#🤯┃augmented-reality
1 messages · Page 2 of 1
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.
Yep, might work
Lightship is awesome. Also has stuff like realtime meshing on android and many more features than competitors
would it fix the world centering issue with AR foundation? (set the position of world to camera location)
my main problem would be the spawned objects in the world.
like place a key to the right of an image marker after the user does some trivia regarding the image marker.
app is installed but there is no option to open it. It's not showing up. I think it's not possible.
if the user opened the app to the right/left of the image on startup, that key would be placed elsewhere.
i think that's the problem of not being able to store the actual position of both the objects with respect to each other, in AR world space, through camera rendering.
Yeah, you never open it. Its a service, not an app.
Now with it installed try your app again. To be sure maybe try some demo projects?
Can't you just move the key once the image is recognized again?
lol, extra work.
what about objects that don't require image markers to spawn?
Yes, adding new functionality can take extra work lmao
Maybe point cloud recognition or something similar?
Depends on the context
not sure what that is, but would it work for small areas, is that some sort of GPS?
the ar app i made is just opening and getting closed again.
No, it uses point clouds to determine where the player is.
Something more precise would be Lightship VPS
Then your phone might just not have arcore support
I think I'll try lightship, anything I should know about it?
since it uses the AR foundation SDK, I doubt it will be too different code wise.
Not sure about ar foundation, but it does use arcore and arkit.
I suggest following their docs in a new project. If ar packages are installed in the package manager already it can cause conflicts.
Their API is different then ar foundation afaik
I'll check it out soon, thanks.
I can't.
If I click it returns me those errors in the image
Does it happen in a fresh project?
I'll try.
No, it works perfectly.
Already deleted the library folder of the broken project?
That'll reimport the project
Otherwise check settings and scripts between them.
Worst case export the broken project assets to the working project
Thanks! I'll try what you said 
Yeah, deleting the Library folder solved my problem 
Sick
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?
and those white Cross marks also. What are they?
I used to use Text earlier.
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.
hey
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)
What device are u using@true glen
Unity
U wanna use pc webcam?
yes
And u want to get hand position basically, hand tracking
yes
but then no hand model flying around in the world
but just some variables changing
like hand tracking instead of keybindings
U'll have to use some library, give it a google
I googled it some times but everytime I got just some tutorials where they discribe how to make this strange hand model
Hand tracking isnt really supported on pc, u ll have to be lucky and find a library
but I dont want to spend multiple hundred buck to buy a VR set
and its not possible with any camera
Lightship ardk has hand tracking in a basic way
Ask in #📲┃ui-ux maybe
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.
Someone know why anchor update its position? How can I fix its position to real world?
Thank you so much for the help sir 🥺❤️🔥
Hey, does ARFoundation support ARKit 6 features? And if yes, from which version (unity/arf)?
I'd probably use OpenCV for this, or a Leap Motion if you can add it
Um, so Andy says that for example, the 2D ear joints from ARKit 6 are ready and points to the samples repo
but doesn't say in which version of ARF it's ready
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
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. 🙂
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. 🙂
Then what do you want to do lol. It's your project
ask gpt-3 for suggestions
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?)
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
Yes, but worse performance
For lightship probably just use the old one
I will say, PTC/Vuforia is not my fav company. But I think you've already figured the parts out.
You use the images as an input. Show the animation / video / models as an output. The grey area in there is the personal creative part of the process
We usually start by sitting with a client and drafting up a storyboard 🙂 I'd encourage the same
Thanks so much! I know what I want to do as far as the project goes for models and animations. But don’t know what’s next as far as actually developing and publishing an AR app to do so.
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
Oi, and put your to-do list somewhere like Trello so you can track your progress
Wow thanks so much for the response. Appreciate this a lot!
You'll also want to use source control as soon as you can, we use git, but something that allows you to mess around / experiment and be able to quickly reset back to a working state
It also protects loss of work, and is needed for future collaborators to help you, but early on it really encourages creativity
There is no such option as such in the ARCamera. Where/How do I do it?
Merry Christmas! It's the Render Mode property on ARCameraManager in AR Foundation 5.0 and up
all versions of AR Foundation. if your app is running on iOS 16 you will get access to the new ear joints on the 2D skeleton. it's an OS-level change to the existing body tracking API
does anyone have problem with your looping system at A.R ?
on the first play it doesn't really starts from the beginning
any idea how to solve this ?
Could you elaborate? What is the actual issue and what is the desired result? @balmy basalt
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
Is it always the same duration which is skipped?
Do you use any code to trigger the animation?
