

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I think I need some basic video tutorial about stacking game object that contains with animation

warm abyss
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Maybe make a post with all the details on the forums

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And tutorials help ofc

rancid epoch
warm abyss
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Unity forums, first result on google

rancid epoch
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wait the keyword T_T @warm abyss

warm abyss
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Keyword?

rancid epoch
# warm abyss Keyword?

yeah sorry I don't know how to phrase it
I have a game object with it's own animation, but then I need to add another animation with a parent above it

thorny beacon
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Good afternoon, my name is Adrian and I am making an augmented reality application to present it in a national competition but when compiling I have this error if any of you can help me I am eternally grateful and thanks in advance

thick arch
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Show the full text of the error in the first screenshot. And delete this from #archived-code-advanced , it's neither code nor advanced

thorny beacon
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CommandInvokationFailure: Gradle build failed.
C:\Program Files\Unity\Hub\Editor\2020.3.41f1\Editor\Data\PlaybackEngines\AndroidPlayer\OpenJDK\bin\java.exe -classpath "C:\Users\adria\Downloads\gradle-6.9.2\lib\gradle-launcher-6.9.2.jar" org.gradle.launcher.GradleMain "-Dorg.gradle.jvmargs=-Xmx4096m" "assembleRelease"

Environment Variables:
RegionCode = LA
USERDOMAIN = GAIBOR
ProgramFiles = C:\Program Files
TMP = C:\Users\adria\AppData\Local\Temp
PROCESSOR_ARCHITECTURE = AMD64
PROCESSOR_REVISION = 7e05
OneDriveConsumer = C:\Users\adria\OneDrive

warm abyss
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What di you have selected in preferences - third party Tools for all the android sdk stuff @thorny beacon

compact horizon
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error CS0246: The type or namespace name 'TrackingState' could not be found (are you missing a using directive or an assembly reference?) can someone tell me how to fix this?

warm abyss
compact horizon
warm abyss
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When do you get the error? When importing the package?

compact horizon
warm abyss
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Anything else that follows?

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When you click on the error?

compact horizon
warm abyss
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Click on it once in the console

compact horizon
warm abyss
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The error is from your own script it seems

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@compact horizon

compact horizon
warm abyss
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Sure

hybrid perch
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It looks like you're just missing ar foundation in that script

compact horizon
compact horizon
hybrid perch
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If you have your IDE set up correctly it should tell you where your missing reference is coming from

hybrid perch
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Do you use visual studio? Do you have a red line under the line with the error?

hybrid perch
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Under Edit>Preferences your code editor should be selected here

compact horizon
hybrid perch
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Whichever one you use

compact horizon
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visual studio community 2019

hybrid perch
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Then select that one

compact horizon
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then?

hybrid perch
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Restart visual studio and open it again

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Then see if you get a red line

compact horizon
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vs didn't show any error here

hybrid perch
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You might also need to have the unity development module for VS installed

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Either way your issue is easily solved by adding using UnityEngine.XR.ARSubsystems; to the top of your script. But you sould really get VS working properly

compact horizon
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when I add using UnityEngine.XR.ARSubsystems; get more error

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😭

hybrid perch
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Ok I guess you're using AR Core specifically

compact horizon
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I think yup(I'm newbie🥹 )

hybrid perch
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Are you following a tutorial?

compact horizon
hybrid perch
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Which unity version are you using?

compact horizon
hybrid perch
compact horizon
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so I need download 2019 version?

hybrid perch
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I don't know if their extension methods are available for AR Foundation

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It seems so

compact horizon
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ok thks😁

hybrid perch
compact horizon
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Can I use the same API key in another project?

hybrid perch
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I think so

compact horizon
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I downloaded Unity 2019.4.40 and follow Youtube download Android JDK,SDK,NDK and GRADIL but my Gradil failed can someone tell how to fix this?

ocean minnow
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Does Vuforia support URP(Universal Render Pipeline) ? Because I kept getting blue screen.

ocean minnow
rancid epoch
hoary kite
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im having problems

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when i enable ar core

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i cant build

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my project

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and when i run while ar core is disabled my camera doesnt work

tranquil drum
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Hi everyone, I do have a problem with the Hololens. When I open my unity app or deploy it to the Hololens, I see a development console. But I have the development console turned off in the settings. Does anyone have an idea why that could be or how to fix it?

tranquil drum
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Thats the best I can do to record it, when I do a screenshot in HL it disappears when taking it.

warm abyss
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Whats the issue?
Can't you build it or do you have issues getting arcore to work?

I suggest following an ar foundation guide from a new project @hoary kite

hexed canopy
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hello
Guys.. I let a version on Google Play which plays with ARCore, yet while it is on my phone - all working well, but the version from google play seems like freeze when enter in AR mode
maybe it is something related to camera persions or something.
Do You had this issue, and how did You solved it ?

warm abyss
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Are you requesting camera permission? @hexed canopy

hexed canopy
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well.. i've set the manifest to be outside ,and modifierd it as follow:

<?xml version="1.0" encoding="utf-8"?>
<manifest
xmlns:android="http://schemas.android.com/apk/res/android"
package="com.unity3d.player"
xmlns:tools="http://schemas.android.com/tools">
<uses-permission android:name="android.permission.CAMERA"/>
<application>
<activity android:name="com.unity3d.player.UnityPlayerActivity"
android:theme="@style/UnityThemeSelector">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
<meta-data android:name="unityplayer.UnityActivity" android:value="true" />
</activity>
</application>
</manifest>

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not sure if this is sufficient

warm abyss
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Iirc you also gotta request it from script. At least that's the case with Lightship ARDK

hexed canopy
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do I need to pass it to Android Studio, or You mean - I can request it from C# MonoBehaviour inherited class ?

warm abyss
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C#

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I personally don't use android studio at all

hexed canopy
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public class PermissionChecker : MonoBehaviour
{
// Start is called before the first frame update

    private IEnumerator AskForPermissions()
    {
#if UNITY_ANDROID
        List<bool> permissions = new List<bool>() { false };
        List<bool> permissionsAsked = new List<bool>() { false };

        List<Action> actions = new List<Action>()
        {

            new Action(() => 
            {
                permissions[0] = Permission.HasUserAuthorizedPermission( Permission.Camera );
                if( !permissions[0] && !permissionsAsked[0] )
                {
                    Permission.RequestUserPermission( Permission.Camera );
                    permissionsAsked[0] = true;
                    return;
                }
            })
        };

        for( int i = 0; i < permissionsAsked.Count; )
        {
            actions[ i ].Invoke();
            if( permissions[ i ] )
            {
                ++i;
            }
            yield return new WaitForEndOfFrame();
        }
#endif
}
void Awake()
{
    StartCoroutine( AskForPermissions() );
}
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Does this looks sufficient or I need to involve somethign else as well ?

warm abyss
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Try and thy shall find out

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I haven't touched the code in a while

hexed canopy
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XD alright

hexed canopy
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mmm nope. it didnt help. Now I got the permission dialog, but seems like there is no change it is still frozen when i enter AR mode

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update. not only in App store. it doesnt work generally in Release mode. In Development build it works.

hexed canopy
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Facepalm !

  • If You use "Minify" in Publishing Settings - it will make the AR crash !
    Without it - it works normally.
    I were using Minify for Release builds. Good lords !
hexed canopy
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Update 2 : Still freezing from google play, but working localy in release.

hexed canopy
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Update 3 : Confirmed "Minify" in Publishing Setting is creating the issue. If You enable it - the ARCore is done, and wont work.

warm abyss
hexed canopy
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Probably it's bug in Unity. Now I wonder how to protect my game from reverse engineering in this case ?! ::'(

warm abyss
hexed canopy
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true tbh

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yet i prefer to give these guys a bit hard time.

warm abyss
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Not worth your time tbh

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Unless you're making a banking system hahaha

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For multiplayer games stuff like cheat engine/game guardian and lucky patches are more important to protect against

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For local games, why care much about hacking and stuff?

hexed canopy
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not hacking but decompiling it and recompiling it

warm abyss
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It's not that easy luckily

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And you will always have the latest version

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And copyright

hybrid perch
#

The conclusion in these discussions is usually that this kind of obfuscation it's not worth the time investment. At least in my experience

hexed canopy
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😢

hybrid perch
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The extremely small amount of people who are driven enough to decompile your game, are probably also driven enough to work around your defenses

hexed canopy
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Probably the issue is that i am always assuming that if i can do something - the rest can do it as well 😐

coral mesa
#

Hi! New to a lot of this, and I'm not really sure what it's called I'm looking for. There was a music video I saw for Ch4nge by Giga, and in the background of the stage, there's a camera that follows the vrm model. I was wondering if anyone knew how I can look that up?
https://www.youtube.com/watch?v=h8KHXw1hBUk&list=LL&index=71

画質が悪いとのお声を頂いたので再エンコして投稿してみます…!変わったかはよくわかりません_(:3 」∠)_
カメラとても動き回りますので注意です_( _´ω`)_ペショ

ニコニコ版:https://www.nicovideo.jp/watch/sm40594378
モーション:https://www.nicovideo.jp/watch/sm40564982

無断転載禁止 / Repost is prohibited.
ニコニコマイリス:https://www.nicovideo.jp/user/123683562/mylist/73151661

▶ Play video
coral mesa
coral mesa
coral mesa
#

Okay so when I tried to import the stage into VRM Live Viewer, the cameras didn't track anything other than what was on the stage in Unity. I removed the light bulbs at the base there and then reapplied them so I could animate them seperately from the stage. However the camera wasn't tracking the bulbs.

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The creator of VRM Live sent me a website for unity-chan where the stage I got the idea from originally was. It's a preset, and not gltf format. I also came across Spatial Reality Display SDK. I don't want it to track my eyes, just the movement of the vrm model I'll be adding to the stage when I start working on the video. Anyone know where I go from here?

spare tundra
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what does this warning means, I am the only one who is working on this project

warm abyss
spare tundra
warm abyss
#

Maybe the wrong audio output on windows?

spare tundra
warm abyss
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Ur welcome!

wind prairie
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I built an application with ARFoundation, and would like the image target to be viewed from as far as possible.
ARKit works flawlessly, ARCore doesn't work in the same distance.
is there any way to extend the distance settings in ARCore/ARFoundation to match ARKit's?

hybrid perch
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This has been a big annoyance with ARCore for me... It seems like no matter the screen or camera resolution, you need the tracked imaged to take up about 50% of the width of the screen before it's recognised on Android

wind prairie
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that's quite a shame, it works flawlessly on ARKit :/

jagged rivet
#

Hello!
I'm currently working on a project where I need to track the relative position of a players eyes in real-world space from their webcam. I've done some searching online and discovered that using some AR functionality might be a good way to accomplish this. But most tutorials I find either use some third-party software or work exclusively on android.