@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)
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
I'll give a try this, hoping it will not ruin the looping process
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
Shaders, materials, 3d models, UVs, maybe textures @rancid epoch
66mb isnt that big
but most of the game seems ultra small
*games on playstore
Remove packages, compression, shader striping, engine code striping, and more can help
@rancid epoch
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.
hey man I'm about to change subject about the looping system
@warm abyss https://i.gyazo.com/fa744be929874590dea9a246fd3c705e.mp4
as screenshot below I have a game object nested on a parent
Root for scaling animation
Plane for material reveal animation
the plane is stacking below the root
so I wondering for reveal + scaling animation
but sometimes it's buggy
am I using wrong method ?
@rancid epoch how do you spawn the gameobject?
do you have time dc
?
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?
I haven't used vuforia myself
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?
spawn it on the image ?
image tracking ?
I think I need some basic video tutorial about stacking game object that contains with animation
sorry can I get the link ?
Unity forums, first result on google
wait the keyword T_T @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
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
Show the full text of the error in the first screenshot. And delete this from #archived-code-advanced , it's neither code nor advanced
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
What di you have selected in preferences - third party Tools for all the android sdk stuff @thorny beacon
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?
What are you doing?
When does this happen?
I am trying to build a geospatial API project, but I don't know why I get this error 😭
When do you get the error? When importing the package?
I don't know it just shows this error
When I click an error it will go to the visual studio and didn't show anything
Click on it once in the console
you want check my script?
Sure
It looks like you're just missing ar foundation in that script
ar foundation?
If you have your IDE set up correctly it should tell you where your missing reference is coming from
how to set up correctly?
Do you use visual studio? Do you have a red line under the line with the error?
no
?
Whichever one you use
visual studio community 2019
Then select that one
then?
vs didn't show any error here
You might also need to have the unity development module for VS installed
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
Ok I guess you're using AR Core specifically
I think yup(I'm newbie🥹 )
Are you following a tutorial?
yup but script part I didn't follow
Which unity version are you using?
2021.3.12f1
so I need download 2019 version?
I don't know if their extension methods are available for AR Foundation
It seems so
ok thks😁
Here's their starting guide https://developers.google.com/ar/develop/unity-arf/getting-started-extensions
🫡
Can I use the same API key in another project?
I think so
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?
Does Vuforia support URP(Universal Render Pipeline) ? Because I kept getting blue screen.
I kept getting a blue screen instead of showing the camera preview
are you using it ?
wdym bluescreen
im having problems
when i enable ar core
i cant build
my project
and when i run while ar core is disabled my camera doesnt work
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?
Thats the best I can do to record it, when I do a screenshot in HL it disappears when taking it.
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
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 ?
Are you requesting camera permission? @hexed canopy
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>
not sure if this is sufficient
Iirc you also gotta request it from script. At least that's the case with Lightship ARDK
do I need to pass it to Android Studio, or You mean - I can request it from C# MonoBehaviour inherited class ?
public class PermissionChecker : MonoBehaviour
{
// Start is called before the first frame updateprivate 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() ); }
Does this looks sufficient or I need to involve somethign else as well ?
XD alright
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
update. not only in App store. it doesnt work generally in Release mode. In Development build it works.
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 !
Update 2 : Still freezing from google play, but working localy in release.
Update 3 : Confirmed "Minify" in Publishing Setting is creating the issue. If You enable it - the ARCore is done, and wont work.
Good to know. I think there is a workaround with manually including the dependencies in a file, but I just do it normally
Probably it's bug in Unity. Now I wonder how to protect my game from reverse engineering in this case ?! ::'(
Using IL2CPP already helps a lot but all binaries can be reverse engineered. Plus every competent dev can recreate mechanics decently quick.
There was a big discussion on the forums last week about it
Not worth your time tbh
Unless you're making a banking system hahaha
For multiplayer games stuff like cheat engine/game guardian and lucky patches are more important to protect against
For local games, why care much about hacking and stuff?
not hacking but decompiling it and recompiling it
It's not that easy luckily
And you will always have the latest version
And copyright
The conclusion in these discussions is usually that this kind of obfuscation it's not worth the time investment. At least in my experience
😢
The extremely small amount of people who are driven enough to decompile your game, are probably also driven enough to work around your defenses
Probably the issue is that i am always assuming that if i can do something - the rest can do it as well 😐
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
Render texture output?
I think that might be it!! I was looking for the term so I could find a tutorial on it. Thank you!
you flipping rock!! thank you!!
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.
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?
what does this warning means, I am the only one who is working on this project
Make sure you use the latest LTS available and make sure you're signed in in unity hub. If you go to proj settings - services you can also sign back in
okay thanks
I can't hear any sound from unity editor or build, but they have sound I recorded the screen and it shows it has sound but in editor and build I am unable to hear anything. why is that
Maybe the wrong audio output on windows?
you are so accurate, thank you so much sire
Ur welcome!
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?
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
that's quite a shame, it works flawlessly on ARKit :/
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?