My question is what might be the best/simplest way to accomplish this?

jagged rivet
#

It looks like they have a free face tracking extension but the base asset is $100

spare tundra
#

Hello guys, recently I updated my Unity from 2021.3.15f to 2021.3.16f, but now the builds are frequently crashing

warm abyss
#

Check the logs @spare tundra

sleek anvil
#

Hi everyone, pardon the mind-dump but I just need to wrap my head around this one. Basically I have to publish an AR experience to both IOS and Android. Whether this is web-based or an app is yet to be decided, though web-based is preferred. I have been trying to learn how to work with BlippAR's plugin for this but I still need to publish separately for android and IOS. This means that I need the X-code to run and test this on my phone. The X-code, I later find, has to first be obtained through the apple developer programme, and this in turn obtained through a 99$ yearly fee. Is there any way around this? A way in which I can test if it runs on my iphone without paying apple additional money on top of what I do already?

hybrid perch
warm abyss
#

Even for testing purposes without app store page

hybrid perch
#

Well yes you need a developer account to use XCode but a personal(free) one is enough

warm abyss
hybrid perch
#

As far as I'm aware yes

warm abyss
#

Hmmm, I had issues with that, but might also have been a bit of an odd setup because I was working for an external company

sleek anvil
#

How does one find the personal account compared to the business one? Also thank you for your replies it helps a bunch @hybrid perch @warm abyss

warm abyss
sleek anvil
#

I see. Like I think I can work around this if I make it web-based (which is what I'm aiming for anyway, my manager doesn't want to make people download an app for this) but then I need the guarantee that it'll run on both android and IOS while being web-based. Trying to do research about this but the information is rather scattered

rancid flame
#

Hello, Can anyone suggest me the best 3D file format and texture format for AR application in Hololens2 ??????
Currently I am using GLB format and PNG texture format as it was suggested in some thread I encountered.

warm abyss
rancid flame
#

Thanks @warm abyss for replying. Does this apply for model files that are downloaded at runtime ?

warm abyss
#

Then you need to import it in realtime, then use whatever is easiest to implement.
The importing still will convert to unity meshes

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@rancid flame

rancid flame
#

Yes that is what I am doing right now but because of textures and polycount the application is running at 8-10 fps.

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Sometimes not even able to run.

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I tested the difference in fps with and without textures(PNG).
with texture - 8-10 fps
without texture 20-22 fps.
@warm abyss

warm abyss
#

Well, that's obvious. The more you load the heavier it is.
If you don't need texture, don't use them.

If you need more performance use the profiler to profile your game (in a build is best)

round vale
#

Hi everyone,
I'm trying to develop an AR app but I'm facing some issues :
When I detect a marker, I need to display different elements on top of my marker, with their offset position compared to the marker given by a JSON file. The issue is that I struggle to find a formula to give me the position of my AR element according to the marker + offset ... I'm also not sure how to have my AR elements scale properly according to the detected marker (since it can vary in size) since I can't find a way to get the "size" of the detected element. Any ideas ?

warm abyss
round vale
# warm abyss Ar Foundation? Is the marker an image being detected or some squares?

I'm using AR Foundation yes.
The marker is an image, since it could appear on screen, the "real world" size of the image is not consistent. Basically that's what I'm trying to do (excuse my paints skills) :
Imagine each red thing being a different AR object. My issue is that I cannot figure out how to scale them and positions them properly according to my marker

wind prairie
#

I'm using AR Foundation and found a small issue when I want to redo my AR scene,
for the first initialization I add the component ARTrackedImageManager through code, and I display a few things (popups, warnings, Etc) afterwards I enable the ARTrackedImageManager.
once I reload my scene the ARTrackedImageManager is enabled by default on scene start rather than going through the initialization stage again.
does someone know a solution to this?

hybrid perch
wind prairie
#

reset failed, tried it on the OnDestroy method.

#

since it reached the OnDestroy method(XR Origin), i assumed that it should remove it.

warm abyss
round vale
wind prairie
# hybrid perch There's a Reset function on the ARSession or ARSessionManager. Otherwise the opt...

I just tried calling the following inside the OnDestroy method of XR Origin's custom script
arSession.Reset();
Destroy(manager); // ARTrackedImageManager component
Destroy(gameObject);
once I redo the scene ARTrackedImageManager is enabled by default (placed a long invoke => activate for the sake of the test which it ignores)
strangely enough this never happened in Editor mode / AR Remote Foundation.

wind prairie
#

found the fix for this:
ARTrackedImageManager would start out enabled the next run,
setting it to false in the awake/start methods fixes the issue.

wanton turtle
#

It's definitely doable

slender ice
#

Hey, beginner here. Question about AR, can you create an AR app and use that app as a part of an app I created in android studio? Does anyone know if that's possible? Essentially, I'd love to try and make an AR app in unity because it is a LOT easier there than it is in android studio and then export that project to android studio and use it as an Intent of my app there.

pliant osprey
#

Hey guys can I ask a question here?

#

Actually here I’ll ask it properly in the beginners tab instead 😅

outer ridge
#

Do anybody know how to do a callback from unity to react native??

warm abyss
rancid flame
#

Hi, I am trying to record a session of my AR application. Faced a problem with the virtual content, the content at some place is not visible.
I am curious about the possibility, tried with streaming my session using wireless display and microsoft hololens2 application.
The content looks fine when experiencing on hololens2 but it get distorted in recording and streaming.

#

Can anyone help me with this ?

tranquil drum
#

Hello everyone,
I have a little problem with my unity app. When I instantiate holograms, whose position depend on the spatial awareness mesh from the hololens, they are jumping away and back for a short time when I move around them or when I don’t move slow. I thought that this would be the „jumpiness“ this website (https://learn.microsoft.com/en-us/windows/mixed-reality/develop/advanced-concepts/hologram-stability) is talking about. So I tried to adjust the values of the update from the spatial mesh (normal at 3.5s changed it up to 200s), but nothing changed. Also the jumps are way faster than each 3.5 seconds, so I am not quite sure if that is the cause of my problem.
I tried taking a video of that with the hololens, but it does not seem to capture the jumps. Also there are many more lag-alike jumps when I am taking a video of that.
Does anyone have an idea what/why that could be or tips to improve the stability in general?

wanton turtle
vernal bison
#

Hi, I need to use passthrough api and want to see only one real object, how can I achieve this? anyone please

tranquil drum
warm abyss
wanton turtle
vernal bison
warm abyss
vernal bison
#

meta quest

#

Real object in the sense that passthrough allow us to see the whole room, I want to see like only my PC not any other things through headset

slender ice
#

I wanna track a round styrofoam ball which is red. What is the best option to do that in unity? I've seen a few tutorials for image-tracking but I'm not sure if that works for a round, more or less "3d" image too.

warm abyss
white mulch
#

Hello Everyone

slender ice
#

How can I put buttons inside of my AR project in unity? I just wanna have buttons on my camera view. Not sure where to start there. I have the AR Session Origin which does the whole AR stuff for me including the camera etc but now I want a button on that camera view

nimble fossil
#

Or do you want 3D worldspace UI?

slender ice
nimble fossil
slender ice
#

what can be used to create arobject files?

#

or maybe i should as how can I track 3d objects with my android phone?

nimble fossil
slender ice
nimble fossil
slender ice
#

k thx

wanton turtle
#

If you are using ARFoundation or ARkit that is

slender ice
#

is there any other way to track a 3d object? What I wanna do right now is create an android app that allows me to put a model over a small lego car and then drive the car with that same app. Is there a way to track the car easily with AR? Maybe I'm just thinking a bit too complicated.

#

is it maybe enough to make a few pictures of the car and just hope it track it well enough with the image library?

nimble fossil
idle bloom
#

Mapbox's SDK is outdated, and there seems to be no current proper solution for getting precise-ish coordinates in the real world from an AR app. I'm looking to make an app where you can place notes around the world physically. a solution i looked into was iphone exclusive, but I want this to work on android. Where should I start creating this? I have the backend setup but no unity project yet - is unity even the right choice for this problem? I'm only using it because it's what I'm familiar with.

- unity gets exact geo coords
- info sent to backend when the user makes a "post"
- bam, reallife super mario maker comments```
#

I want to avoid downgrading unity but if there is no other solution then that might be viable. Ideally I want as little 3rd party code as possible - aka using Unity's builtin support for AR rather than another AR library

idle bloom
#

ARCore's "geospatial" stuff looks interesting

#

this project is exactly what I need, looking into modifying it for my purposes now

wanton turtle
coral mesa
#

Does anyone know how to upload motion and camera settings into unity? I'm a little stuck

#

I already have a model I created, but I'd like to add camera angles and dance motion I downloaded off from bowlroll.

nimble fossil
idle bloom
#

google's arcore extensions (geospatial) are causing memory leaks

#

how am I meant to fix that

nimble fossil
idle bloom
#

I'm specifically running the project from that YouTube video I posted above. I'm working on a different scene in the same project (on a newer version of unity LTS)

warm abyss
#

Report the issue to google. That's all you can do @idle bloom

wanton turtle
#

I haven't seen that issue either, but yeah, log a bug

nimble fossil
# idle bloom I'm specifically running the project from that YouTube video I posted above. I'm...

You gotta get your personal project some attention when it comes to updates. The youtube version might have old packages being used and what not. Do not rely on youtube videos when it comes to bug fixing. The tutorial maybe was made when the issue did not occur cause the platforms were of older version or what not. You gotta know YOUR target and adept to it, so update packages, debug and understand the code from the tutorial and start cutting things off to find the memory leak you think , google is kicking in.

idle bloom
little flume
#

hey i need recommendations for youtubers who make augmented reality tutorials

nimble fossil
nimble fossil
little flume
#

ok

#

i saw unity learn but its confusing

gritty heron
#

Hello, it's possible in Unity with Meta Quest Pro occlude the virtual object by the real world.? All this using passtrough

drowsy zealot
#

I want to create a Mixed Reality app that can be deployed on both the HoloLens 2 as well as the Meta Quest Pro, and potentially other mixed reality headsets, leveraging OpenXR.
In the case of Quest Pro, I want the option to either have the mixed reality passthrough or alternatively go into a full VR environment.
I want to keep the door open for Azure features and Microsoft Mesh integration, down the line.
I want the possibility of leveraging Holographic Remoting for HoloLens, but also installing straight onto the headset if it can handle it, or deploying through Quest Link.

Does anyone have some insight on the feasibility of these requirements?

wanton turtle
fickle maple
#

I am not able to get the desired output with my Multi Image Tracking app from official AR Foundation samples https://github.com/Unity-Technologies/arfoundation-samples.git

I am adding the images in the XR Image Ref Library that is attached and adding the 3d prefabs to be augmented on top of that image in the right place as is done in the sample project. But still, sample is working but not my images.

Please help me out.

GitHub

Example content for Unity projects based on AR Foundation - GitHub - Unity-Technologies/arfoundation-samples: Example content for Unity projects based on AR Foundation

boreal crest
# idle bloom https://www.youtube.com/watch?v=mkqGaLkIsLw lol their competition ended yesterda...

I have published an app on play store using geospatial api
Get ready to take your AR experiences to the next level with squARe! 💥 Our all-in-one AR poster creator and social communication app allows you to create stunning augmented reality posters and share them with friends and community. Say goodbye to physical banners and limited advertising space and hello to limitless AR possibilities! 🎨

Join the future of discovery with squARe! Download the app now: https://play.google.com/store/apps/details?id=com.Vignaharta.SquARe

Discover, create and share AR posters with SquARe, the ultimate social AR app.

idle bloom
#

That looks a lot like what I wanted to make

tranquil drum
#

Does anyone know, if it possible to configure the hololens to charge to a maximum of 80% battery?

compact horizon
#

how to fix this error

topaz portal
#

Hello all, I have some project requirements that I need some help with.
For my project I want to use Augmented Reality in that the player is at 0,0,0 with objects orbiting the user. Camera enable in the background.
Exported to:
WebAR for Android Chrome
Native iOS

Do you have any recommendations on how to achieve this?
this wouldnt need to use any image tracking

wanton turtle
topaz portal
quick bay
#

Hello Guys is there any way to use multiple MutableRuntimeReferenceImageLibrary and switch as per requirement ?

#

I am trying this scenario but after switching Only able to get Added event , updated event not working

quick bay
full minnow
#

Hello! Has anyone been able to use the AR selection interact-able and AR translation interactable successfully and wouldn't mind helping me out?

#

I have been trying to do something like the selecting and translation in this video but it work...

#

My unity version is 2021.3.11f1 and this is the tutorial I am following (it's from 3 years ago)

#

Today I continue bringing your videos on XR Interaction ToolKit by Unity3d, in today's video I focus on augmented reality interactions and options within interactables available in AR such as the following:

1- AR Selectable Interactable
2- AR Translation Interactable
3- AR Rotation Interactable
4- AR Scale Interactable

AR Recommended Unity Ass...

▶ Play video
nimble fossil
gloomy elm
#

Hi everyone, does anyone has ever developed a Custom Camera Driver for Vuforia? I'm trying to provide the intrinsic parameters of my camera to Vuforia and get undistorted images to improve tracking accuracy. I've followed this doc (https://library.vuforia.com/platform-support/external-camera-calibration) to calibrate the camera and get the intrinsic parameters, here they also say that to provide these to Vuforia you have to update the Driver. I tried to follow Vuforia documentation (https://library.vuforia.com/platform-support/building-and-using-file-driver-sample) and build the Driver Template sample adding my intrinsic parameters. I added the compiled binaries to the suggested folder but I'm not able to make it works since it generates an error when importing the driver at runtime.
Here's the post I made on the Vofuria forum: https://developer.vuforia.com/forum/other-features/costum-camera-driver-provide-intrisics-parameters

full minnow
full minnow
nimble fossil
full minnow
#

I am not using code yet, I am trying to do what he's doing in the video

nimble fossil
#

Oh well, I cant take the time to look into the video, but what I can tell you is. Every instantiated prefab in AR mode is hooked to an ARAnchor at some point. He probably is generating the anchors himself from hitpoints he gets from plane detection. You in your case use image detection which will always try to move with the image. So, if you want to move your object away from the tracked aranchor, you need to move a child of your prefab, not the instantiated prefabs root object

carmine berry
#

Hey, for my internship I need to create an AR app with object recognition. Is it recommended to make a one app for IOS and another app for Android, or is it possible to make a cross-platform app?

warm abyss
#

I'd say use 1 project and have code run dependent on if it's ios or android

proud hill
#

Hello is there anyone out there who have any experience with RealityCapture in unity?https://www.capturingreality.com/ I wonder if its possible today. Ive found a guy who did it 5 years ago but nothing more and I dont know if its possible today. RealityCapture is owned by Epicgames and is for unreal. If you have used it before, how much did it cost?

sonic kindle
#

Hey guys, for iOS I having having trouble for the resolutions in AR. Is there a way to make it fit the whole screen? I did do scale with screen size and make a aspect ratio fitter

warm abyss
sonic kindle
warm abyss
sonic kindle
#

I can't show you since it's for my work

#

But basically on the ipad and iphone it doesnt fill up the full screen

#

I can draw it on paint if you want

#

We also use nancorder as well

warm abyss
#

What doesn't fill. UI? Camera feed? 3d models? @sonic kindle

sonic kindle
warm abyss
#

UI elements?

#

If so, with rect transform you can select anchors, including a fill one

#

Documentation should have all the info

sonic kindle
#

It doesn't fill it

#

I'll show you the anchors I have set

sonic kindle
warm abyss
#

I do think I need to see what the issue os

sonic kindle
#

Like imagine a background image

#

But it's smaller than the screen width

warm abyss
#

But the height is good? @sonic kindle

sonic kindle
#

I think on iPhone both width and height are smaller

#

On iPad the width was smaller

warm abyss
#

I'd say make a new scene and just add the absolute minimum. So no aspect ratio fitter or ui screen fitter stuff. Just the blank canvas and 1 single image as child

#

Then set the canvas scaler to scale with screen size

#

And put on a filling rect transform for the image

carmine berry
#

Is there an easy way to connect my iphone to my mac while developing an AR app, so I can test it live?

warm abyss
vagrant root
#

Anyone had experience with ARScaleInteractables?

#

For some reason the scale of the object is set to (transform.localScale.x-minScale) / scaleDelta on startup

#

What this does is it sets the object at a size which is decided by the scale interactable which is unacceptable in this case

#

as I am saving the objects and loading them again with their attributes saved. Whilst I do have the attributes saved, the behaviour is what I'm wanting to remove by creating my own ARScaleInteractable however this is not yet achievable with the dependencies required for the ARScaleInteractable.cs

vagrant root
nimble fossil
zealous spoke
#

I'm not sure where to ask this but it's generally in the XR space

I'm looking for a hardware platform that I can use for interactive projection with unity.

Something like this:

https://vimeo.com/379550515

This one can project to the wall or floor, and it has built-in motion detection.

But their platform is closed so you can't build your own apps.

Obie is an interactive floor projector that brings active play to floors, tables, and walls.

▶ Play video
nimble fossil
zealous spoke
#

Exactly, but I thought having an all-in-one platform would be easier

nimble fossil
#

There is nothing like an all in platform I guess. I mean, you always have to use some development to handle inputs and so on. Unity is your platform and the camera of your choice is the input. So, I guess (from my knowledge) thats almost the easiest you can get 🙂

zealous spoke
#

Alright thank you
Any specific recommendations for hardware?

I assume I'd need to get the Kinect (or realsense) + a short throw projector

#

I haven't done anything with projection before so I'm verifying my assumptions before I spend the money 🙂

nimble fossil
# zealous spoke I haven't done anything with projection before so I'm verifying my assumptions b...

I am no pro with projection mapping, but basically its a lot of trial and error to align the things how you want them and the input to be processed as you want it. I do not have any recommendation, but you might think about renting first. I have an realsense camera which wa slike 200 bucks and it is only usable for like 3-5 Meters. But its some years old and not the most expensive one. Kinect itself is better in range, not sure about the pricetag and if its even a thing still. But I would advice you to check some google results about depth camera stuff and then check if Unity can handle it as input or if there is some SDK available like realsense for Unity

wanton turtle
#

Projection mappings not so bad. You can order all in one kits off AliExpress but they are very limited and you need to use their platform

You can use OpenCV and a webcam (we do this a lot for custom things). Or Kinect (we use this at a hospital for bone tracking) or a Real Sense (we do this for a warehouse scale laser tag for a client). For kiosk work I usually use a leap motion.

But yeah, you just need to attach a projector and then set something for input. I'd suggest realsense or a simple OpenCV build myself, as both can run on Android devices, and let's you run the whole thing off a small android set top box if you want.

#

Don't underestimate the effort into calibrating the play space to the device though. It always takes longer than you anticipate.

steel void
#

How do you code games into ar?

warm abyss
steel void
#

How make ar gamr

nimble fossil
#

Either you did not research at all or you just lazy in putting together a question others can understand

wanton turtle
crystal oar
#

Hello everyone! has anyone used openCV or any other ML models with AR Foundation?

brittle veldt
#

hello how i change the image target of imageTargetBehaviour on vuforia on RunTime, i say manualy on code

warm abyss
#

Reference it and change Image? @brittle veldt

#

What did you try and what doesn't work?

brittle veldt
# warm abyss Reference it and change Image? <@910719477367332874>

well @warm abyss i try think like unity but it dont work like
ImageTargetBehaviour.Image = mytexture;
you know ?
But i solve this not changing in run time but instantiate a new ImageBehaviour

var mTarget = VuforiaBehaviour.Instance.ObserverFactory.CreateImageTarget(
textureFile,
4,
targetName);

#

i still don't know how change the texture on run time ;c but it works to me just create a new imageTarget

north apex
#

Hi! I have a problem.
I'm using Nreal Glasses in 3Dof and the whole scene is slowly rotating.
Can someone help me?

tight geode
#

btw @north apex .. you're not likley to get help asking like that, here's why -> https://dontasktoask.com/

You need to give information about it (don't ask me what, I have no idea about what you're using.. you'll have to figure out what would be useful)

north apex
#

Thank you for the advice. I own the Nreal Community server and I know what it's like when someone comes with such a question.
The problem that I have is a bit more strange and no one has found a solution for it.
I tried to say it more briefly, maybe someone skilled would help me 😬

pale abyss
#

I have been working on an AR project in which there are mainly different popups and audios and one Video which is being fetched from the URL. Everything is working fine but as I click on another button of my scene my app crashes. It does not throws any error in console and when I am not using URL to load the video and put my video directly it works well !
But I am strictly bound that I have to fetch them from URL only.

I have tried changing project settings, reducing size of texture and compressed the texture and reduced the pol. counts from the models that I am spawning.

I have used memory profiler to debug the situation and found that some unknown Render Texture is occupying 250+MB of memory but I cant see it after searching for it.

Please Help me out 😦
😭😭😭😭😭😭😭😭

tight geode
#

Look at your code that is ran when another button is clicked... the problem lies there

lone wharf
lone wharf
#

But when I add ARHumanBodyManager component with ARPointCloudManager component, Body tracking doesn't work

hybrid perch
#

Do you get any errors?

lone wharf
#

nope. nothing in console at least.