Maybe OpenCV?
Yeah, that might work but I'm kinda hoping to find something a bit cheaper
It looks like they have a free face tracking extension but the base asset is $100
Hello guys, recently I updated my Unity from 2021.3.15f to 2021.3.16f, but now the builds are frequently crashing
Check the logs @spare tundra
Hi everyone, pardon the mind-dump but I just need to wrap my head around this one. Basically I have to publish an AR experience to both IOS and Android. Whether this is web-based or an app is yet to be decided, though web-based is preferred. I have been trying to learn how to work with BlippAR's plugin for this but I still need to publish separately for android and IOS. This means that I need the X-code to run and test this on my phone. The X-code, I later find, has to first be obtained through the apple developer programme, and this in turn obtained through a 99$ 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?
you don't need to pay for access to XCode. You only need to pay to publish on the App Store. XCode is free
If I recall correctly to deploy to ios you need a developer account right now, which does need the $99/yr fee.
Even for testing purposes without app store page
Well yes you need a developer account to use XCode but a personal(free) one is enough
Also to build to device in the latest versions?
As far as I'm aware yes
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
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
I'm not sure about that. The project ended half a year ago and the whole apple ID stuff was confusing.
In the end the company we worked for added me to their company account so we could build and use testflight
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
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.
models file doesnt matter since unity packages this. For textures indeed png, since it is lossless but still has compression.
For platforms the texture compression in untiy etc is more important than the files, since unity packages them
Thanks @warm abyss for replying. Does this apply for model files that are downloaded at runtime ?
Then you need to import it in realtime, then use whatever is easiest to implement.
The importing still will convert to unity meshes
@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.
Sometimes not even able to run.
I tested the difference in fps with and without textures(PNG).
with texture - 8-10 fps
without texture 20-22 fps.
@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)
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 ?
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
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?
There's a Reset function on the ARSession or ARSessionManager. Otherwise the option is to delete the object and instantiate it again
reset failed, tried it on the OnDestroy method.
since it reached the OnDestroy method(XR Origin), i assumed that it should remove it.
Image tracking takes in the image size afaik, so it always needs to be that size for proper tracking and anchor placement
In the editor you can specify or not an image size, for my needs it's not specified. Thing is I don't know how to get the size of the detected image.
Is there an AR Foundation alternative that could help with that maybe ?
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.
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.
We have some commerical clients where we use phaser / web because they want to bypass the store front restrictions (marketing kiosks)
It's definitely doable
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.
Hey guys can I ask a question here?
Actually here I’ll ask it properly in the beginners tab instead 😅
Do anybody know how to do a callback from unity to react native??
Should work yeah. I've seen people integrate it in flutter at least (I think)
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 ?
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?
I'd ask in the HL2 slack group but we havent had it happen in our HoloLens2 projects
Hi, I need to use passthrough api and want to see only one real object, how can I achieve this? anyone please
Okay thank you, I will ask there. You mean the holodevelopers slack group, or is there another one I did miss?
What do you mean? Passthrough on what? What do you mean with real object?
That's the one - although they just sent through a pretty massive layoff.
Passthrough API enables mixed-reality experiences that combine real and virtual worlds into one.
I know, but ar glasses, on the meta quest, pico 4, other hardware?
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
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.
I'd probably use OpenCV C#
So just passthrough without any objects in the scene? What issues are you having?
Hello Everyone
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
Just add a canvas with screenspace and use your camera to get the events?
Or do you want 3D worldspace UI?
seems like screen space - camera is what i needed. Cant test it right now but thanks for the response. I just never worked with camera before so I had no idea where to even start with the UI
Oh okay 🙂 well AR is not really that far off from a standard application, the camera is just updated with the device motion instead of mouse and keyboard or gamepad, so the rest is the same and unity default tutorials on UI will help you the same even if not AR specific 🙂
what can be used to create arobject files?
or maybe i should as how can I track 3d objects with my android phone?
There is a repo from apple and some apps already that can output that file format for you after scanning them 🙂
hm but no way to do it with an android phone right?
I am not sure, sorry. I guess its not possible because of arobject being an apple format? But thats just a guess from my experience using it
k thx
Yes that is an apple only feature. You need to use their scanning app and it object tracking only works on Apple phones.
If you are using ARFoundation or ARkit that is
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?
You want object recognition, you could look into vuforia for that for example
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
https://docs.unity-ar-gps-location.com/#main-features this exists, but i've no idea how good it is and it isnt free - I have basically no budget here
Documentation for the 'Unity AR+GPS Location' asset. Location-based AR experiences in Unity, via GPS data.
ARCore's "geospatial" stuff looks interesting
https://www.youtube.com/watch?v=mkqGaLkIsLw lol their competition ended yesterday, damn i should've started making this sooner
https://www.youtube.com/watch?v=2O2_O5hTguc maybe this will be useful?