#

and I wasn't able to confirm whether it's possible, couldn't find anything in Apple ARKit's docs or unity forums

lone wharf
#

my bad, world tracking and body tracking do work simultaneously. just wasn't working in the ARCollaboration sample scene that I was playing around in.

EDIT: nope they don't. It's confusing because Point Cloud Manager does work with just BodyTrackingConfiguration enabled. But if it's a collaborative session, BodyTrackingConfiguration does not get enabled, only WorldTrackingConfiguration is active.

ruby mica
#

Anyone familiar with Unity EditorXR?
How can we make runtime-created objects selectable?

#

So far, the built in support seems to only make existing objects selectable

ruby mica
#

sorry, realized it was more VR related

warm abyss
#

@half basin don't ask in multiple channels

next oriole
#

So heres a quick question on AR, where could I find the code that returns if an AR plane is found?

#

I'd like a counter mapped to that, sort of a "total planes detected"

lone wharf
next oriole
next oriole
warm abyss
next oriole
#

👍

lone wharf
# next oriole Looks like I cant modify that script without it reverting to its plugin state.

you can add this script to the XR origin object (or where ever you have your ARPlaneManager component):

namespace UnityEngine.XR.ARFoundation
{
    public class MyPlaneCounter : MonoBehaviour
    {
        ARPlaneManager planeManager;
        private int activePlanesCount = 0;

        void Start()
        {
            planeManager = GetComponent<ARPlaneManager>();
            planeManager.planesChanged += OnPlanesChanged;
        }

        private void OnPlanesChanged(ARPlanesChangedEventArgs obj)
        {
            activePlanesCount += obj.added.Count;
            activePlanesCount -= obj.removed.Count;
        }

        public int PlanesCount
        {
            get { return activePlanesCount; }
        }

        private void Update()
        {
            Debug.Log("PlanesCount: " + PlanesCount);
        }

        private void OnDestroy()
        {
            planeManager.planesChanged -= OnPlanesChanged;
        }
    }
}```
next oriole
cursive grail
#

Any has documents about add filter to AR :v something like beautyful filter on tiktok?

swift stratus
#

I don't know why the button is not being displayed on the 3D UI Square. Could anyone help me with this

swift stratus
#

I tried changing the hierarchy as well but it is still not working

warm abyss
cursive grail
#

Post processing work in some case. But what about change the shape of the head?

lime lotus
#

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carmine berry
#

Anyone has an excel with pros and cons of AR Foundation, ARKit, ARCore and Vuforia?

warm abyss
# carmine berry Anyone has an excel with pros and cons of AR Foundation, ARKit, ARCore and Vufor...

Ar foundation:
1 API for generic features and allows you to call arkit/arcore specific features when needed (so woth ar foundation you also use arcore/arkit)

Vuforia:
More device supported since it doesn't require arcore support. Does limit the features

Lightship:
Ar foundation on steroids. Has all arkit exclusive features for android as well using it's own layers and has great aditional features with a single API

My choice lightship > ar foundation > vuforia > arcore/arkit native

Unless you need support on really old phones, then try vuforia

brave geyser
#

is there a way to limit the rotation of an object I try to grab? using mrtk/hololense 🙂

lapis lily
#

Trying to get lightship to work but it won't build, just gives me a generic error, any common problem that occurs that I'm unaware of?

#

I followed this

cursive grail
#

Anyone know how to use Camera on Windows to test AR game on Editor?
Or we must build to test the game 🥲

warm abyss
warm abyss
cursive grail
#

But I use facetracking? And I don't see settings to simulator for face tracking 🤔

lone wharf
cursive grail
#

Well, it's 150$ and I don't have that much blushie

glad linden
#

hi, i want to ask
Anyone have info on building AR but for PC?
(If possible use unity/unreal)

Because so far it's only for cellphones. If it did exist, it would be webAR. but I'm not an expert in website programming
when i using windows build the camera is not showing up

hybrid perch
glad linden
#

when i using Vuforia, the webcam did not showing up

hybrid perch
#

You would have to check their documentation. I've only used it for development before, not in builds

cursive grail
hybrid perch
#

Not many options for PC

jovial horizon
#

Hi guys i am kinda stuck with a project that i am working , the goal its to have an AR tour in some open archaeological sites , now its kinda working but i have a problem with the scene orientation since i dont use any gps just a topographic and build a scene based on that , the scene loses orientation many times and the scene drifts a lot. if a place the session the real world starting point everything is going kinda smoothly but this a perfect scenario in order the scene to be placed. Then my other concern is that the avatar that currently works with the ai to a path need to show the way for user to follow in order to go to the stop (the stop is where the speak about the archaeological place). Any guidance and if that is possible

warm abyss
jovial horizon
#

positions and path works fine if the scene starts coreectly

warm abyss
#

Maybe use some kind of spacial awareness like the packages above

jovial horizon
#

how should i place and make the ai to move a specific route , place 3d objects and detect if the user reach?

carmine berry
#

Anyone had this problem with ar foundation remote?

#

It doesn’t detect the planes in game view

#

When build to app it works

old void
#

working on a project that has augmented reality implemented in it, and need to implement admob through applovin mediation.
All working okay without applovin
Installing Applovin turning on custom gradle template > all okay
but when you install admob from applovin mediation and fix gradle errors > Force resolve dependencies > Building game and running in device > AR functionality stops working

carmine berry
#

Anyone managed to get something like the sims preview before placing? I want to show my object in red if it can't be placed and green if it can be placed. So I want to use my object as indicator too

hybrid perch
round vale
#

Hi guys.
I'm having trouble understanding something :
I'm building an AR app, right now when my marker is scanned I'm creating a quad and adding a VideoPlayer to it. I'm trying to make it so when i click on said video, a player appears. My issue is that when I run my code on PC, it works fine, but when I'm on Android the player isn't displayed ? (second image is what I see on my phone, you can see the buttons are not displayed). Any idea what could be causing this ?

warm abyss
severe rover
#

should TryGetIntrinsics and TryAcquireLatestCpuImage work in the XRSimulation environment? for me, it's returning true but giving a (0,0) resoluton, focal length, and principal point

sinful thicket
#

Hey Guys i need help to make an AR experience that make an building move like this example :

#

so i already have a 3D model of my building and i can place this 3D building model at the same place as the real one

#

using vps

#

and now i am thinking about: How can i make the real world building invisible ?

#

i am thinking about placing a 3D block with a special texture that would make it invisible

#

but not sure about how to get a texture like that

nimble fossil
# sinful thicket

from this video, it looks like it is using some blurring texture copied from the clouds around it to hide the original one.

sinful thicket
nimble fossil
#

I do not think its platform relevant. You just gotta get the texture of the camera and then the pixels close to your object, and overwrite those pixels from texture with a new generated texture based on those pixel colors around it and then feed that new overwritten texture to the user instead of directly showing the webcam itself.

warm abyss
#

Lightship has a sky detection layer as well, that can be helpful for getting the edge and where to blur it

sinful thicket
warm abyss
#

Nice!

torpid geyser
#

Hey can anyone help me setup mediapipe for unity? im having trouble trying to set it up

marsh kite
#

Hey everyone, what networking solutions would you recommend for multiplayer AR mobile game?

#

I'm looking at Photon but not sure it's the best solution

sinful thicket
marsh kite
glad linden
#

I want to ask, are there any tips on how to make the shadow still visible when the camera is getting further away (the shader is change to)?

nimble fossil
glad linden
#

i only find shadowmask mode
is that it ?

nimble fossil
#

Ah dang, I am on HDRP currently, there is a MaxShadowDistance. Do you have any asset under PlayerSettings => Graphics ?

glad linden
#

oh... i see
i using urp, so i need to setting it up right

#

yes, it works
thanks

fossil flower
#

@deft mauve Don't cross-post, please.

deft mauve
#

Okay

barren quiver
#

hello mate, I want to ask to make markerless AR, is it better to choose Easy AR or Vuforia?

nimble fossil
#

Only worked with vuforia which was fine. But also worked with ARFoundation directly and that worked out well too. Depends on your needs

wanton turtle
#

I'm not a big fan of Vuforia as a company, it works OK, but their maint of their software is a bit of a nightmare. EasyAR is slightly more affordable, I prefer it out of the two as it is simpler to use. But their license servers have gone offline before and made it look like a paid license had expired. The downside to ARFoundation in this case is it only works on ARCore/kit enabled phones and EasyAR/Vuforia/MaxST etc all have a fallback for lower end devices.

#

Kind of advantages, limitations and tradeoffs for each one

nimble fossil
outer elbow
#

Hi!, Complete newbie here, Im an Architect student needing to develop an AR app for my thesis. 🥲 I am following a Youtube tutorial but it only explains about android. How do I develop for both ios and android? I already downloaded the ios module on Unity Hub.

hybrid perch
outer elbow
outer elbow
hybrid perch
#

You can build the project on windows, but to make the actual app you need a mac with XCode

#

As for cross platform, using Unity's ARFoundation will give you a simple framwork that works on both iOS and Android. Other frameworks like Vuforia is also possible to use

outer elbow
hybrid perch
#

Yes

outer elbow
# hybrid perch Yes

Since our budget for thesis is non-existent, we might need to still develop somethings by ourselves with unity, is it possible to still do that, or if we use vuforia do we need to continue using it completely?

#

Sorry for all these questions, and thank you for your help!

hybrid perch
outer elbow
#

Awesome, thanks!

open mango
#

Im reading through the "getting started" information for AR foundation
And it suggests using MONO during development (I assume due to much faster builds)
However it says to install a FAT (32-bit + 64-bit) ARCore APK, and im unsure what they mean.
I tried just ignoring it, however if i build it using mono and try on my phone, it just crashes. (see log.txt)
It does not crash using IL2CPP targeting ARM64, however if i target ARMv7 it does crash

Shouldn't 32 bit programs be backwards compatible with a 64 bit device?
Is my device potentially missing some 32 bit AR core stuff?

To make things worse, I'm also trying to use "OpenCV+Unity" in the same project, however it only seems to work when targeting ARMv7 (seems to be missing some files needed for ARM64)

So I'm in a situation where AR only works in ARM64
And OpenCV+Unity only works in ARMv7

Buying the paid OpenCV plugin isn't an option for me, as this is for a school project. And the budget is nonexistent.

outer elbow
#

Hi guys, question, is Unity Mars free? I have Unity for students. Also, do you prefer AR Foundation or Vuforia?

tranquil drum
#

Hello guys, do you know if it is possible to get the live view of the device portal of the hololens to get a videostreaming result on a device like a tablet? I read and heard, that this should be working, but on the API References of the Documentation (https://learn.microsoft.com/en-us/windows/mixed-reality/develop/advanced-concepts/device-portal-api-reference) there is this warning under the Point of Mixed Reality Streaming.

sinful thicket
wanton turtle
# outer elbow Hi guys, question, is Unity Mars free? I have Unity for students. Also, do you p...

I like and dislike features from all of them.

Wikitude is expensive and their reliability isn't great.

Vuforia changes pricing all the time, their tracking is reliable, but their code and updates are pretty bad... I'm also not a fan of the company in general.

ARFoundation is limited but free and built in. It doesn't do anything beyond what ARCore & ARkit does, so it leaves low end devices dead in the water.

MaxST is pricey for the lack of adoption, easy to use, but support is meh. Some documentation isn't in English.

EasyAR is an old favorite, simple to use, but no support. Their license servers are in China and can go offline (making it seem like you didn't pay for your app).

OpenCV covers everything but you need to write everything yourself, and the unity packages for it sct funny with the camera

There are others ... but yeah, everything has pluses and minuses.

cursive grail
#

OpenCV covers all but has low performance on mobile :< I has try examples but it can't get 30fps on my Sony V mark II :>>

#

I has test Mediapipe plugins. It's better performace but =)) yeah, like you said, it minus is pretty heavy and must build aar ourself

#

Any has better options for face,hand detect realtime for mobile?

cursive grail
icy loom
#

Hello everyone, I need help. So I'm currently building my AR, here are some pict of my workspace and player setting. But after I build then start play it in my Android it became blackscreen after ask for camera permission. What's wrong and where to fix this? Thanks 🙏

warm abyss
open mango
#

Ok so I'm having this weird performance problem.
Basically it starts lagging after a while.

My script basically does this

  1. At a new frame, check if it should be skipped (more on that later)
  2. If not, get the XRCpuImage for the frame.
  3. Convert it to a Texture2D
  4. Run it through a shader that filters by color, hue and value
  5. output the texture to a rawimage

The plan is to use the texture with opencv to do some further image processing, im only using a shader in step 4. to make it more optimized

The time it takes to "start lagging" seems somewhat constant. Having it skip 30 frames before processing a new one does slightly increase the time it takes.
But having it process every frame only makes it lag like 3x times faster.
I would expect it to take alot longer when skipping frames, not slightly longer as i have observed

open mango
#

Ok i have tried without my script being enabled. And the exact same thing happens, which is uhh weird. This is a completely empty scene with the bare minimum for AR

strong marten
#

Hello guys , i have 3D model of an area and i want to make flood simulation on it with C# and m new to this ..so any help ?

sinful thicket
strong marten
#

yes

#

or like VR

#

do u have any idea ?

warm abyss
#

If it needs to be interactive, get a fluid sim asset from the asset store.

If it doesn't need to be an interactive simulation, prebake the animation in blender or another tool for fluid sims

strong marten
#

it have to be interactive yes

warm abyss
#

Then check out fluid sim assets

#

You're not writing one as a beginner

crystal oar
mint basalt
#

Hey guys, I'm trying to make an AR app with Unity MARS, and I want the user to be able to switch between the front camera and back camera

#

I've not been able to find a way to do that in the documentation

fickle maple
#

Is there a way to selectively transform spawned 3d objects in AR Foundation plane detection? I actually want to make an app that lets the user place different furniture items in the room and scale, rotate, move them selectively as per their requirements.

Please help.

wanton turtle
#

I'm pretty sure there is about 1,000 tutorials for how to do that already, including templates and samples

true dew
#

Hello guys, anyone tried using "AR+GPS Location" before? I'm trying to spawn objects based on gps location of the user, but it is not being accurate at all

wanton turtle
#

But there are lots of options to go from there. I find it's better than someone might expect though.

wanton turtle
#

Not without third party plugins.

true dew
wanton turtle
#

I believe unreal has a built in mesh editor, but unity doesnt.

#

ProBuilder was bought by unity though, so I'm pretty sure it's free and usable. My team always tries to use it on projects and it drives me nuts :D. I use blender, Maya or modo mostly.

tame fjord
#

Does anyone know if Unity plans on doing WebAR?

wanton turtle
#

Use the Augmented Reality WebGL -‎‎‏ ‎‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ Image Tracking WebAR from Marks on your next project. Find this integration tool & more on the Unity Asset Store.

GitHub

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

crystal oar
#

Has anyone worked on mediapipe+unity AR?

carmine berry
#

I made a script that only is able to place objects on a plane if it is at least 20cm away from the edge. Now I want to show this area in the mesh renderer. I am using the standard PlaneMat from the template. I want to show the area where the user can place objects in green and the rest in red. Anyone managed to do something like this?

nimble fossil
alpine delta
#

Hello, Im new to Unity's AR foundation, and I am trying to add an image as a background so that it shows behind the users face, Im trying to use the Custom material in the AR Camera Background but all im getting is a black screen when I enable it. If anyone can help with that would be much appreciated.

nimble fossil
alpine delta
#

I thought that was automatic with the face Manager no ? Because it is detecting the face even with custom material on, and it is adding the face filters, but everything else is just pitch black

nimble fossil
#

Okay, the material is mapped on the face, but its not splitting up the image, if you mean so. so you can hook a custom mesh on that face and have a background image, if you mean that, but I am not aware you can easily throw a greenscreen like background on the real face

alpine delta
#

Ohh I get what you mean now. I thought it would be straight forward. I do want to achieve the "greenscreen" effect like youre saying eventually so I need to find a way to split the face from the background right ? Any tips on how to do so ? or if there is a unity package that already does that that you know of

nimble fossil
#

check the forum post above and go from there, thats what I would do. Especially check out the unity ar foundation examples, tehre might be something already in it

alpine delta
#

Alright, Thank you so much

nimble fossil
#

yw 🙂 keep us updated

mint basalt
#

For Unity MARS Body Tracking, is there a way to change the model of the proxy at runtime?

robust ingot
#

Hello everyone, does anyone know of a way to make routes in AR to follow them ? Would this require GPS or just using the phone gyro and accel would be possible? Thanks

#

Im thinking something like google maps live street you know

warm abyss
robust ingot
#

Okay, thank you!

nimble fossil
fickle maple
#

I m pretty sure there is about 1 000

safe scroll
#

So, the Unity 2023 roadmap talk at GDC announced ARFoundation will be supported on Quest headsets in Unity 2022 LTS. Has anyone seen any further details on this anywhere? Like exactly which features it will support, when it might be coming out etc?

lavish dune
#

Anyone have any experience using eg Blippar or Zappar or 8th wall ? I'm researching various solutions for Web AR.

#

I just had a go with the Blippbuilder marker tracking example and it seemed pretty bad compared to the example on the AR WebGL -‎Image Tracking WebAR unity plugin page

hazy ledge
#

Is there some common framework for AR with prefabs n stuff?
E.g. i want floating popups and windows in my AR app, do i need to design them myself? Or is there some common framework/lib for that?

#

Any help appreciated

hazy ledge
#

How do we combine MRTK and AR foundation? I dont get it

fickle maple
#

Anyone here working with VRTK? I am getting
'XRDevice' does not contain a definition for 'model'
error. I am using VRTK and Oculus Integration packages together in this project. I have searched the web and ChatGPT as well but nothing.

#

I just had a go with the Blippbuilder

wanton turtle
#

VRTK has its own discord somewhere though

fickle maple
wanton turtle
#

We moved away for our own OpenXR thing - no regrets (right decision long term) but the VRTK was excellent

hazy ledge
#

What are those white lines called in MRTK3 ? Tooltips dont exist anymore sadly

warm abyss
fickle maple
fickle maple
fickle maple
warm abyss
fickle maple
warm abyss
#

Then just use the line renderer if it's in 3D or a sprite if 2D

#

And replace the image with an arrow

#

Or look for solutions online

fickle maple
#

Hmm

#

This thing should be included in Unity UI

warm abyss
#

Opinions definitely differ on that haha

#

Unity UI has the tools needed for you to add it

fickle maple
#

Which ones specifically? Tell me tell me

hazy ledge
#

I managed to use the MRTK2 tooltips for my purposes

#

However they come at a cost... e.g. the attachment points can not be set and those predefined prefabs are a nightmare, especially if you wanna use a custom graphic/model/sprite

gentle spear
#

Hello! I'm making a mobile AR game, and I'd like to give the camera a confetti effect whenever a "level" is finished. I have everything set up, but the confetti (particle system) doesn't move together with the camera, even though its a part of the UI canvas. It just stays in one place as a part of the world. What am I missing?

gentle spear
#

:)

warm abyss
warm abyss
sweet solstice
#

hello, i am having an absolutely bizarre issue where when running my ar app on an android device, all of the created planes and objects on it AR Plane Manager shift over about 20 seconds into the scene. I have tried tracking the AR origin but it doesn't shift at all when this bug occurs. it also seems to be an android exclusive problem, as when i build to ios there is no such issue. any suggestions on how to remedy this?

#

this occurs on all my android ar games as i tried making an ar core scene with just a cube that spawns on the plane and the issue still occurs

hybrid perch
carmine berry
#

Does the AR Foundation template always use SLAM to determine the position in the real world?

gentle spear
#

Hello once more! I added some grass via a terrain into the scene, and I want it to move together with the cylinder that I'm using as a foundation. It's all aligned nicely, but, when I start the game, the terrain is suddenly moved in regards to its parent. Why is this happening?

wanton turtle
sweet solstice
half basin
#

what is a good stereo camera for viewing the scene in real-time in oculus quest 2 using unity?

currently i am using intel realsense D455 camera
it has only one RGB camera and infrared for depth
which i am using to create a point cloud scene,
which is accurate but the scene is not complete, it misses spots

i was thhinking if there is any camera which uses two cameras and triangulation method for depth would be a better solution for my purpose

tender lantern
astral light
#

I have an advanced question:
I use Mediapipe: https://developers.google.com/mediapipe/solutions/vision/hand_landmarker in order to track my hands using the camera.
And I downloaded this 3d Model: https://sketchfab.com/3d-models/hand-low-poly-d6c802a74a174c8c805deb20186d1877
Both the library and the 3d model have 20 nodes (I do not know if it is possible for them to align perfectly)

The question is: How do I align them?
I want the detailed movement of the hands & finders to align on the poly hand.

wanton turtle
#

You just want to match the transform.position of the 3D models 20 nodes to the camera's 20 nodes on late update.

knotty dew
#

I'm trying to learn about unity's body recognition, and it seems like the only options available so far are for mobile games. Am I just not looking in the right places?

warm abyss
#

I think ARKit has body tracking @knotty dew

knotty dew
warm abyss
#

Yep, ios.
Look into open source versions if you need webcam support. Maybe opencv

gentle spear
#

i still have it

gentle spear
# dawn sequoia Could you share a short clip?

Hi! Thank you, I solved the issue just half an hour ago. I noticed that the grass didn't as much reposition, as it was also rotating - so I searched around for issues with terrain rotation, and I found an old forum thread which led me to the solution. Turns out, you need to set your ARCamera World Center Mode to SPECIFIC_TARGET - and choose the targetimage as the center. That makes everything align pretty

dawn sequoia
#

Oh wow, could you show me a clip of how you rectified it. For clarity and posterity.

warm abyss
#

<@&502884371011731486> work spam

astral fulcrum
#

Hello, I am trying to build and run any AR application (both the one I am working on, and the Unity samples), and the mobile application crashes.

I have tried it on my phone (Samsung A20e, API level 11), but the crashes happen when I try it on a Samsung tablet (Galaxy Tab A8, API level 13).

I have tried changing the ARM build in Player Settings, removing the deprecated OpenGLes2, and also switching from Mono to IL2CPP, with no luck. I am using AR Foundation latest version.
Any ideas?

half basin
#

Hey there guys, I'm trying to run the simple AR app but when going in game mode, this error keeps spamming in the console:
GameView reduced to a reasonable size for this system (1121.736x630.9764)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
Any idea how I can fix it?

fickle maple
fickle maple
dry palm
#

Hi there. I'm currently trying to make an AR book but want to only use one tracking image for all the pages instead of using a unique tracking image per page. Any ideas on how to best achieve this if possible?

warm abyss
dry palm
warm abyss
#

Fair, then manual keeping track if images are tracked is the only way to go. Not sure about the best way to handle this sadly

hybrid perch
dry palm
hybrid perch
#

Alright, well there's nothing special needed for that, just use the front as the marker?

dry palm
quaint jewel
#

hello can anyone help me with this build error
i change some setting by watching youtube then this pop up i tried reinstalling and resetting the settings but cant be fixed even my previous project cannot be build

warm abyss
#

@quaint jewel as it says, check the console for more details

hazy ledge
#

Anyone here ever used MRTK3 databinding? Having some questions

warm abyss
hazy ledge
#

Anyone here having any damn idea how the heck i use mrtk3 databinding properly?
I wanna reset some set values like a collection... and i dont get how that works...

subtle pendant
#

Hey, I can't find the documentation for the Vuforia Unity SDK - the link I had saved a few months ago doesn't work anymore either. Been googling for a while now but I keep running into their guides, general FAQ, etc. but not the documentation for their namespaces and such. Does anyone know where I can find it?

stuck hound
#

I'm co-facilitating a hybrid workshop next month if anyone here lives in Mexico its free to attend, and available at concession for online audience 🙂 We're accepting musical/artistic mixed reality demos too. More info 👇 🎉

subtle pendant
#

The ITrackableEventHandler doesn't seem to exist in the latest version anymore either._.

digital bramble
#

If anyone knows of Senior/Staff/Lead level Unity engineers with experience in AR/VR that is looking for a role at Magic Leap building networked spatial experiences (JD not listed on ML careers yet) please DM me

wanton turtle
#

@digital bramble you can't post jobs on this slack group, you need to use the forums for that.

#

!collab

fossil pierBOT
digital bramble
#

Oh sorry bout that. Thanks

digital bramble
astral fulcrum
sleek anvil
#

Hi lovely people, I'm here to ask for some advice regarding applying plane detection. Before explaining the problem, I will explain the need. Imagine an AR experience that plays out like a story. There's different scenes with their own voice overs, and I've created buttons that click through them so that users can move through them at their own pace.

I have been using Unity's AR core setup and AR foundation to make this happen, but I've been struggling with applying plane detection based on the need of the above mentioned setup. I am in a rather frustrating position of having to scour for the right resources. For one thing, tutorials either focus exclusively on applying plane detection and making that the main feature (when my need is that it just needs to function as the anchoring point for the different scenes, the plane doesn't need to be visible and rendered as a mesh) or that the plane detection has something on it, but it's a "place object on tap" functionality that duplicates objects instead of just becoming the anchoring point of a single object.

If anyone has any suggestions or can point me to a helpful resource, it would be greatly appreciated. I would also be happy to provide the links to these tutorials if deemed necessary.

alpine delta
#

Hello, anyone knows if it is possible to get the distance between the phone device and an AR Object or Marker, placed in unity ? I am currently trying with OpenCV but if there is any other framework or asset that can do that please let me know.

I am working on an indoor navigation app, and was hoping I can use the distance between the physical device and the marker to reset the NavAgent/ ArCamera to the correct position. So basically using markers like Bluetooth beacons after they get scanned.

true stag
#

you should be able to just get the world position of the marker object and the camera object, and then use the standard unity distance calculations, right?

true stag
# sleek anvil Hi lovely people, I'm here to ask for some advice regarding applying plane detec...

this is more of a logic thing, you will need to decide how to interpret the data coming in as planes, and figure out when and how you want to place your "center piece" object, and then you will need to grapple with how to distinguish the input for changing scenes.
As for easier answers; The script "PlaceOnPlane" lets you place a prefab and it will just move that prefab around, rather than creating a new one. You can also change the material that the plane prefab is using by changing the "plane prefab" reference to a prefab on the "AR Plane Manager" script which is usually on the XR Origin in sample scenes. See "feathered planes" and "simple AR" have different plane styles.

proven ravine
#

Hey guys! How do you calculate the surface normal of an ARRaycast hit?
I'm trying to make a cross hair system that rotates to align with the normal.

hybrid perch
proven ravine
#

Nope.

proven ravine
hybrid perch
proven ravine
#

This is the code I use:

    private void UpdateRaycast()
    {
        Vector2 screenCenter = new(Screen.width / 2f, Screen.height / 2f);
        List<ARRaycastHit> hits = new();
        if (!_raycastManager.Raycast(screenCenter, hits)) return;
        _crosshair.rotation = Quaternion.LookRotation(hits[0].pose.right);
    }
hybrid perch
proven ravine
#

lemme take a look

hybrid perch
#

The plane itself has a normal

#

The pose also has a rotation property it seems, have you tried using that instead of .right?

proven ravine
proven ravine
hybrid perch
#

var plane = m_PlaneManager.GetPlane(hit.trackableId);

proven ravine
# hybrid perch Sorry this is the page I meant to link <https://docs.unity3d.com/Packages/com.un...

Still not working out...what am I doing wrong here?

    private void UpdateRaycast()
    {
        Vector2 screenCenter = new(Screen.width / 2f, Screen.height / 2f);
        List<ARRaycastHit> hits = new();
        if (!_raycastManager.Raycast(screenCenter, hits)) return;

        if ((hits[0].hitType & TrackableType.Planes) == 0) return;

        ARPlane plane = _planeManager.GetPlane(hits[0].trackableId);
        _crosshair.rotation = Quaternion.LookRotation(plane.normal);
    }
hybrid perch
#

Which part isn't working?

proven ravine
#

the crosshair is not rotated to aligned with the plane

proven ravine
hybrid perch
#

I looked at some old code and I only used hit.pose.position / rotation;

proven ravine
#

Can you paste the code here?

hybrid perch
#

It's client work so I can't do that, but it's not any more complicated than that

#

Just setting the position and rotation of a transform

#

I also print debug values to the screen, you should do that too to find out what the problem is

proven ravine
hybrid perch
#

The first thing to do is to verify you're raycasting correctly, cause I'm not sure you are

#

The screen center is normalized 0-1 so the center should just be 0.5, 0.5 I believe

proven ravine
hybrid perch
#

Then start with just setting the position of the crosshair first and don't worry about the rotation for now

proven ravine
#

I call this method to place objects and it works...

    private void PlaceObject()
    {
        Vector2 screenCenter = new(Screen.width / 2f, Screen.height / 2f);
        List<ARRaycastHit> hits = new();
        if (!_raycastManager.Raycast(screenCenter, hits)) return;
        _currentSpawnObject = Instantiate(_spawnablePrefab, hits[0].pose.position, Quaternion.LookRotation(hits[0].pose.rotation * Vector3.up));
    }
open sedge
#

Hey guy I what to learn ar

warm abyss
#

I think unity learn got an AR pathway now as well, but not fully sure

hazy ledge
#

Ar foundation is kinda slow by default. Any chance to make it faster? Any hidden settings?

warm abyss
potent oasis
#

hi! im new! someone to help me with hololens gen 1? 🙏

warm abyss
#

Only if you tell the issue @potent oasis

potent oasis
#

Ok! sadok Im trying to anchor objects to the floor, walls and ceilings. I am using unity 2018 and i have windows 11 home

warm abyss
potent oasis
#

i dont know, i just search tutorial and all i see was using a old version, honesly i dont understand very much about unity less programation. So the last version support hololens gen 1?

cerulean aurora
#

Hello guys, I'm using ar foundation with ar core. Is there a way to manipulate the face on the ar background (face on the camera)?

south lion
#

Hello! I'm using the latest version of Unity with the AR Template. I published the app for the Android and whenever I tried opening it on my phone, the app would crash after the Unity splash screen. I’ve tried it on my Pixel and an older Samsung Galaxy phone and they both keep crashing. I ticked the proper ARM build, removing the OpenGLES2 and choosing IL2CPP. I used 4 different Unity versions. I tried looking this up I get the same results which point to the ARM build and IL2CPP.
Anyone here know what the problem might be?
I was following this tutorial:
https://www.youtube.com/watch?v=gpaq5bAjya8

This is a step-by-step tutorial illustrating how to create an Augmented Reality (AR) app for an Apple iOS device or Android mobile phone or tablet, using the latest version of Unity 2022.

Augmented Reality is the technology you may have seen in games like Pokemon Go!, Harry Potter: Wizards Unite, Snapchat filters, or home design apps that let y...

▶ Play video
opaque crown
south lion
#

Ok, after messing around a bit, I figured out the problem was the image I was using for the AR Tracked Image Manager.

According to the console: Failed to get enough keypoints from target image.
Failed to add some of the images to database.

Apparently the image I was using was too small. Reading around I see that the image must be atleast 300px x 300px..

potent oasis
#

hello, again, i build my app for hololens but when i open in hololens just a black window, anyone knows why?

sleek anvil
#

I figured that the best way to seek the advice I need was to actually showcase what I'm envisioning. The portrait video was created in adobe aero but it's too big to function properly. The landscape video was created in Unity, I need it to behave similarly to the adobe aero video in terms of surface tracking. If anyone has an idea how I can achieve this, be it some script or a tutorial, please help a unity noob out. I would be happy to do a custom portrait for anyone who helps out with this one.

still elm
#

someone here using mapbox API?

placid glacier
#

Hey, I have this case where I need to show a 3D model of a room that will exactly match the in real life room, and to be able to walk around it.

I have prepared the 3D model with proper sizes of the irl room, but how can I sync position/rotation of the 3D model?

I've tried using image tracking, and it works OK (we assume that the image will never move). But, after rotating 180 degrees from the tracking image, the position will get out of sync, suddenly the model will either rotate or change position slightly. Even when using AR Anchor.

#

and I'm using ARFoundation

placid glacier
#

I was thinking about actually doing a plane tracking, after the user detects plane, switch to image tracking, position the model according to image, and then parent him to the plane with anchor. This would require a good UX, but I'm not entirely sure if it would help and i someone tried this way

warm abyss
exotic orbit
cursive grail
#

I'm experiencing an issue with the AR Foundation camera where the objects in the app move along with the camera as I move. Does any have comment about this?

faint wave
#

hello guys i am new to ar tech can anyone pls share resources to learn about ar

warm abyss
warm abyss
faint wave
cursive grail
#

yep, that right. For example, I see the SpaceShip at the chair over there. but when I move to the chair, it's still a long distant from my camera to the SpaceShip.

warm abyss
warm abyss
#

Game feel is different in AR compared to other flat screen or VR

cursive grail
#

I used on mobile.
Yeh, can 10 centemeter = 1 unit in game?
I have try to scale the XROrigin, does that oke ?

warm abyss
cursive grail
#

Do you know the issue of scale XROrigin?

echo valley
#

I’m having a ton of trouble getting model recognition vuforia to work. Their demo seems to be broken. Anyone have any advice?

#

Or is it possible to use ARFoundation on something like HoloLens or magic leap?

elder wigeon
#

I know they have a a quality indicator for image targets in the vuforia portal, maybe you could check if they have that for models aswell? @echo valley

swift bronze
#

Hello , I've been working with unity and c# now for 3 years building apps and games now I wanna look into ar for mobile.. Where should I start?

#

Does it use visual scripting or can I use c#?

#

I plan on using AR with mobile devices. (Android & IOS )

warm abyss
#

As per usual, both should work, but c# is faster. So c# is highly recommended on mobile.
For where to start, unity learn has AR courses, there are many guides on youtube and google, etc @swift bronze

sleek anvil
#

I've already posted this on reddit but has anyone else run into this? I am trying to install and run a 2020 unity version because the newer versions of unity doesn't support Magic Leap for AR, but now Apple wants to block the installation because it can't check it for malware and complains that Unity needs to update it (damn almost like I installed it for that reason exclusively). Does anyone know how to get around this?

swift bronze
warm abyss
gaunt solstice
#

Hey! How can I use Vuforia, or maybe other asset, just to position a hologram initially using a marker? Imagine that I scan the tag and I can now see a few meters away the hologram, without the need to continually scan the marker to see the hologram.

warm abyss
#

I'd use AR foundation with image detection @gaunt solstice

#

Or maybe lightship, but you probably don't need those features

gaunt solstice
warm abyss
echo valley
#

Is anyone using Wikitude for Object Tracking?

echo valley
#

Or i guess how does one do live object tracking well? Vuforia seems to require their cloud to process models for 360 degree tracking. And VisionLib I couldn't get to work well.

wanton turtle
wanton turtle
#

But yeah, QR can be done via MRTK. Barcode zxing. 3d via azure anchords. Image recognition via Vuforia, is the kind of most typical MRTK way.

#

In some cases we've been using OpenCV to some success. But I'd avoid it if you want to move quickly

robust ingot
#

Hey everyone, are there solutions to track body parts? I only need the face and torso but it has to work for Android mostly.
Thanks!

warm abyss
#

Maybe using OpenCV?
Don't think it's in ARCore yet

hollow mountain
#

Hello senior members, may I ask for some help?
When I export my project to iPhone, Xcode shows two errors after the line of code ⏩️#include <LifeCycleListener.h>⏪️: ⏩️ 'LifeCycleListener.h' file not found with <angled> include; use "quotes" instead⏪️ and ⏩️double-quoted include "LifeCycleListener.h" in framework header, expected angle-bracketed instead⏪️.
I tried to fix it by changing it to ⏩️#include "LifeCycleListener.h"⏪️, but it asked me to change it back.
Based on my research, it might be due to an incorrect file path, but I don't know how to find the correct path or how to fix it. 😖
I would greatly appreciate it if any experts could help me with this, thank you! 🙏🏻

ivory swan
wanton turtle
#

If you have a small budget though, you can get a pixel 1 or 2 for cheap online.

ivory swan
wanton turtle
young cypress
#

Hey does anyone know how to fix this issue I'm having with some game objects in AR. I for sure know its not the texture because I have another working model thats setup the same way and I put the texture from that model on this one and it did the same thing. If anyone has any ideas I would be happy to hear thank youuu

warm abyss
young cypress
#

It might be but im not sure how that would be happening its set up so when you tap the screen the game object is placed on the floor plane. I have another model in another scene set up the same way and that one doesnt do that. I adjusted the clipping planes and that didnt work either. Do you know anything else i can try?

warm abyss
echo valley
#

Has anyone tried VisionLib? I can’t seem to get it to work with my Magic Leap 2 and can’t find any errors

fickle maple
fickle maple
fickle maple
warm abyss
#

@fickle maple@ivory swan
If it's modern it might work if you manually install the apk for AR services. Done that on a few devices already

warm abyss
#

Then ur out of luck yeah

nocturne thunder
#

is anyone here familiar with using the passthrough over link beta feature on oculus desktop?

#

at the moment, im pretty consistently able to get pasthrough to work once over oculus link through my unity project, but if i stop and re-run then it's just a black screen. i have to reboot unity every time for passthrough over link to work again. similar story for anyone?

warm abyss
robust ingot
#

Hey people, anyone successfully done indoor navigation with AR? If so, what technologies did you apply? I'm a bit lost.

warm abyss
exotic orbit
#

🧸➡️🧟 AR Game Spotlight: Zombears
Cuddly teddies have turned into zombies! Can you stop them before they reach you? Download the Loak app at http://loak.co/ to play Zombears by Makaka Games!

wanton turtle
wanton turtle
wanton turtle
echo valley
stoic hollow
#

I got this following error

#

and I do not know how to fix

#

it says I have to go to project settings to load the loader

#

but I didn't find no loader and no crap

#

help?

warm abyss
#

What's checked under xr manager? @stoic hollow

stoic hollow
#

Never Mind I fix it

stoic hollow
warm abyss
#

You cannot easily. There is a paid asset on the asset store

If you use Lightship, I think they have a tool for their AR tools for remoting.

Unity is working on remoting for a future update. You can test in-editor with ar foundation 5.0+

slim zodiac
#

Hey, I'm modifying a texture at runtime with jpeg data I receive (like a video stream).
While I get the image data, all gameobjects disappear, even the ones whose texture is not changed. When I stop the data transfer, they all become visible again and the texture was updated to the last image that arrived. (I use ImageConversion.LoadImage(), which is called in the update function).
Does anyone know why the gameobjects might disappear?
Can't the HoloLens 2 handle the data transfer?

warm abyss
slim zodiac
# warm abyss 1. Which Unity version? 2. Any errors? 3. Is this just in build or also in edito...
  1. 2020.3.4
  2. No
  3. I cannot receive the data (via Ros 2) using the editor. In the editor the objects are visible.

I tried again with the Unity logo from the example https://docs.unity.cn/ScriptReference/ImageConversion.LoadImage.html and inserted it in the same place. When I receive the data via Ros 2, the same error occurs, even if I don't use the data but the Unity logo for the texture.
I think it will be related to the ROS2 transfer.
The transfer & positioning with Ros 2 worked for a "Pose".

Does the "LoadImage" function perhaps need any resources that must not be blocked?

twilit girder
#

can i test app from windows on iphone using unity remote 5?

warm abyss
true dew
lost swallow
jovial horizon
#

Hi guys I am trying to make a location based AR app that instantiates based on the building that you are but the rotation in instantiation is based on the camera... Can I somehow eliminate the camera rotation end add the building in the same position as the original?!

warm abyss
jovial horizon
#

It will be in archeology sites

hybrid perch
#

I'm gonna be trying out the new geospastial features in Adobe Aero which seem really interesting for location based AR. But it's dependent on StreetView info https://youtu.be/uz2pph3usLs

jovial horizon
#

And one more thing we want to do it's a AI (tour guide)to walk with the user

warm abyss
#

Many ways to do that still
Image detection
VPS
GPS
Custom point cloud detection
Probably more

frail totem
#

https://immblend.de/arhosting/promo/intro.html

Hello 🙂
If i rotate the szene at the beginning you can see the avatar startet from behind the Portal and walking through it.
Does anybody has got a smarter solution, to let him “spawn inside of the portal”?
Occluder will not work, because they would also hide the portal 🤔

placid glacier
#

Hey, how do you enlighten your AR objects? I found that the Light estimation doesn't really work well, so do you simply attach directional/spot light to the camera? Or bake lightmaps into prefabs?

warm abyss
cinder sail
#

hey guys im having a hard time with vuforia's virtual buttons, could somebody here help me out? I'm a beginner

cinder sail
#

first of all, I cannot see "Add virtual button" anywhere. Secondly, i would like to ask, is there a way to make this button without image target? I already have a model target which is a router. My idea is, when it detects the the object, on a certain area of the device appears a red square and by hovering over it, the user would be taken to another scene. Is this a possibility?

cinder sail
#

Or any kind of interactive button would do the trick

cursive grail
#

hey guys, I used the camera in AR foundation. However, when I build the apk, there is no image on the phone, even though I still get the camera position and rotation because the object I move according to the face position. Does anyone know this problems?

warm abyss
#

And did your phone ask for camera permissions?

cursive grail
#

Last build, I use build-In-Pipeline and have check camera permission. That phone has.

#

It's black screen, but my object that use AR camera position still work

#

I have changed to URP now, wonder if that work?

warm abyss
#

Then make sure to upgrade all materials and add the render feature

cursive grail
warm abyss
#

And check logcat for any errors'

cursive grail
#

Does IngameDebugConsole same logcat? I don't know how to use logcat so I use this instead

#

And no error's comming up

warm abyss
cursive grail
#

Anyone know how to do this? The button Camera check and show the permission popup?

#

I try Application.HasUserAuthorization(UserAuthorization.WebCam) but it not work

#

Always HasPermission. When I change the permission. It's still true

#

And I try Application.RequestUserAuthorization(UserAuthorization.WebCam). Nothing happen

midnight narwhal
#

Hi! Im currently working with the Hololens together with Unity, MRTK and Azure Object anchors. I've been having alot of issues with it, and im wondering if someone has knowledge about MRTK + Azure... if yes, please contact me 🤭

fickle maple
wanton turtle
wanton turtle
cursive grail
wanton turtle
#

But yeah, if they have already made a permission decision, I believe you can't ask again and they need to go to settings to manually allow it

cursive grail
cursive grail
wanton turtle
cursive grail
#

but this work on Android, not IOS :<<<

jovial horizon
#

Hi I have one question , how I can safely move the origin of the session origin . I have multiple point that player can move to see different things

midnight narwhal
wanton turtle
#

The HL2 is not a pleasant platform to work with 😄 we had a lot of issues along the way too

jovial horizon
#

How i can disable the AR Plane that its placed ?

warm abyss
jovial horizon
#

The AR Plane is placed by it self

#

But anyway i found it

heavy tundra
#

Hey, how would i be able to access AR Foundation Samples not for the pre release - looking for 4.2.0, but if i install the latest GitHub repo I get bugs

tranquil cloud
#

anyone using Unity Mars here? Following Official Docs, when I build it just gives me ARCore not enabled error. However, google arcore is enabled in xrmanagment. What could be the cause?

fickle maple
fickle maple
lone wharf
#

So uh is Unity's ARKit plugin updated with latest the arkit 6?

sand dew
#

Heya, does anyone know what version of unity is required to publish to VR/AR platforms?

sand dew
#

nm, looks like the free version does the job

warm abyss
#

Yep, I'd say use the latest 2021.3lts.
Personal edition is fine until you pass a treshhold of income@sand dew

fickle maple
#

I have never found any resourse or proper documentation from where i can learn to use and code AR Foundation. The YT tutorial are not enough and outdated. The Samples Repo, etc are too complex and mostly useless. What should I do? How do I learn ARF? Please please help! 🙏

warm abyss
#

Check the AR pathway on Unity Learn? @fickle maple

#

And google a lot

fickle maple
#

Yeah. Nothing.

warm abyss
# fickle maple Yeah. Nothing.

Then ask more specific support questions. Break down the idea into as small steps as possible, then get those working.

half current
#

Hey - looking to start developing an AR-first experience built with Vision Pro in mind (gonna prototype on a Quest Pro until I can get my hands on a Vision Pro). If there's any like-minded developers who want to discuss feel free to add me and we can chat in DMs

fickle maple
warm abyss
#

That is learning on your own. Solving issues by breaking them down into small parts and then googling documentation.
If YouTube guides, unity learn, and ar samples don't help, I'm out of ideas

#

@fickle maple

fickle maple
warm abyss
#

If you google 'ar foundation ' you get the docs, first result @fickle maple

#

They even have examples for installation, setup, and using certain features

fickle maple
#

Yeah u saw that. But where is the doc to use image tracking and other features? I didn't find any.

warm abyss
#

Go to the menu, features, image tracking @fickle maple

#

Literally everything is there

#

On the ar foundation documentation

fickle maple
#

Really? Have you checked out? Other than little code for image tracking, nothing else is there. Just little descriptions of how they are implemented.

#

Does anybody here knows ARF? How did you learn?

safe scroll
#

There is a whole "Mobile AR Development" path on Unity learn (https://learn.unity.com/pathway/mobile-ar-development). You could start with that. Or there are plenty of youtube channels as well. You could even use Chat GPT or any of the numerous LLMs, they are pretty good at that kind of stuff these days too. But take the information they spit out with a grain of salt.

warm abyss
oak monolith
#

Hi everyone, is this the best place to get help with PlaneDetection issues I am facing on my Multiplayer AR Game? I have 2 scenes, the JoinLobby (Menu) scene and The BlankAR scene, it contains the AR stuff like AR session origin e.t.c I am having an issue with Plane detection when I load into the BlankAr scene. Its simply not working, like its not detecting anything. Could someone maybe suggest what might be the issue?

sinful thicket
#

Hey everyone, does anyone know how to get an AR blur effect on Unity?

I'd just like to have a result like in the picture.

in my case the effect is mostly used to blur 3D objects

warm abyss
daring hornet
#

can't seem to make my device show up on build settings list
Samsung Galaxy M52 5G
tried troubleshooting, reconnecting, tapping to authorize on phone, developer options and debug mode ON
any ideas?

#

the context is the AR dev pathway

#

saw something about an "adb driver" but searching for my model's resulted in some seemingly automatically generated sites i should probably stay away from
any suggestions of trustworthy sites to search for adb drivers would also be appreciated

#

alright. problem solved.
didn't need to install anything.
after a couple of minutes (less than five but more than 2) unity gave me a hint on bottom info bar (unauthorized device detected. authorize then reconnect)
checked my phone, i had yet another authorization to give (specific about "debugging"). i hit OK. reconnect. device is showing now.

true stag
#

adb is "android debugger", unity in recent versions should automatically have it in tools, or a much easier way is to use the logcat package from unity's package registry

#

it can automatically connect to any android devices and run their logs so you can debug that way

#

If you find you need to filter out logs, you can use the regex filter and provide something like this
^(?!.*((Negative Search 1)|(Negative Search 2)))(.*(Search Phrase 1)|(Search Phrase 2))).*
where you can replace each phrase with something to exclude or include, to add more, simply add
|(next phrase)
into the section you wish to filter. If you want to leave one half empty, simply leave one pair of empty parenthesis.

slim zodiac
#

Hey, I would need the coordinates of a HoloLens 2 in relation to a QR code. Does anyone have an idea how this could be implemented?
(The QR code serves as an offset coordinate origin for other game objects. I am currently calculating the vector between HoloLens & QR code, but the problem is that the rotation of the HoloLens at the start in space & of the QR code do not always match, which shifts the values of the vector).

storm kernel
#

Hi! I'm working with Hololens2, what i want to do is loading a web page with the Microsoft package "WebView". But as soon as i open the app on the device it closes, and the log is just "truncated" without any errors. Do someone have experienced something similar?

copper slate
#

Hi, are there any way or document about detecting object without object tracking w/ AR foundation? In detail i want to try measure app without touch input, thinking of using raycast to point cloud (assume you put the object on ground), but i cant tell whats the furthest point of object to get exact measurement

warm abyss
copper slate
#

so technically u cant do anything about point cloud for object? Cause i saw some of the app use point cloud to get object mesh, not sure what they were using

warm abyss
copper slate
#

I see

copper slate
true stag
#

If you found some kind of library to create a mesh from any given point cloud at runtume per frame, then you could use point clouds and make your own mesh, but natively it looks like ARCore does not have meshing.

copper slate
#

i see

warm abyss
#

@copper slate @true stag
Lightship has meshing for android as well if needed
But the mesh doesn't fully refresh each frame

copper slate
#

this was the one i found on youtube and he refer on his own article its with AR core and point cloud

#

still didnt figure out how was it done

fickle maple
#

Ofc not i think.

broken cloak
#

Anybody know how to turn of IsHardwareContentProtectionEnabled via Unity on the Hololens 2?

warm abyss
broken cloak
#

Im trying to hide the non native keyboard input for passwords

placid glacier
#

is it possible to use ARKit meshing to create a mesh and save it, including the textures? I need a rough scan of lets say a garden, mostly for dimensions, but textures are required to determine what part of the mesh is grass, paving, wood, etc.

warm abyss
modern chasm
#

Hello, I wanted to test my AR app on iOS. I don't have Mac, so I'm planning to use a cloud server. Will macOS Catalina 10.15.x (Supports up to Xcode 12.4) works fine? I am using AR Foundation 5 Unity 2023.

echo valley
#

How would I get on hover event from the XR Ray Interactor itself? The hoverEntered event doesn’t do anything for me when hovering over box collisions

ebon grotto
trim belfry
#

Hello, is there any good tutorial that explains how you can combine AR Foundation 5.x with MRTK 2.8.3? I knew how to do it with Ar Foundation 4.x but seems like something changed... Now I get Errors in the console which wont go away

trim belfry
#

I think I found the problem. Those errors occur because MRTK tries using ARSessionOrigin, which is deprecated in AR Foundation 5.x and is replaced by XROrigin. I dont know how to fix this right now. Maybe someone already has an solution to this. And if not I hope i can find one.

balmy basalt
copper slate
#

U mean like create and drag 2 object and put line renderer so u can measure it?

balmy basalt
copper slate
#

Like sometimes theres point cloud flying in middle of nowhere, not sure how was it like that

balmy basalt
copper slate
#

Is it actually why

gentle folio
#

The question, I'm working with Google Geospatial plugin + MapTiles. Create a scene and export the build as android apk file. When testing in the location the building are not hiding the objects. Eg I was expecting the buildings to act as occluders but it's not working I can see everything. Anyone got aexperience of this?

hybrid perch
#

I know that in Adobe Aero they're working on occlusion for map tiles

#

This is a shader that ships with Unity that I've used for AR occlusion before

gentle folio
hybrid perch
#

You would have to apply that material to objects you want to occlude, but I have barely touched the unity plugin so far, so I can't tell you how to do it

gentle folio
silent mulch
#

Hi, If my phone orientation changes, how can I add that offset to my gyroscope sensor so ARFoundation still works?

rich finch
#

Hello, im very new at this, im on a project that needs to use cloud anchors on my ARcore project, i was trying to learn cloud anchors but im not understanding how i can make it work on my project, if anyone could help me i will appreciate

#

I think i only managed to configure the unity for the anchors yet, but idk how to make more progress ( i think its because its something too advanced for me )

#

On my project i have the basics of the AR, the menu, and i can spawn a object,move it and remove

#

If anyone wants to help me out on this, ping me

rich finch
#

Also, another question is, i found a sample i can use the sample on my project? And change some things like the menu and the objects considering my project could go for commercial use

rich finch
#

I got the sample from here

worldly sail
#

ANYONE HELP W VUFORIA

ebon grotto
rich finch
#

That was my last hope tbh

#

I saw the scripts, It is something complex for me at the moment

true roost
#

i have trouble with disabling the passhtrough in my oculus quest apk. if i use the double tap it disables for a second and then enables itself again. i tried doing it via script but then i get app freezes after triggering it the second time:

wary elk
gentle folio
#

Hi again, Object TAP / TOUCH any good tutorials to follow as I'm having trouble actioning this functionality?

wary elk
#

how can I access 2 webcams connected and from the first one I can i check for the Image target and from second cam to show the output with Vuforia Unity

untold trout
#

Do you have friends with skills in Unity 3D, C#, and Easy AR development? Our startup team has a mature foundational infrastructure, and our first-generation product is about to launch. We have already secured collaborations with 50+ nationally recognized IPs like "Rainbow Cat and Blue Rabbit" and "Dunhuang." During the summer vacation, we will be hosting events primarily in Datang Buyecheng and other locations. Next month, Apple's Vision Pro SDK will be released, and we are currently looking to upgrade our technical team to enter this market. Are you interested in joining us?

worldly sail
#

help w cam issues?

warm abyss