#GeospatialAPI #ARCore #AugmentedReality #vps
Github: https://github.com/TakashiYoshinaga/GeospatialAPI-Unity-StarterKit
this project is exactly what I need, looking into modifying it for my purposes now
Try it. I wouldn't, I'd use Vuforia or EasyAR or something with cross platform object tracking. But you could try it from enough angles and just ignore the rotation data when it comes in
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.
I am not sure about other plugins, but basically you gotta check your source format and see if there is any importer to handle that format. We do not know where your camera angles etc are coming from.
google's arcore extensions (geospatial) are causing memory leaks
how am I meant to fix that
you can not, hope for them to release a new version if the latest is giving issues. but I was using it some weeks ago and it works fine so far
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)
Report the issue to google. That's all you can do @idle bloom
I haven't seen that issue either, but yeah, log a bug
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.
I kinda need that package tbh, it's part of the core design of what I'm making
hey i need recommendations for youtubers who make augmented reality tutorials
well as I said, I do not think that the package is the problem. Be sure to update it and then turn off all your custom stuff you added and see if you still get memory leaks there.
I can guarantee you, apple / android docs and Unity Learn Tutorials will help you more then those youtube videos most of the time
Hello, it's possible in Unity with Meta Quest Pro occlude the virtual object by the real world.? All this using passtrough
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?
That's all fine. Nothing unusual there 🙂
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.
I have published an app on play store using geospatial api
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That looks a lot like what I wanted to make
Does anyone know, if it possible to configure the hololens to charge to a maximum of 80% battery?
how to fix this error
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
I don't think you need AR at all for this. Just the gyro with a camera to a render texture UI
I had the same thought after I posted, would have been nice to have a bit of a location based ar so to speak
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
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...
Maybe you can tell, what you actually are trying to do?
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
Camera calibration is the mechanism for estimating the parameters of the lens and image sensor of a camera. These parameters are known as intrinsics and extrinsics. These parameters can be used to measure the size of an object in real-world units, correct lens distortion, or determine the location of the camera in a specific frame of reference. ...
The File Driver Sample demonstrates how to implement a driver which uses the External Camera and the External Device Tracking APIs to feed Vuforia Engine camera frames and device poses, respectively.
The File Driver sample can be downloaded from the Developer Portal. The File Driver should be configured to load an MP4 file that was recorded usi...
Hi, I'm working on a project where I track an object using a Model Target and display its 3D model in a virtual environment for interaction. The user wears a VR headset and views the environment with the 3D model. The camera is placed in front of the user, so to align the real object with its 3D model, I aligned the camera and headset reference ...
I am trying to get a sphere to move across the Y and X plane using select and drag.
and I saw that it looks pretty simple here (the only difference is i am not using plane detection, I am using image tracking)
So, if you instantiate your object on image tracking, how do you try to move it codewise? And what is not working? I guess, it is not moving?
yup it's not moving
I am not using code yet, I am trying to do what he's doing in the video
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
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?
https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@5.0/manual/index.html
object tracking is only natively available for IOS.
So you'd need a 3rd party solution for android
I'd say use 1 project and have code run dependent on if it's ios or android
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?
Capturing Reality photogrammetry solutions enable you to create ultra-realistic 3D assets and environments from photos and/or lasers scans.
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
Which packages do you use? AR Foundation?
Yes
Do you have a screenshot of the issue you have?
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
What doesn't fill. UI? Camera feed? 3d models? @sonic kindle
It doesn't fill the canvas
UI elements?
If so, with rect transform you can select anchors, including a fill one
Documentation should have all the info
It's the image for the camera
It doesn't fill it
I'll show you the anchors I have set
This is what I currently have
I do think I need to see what the issue os
But the height is good? @sonic kindle
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
Is there an easy way to connect my iphone to my mac while developing an AR app, so I can test it live?
I don't think AR foundation has it yet, but they're working on it.
There is a paid asset to do this.
I think lightship ardk also supports this
Perfect, thanks!
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
Pertains to this issue on the forums
https://forum.unity.com/threads/issues-while-extending-interactable.1082564/
So you are manipulating the scale in runtime and save it and then this function up there is resetting it? Like minscale is always a default value you set in inspector first and wat is scaleDelta?
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:
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.
You want something like a depth tracker? Like Kinect from Microsoft or Intel Realsense Cameras?
Exactly, but I thought having an all-in-one platform would be easier
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 🙂
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 🙂
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
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.
How do you code games into ar?
What?
How make ar gamr
How to build a car?
Either you did not research at all or you just lazy in putting together a question others can understand
With intention, love, and experimentation. But you may want to start with Unity Learn 🙂
Hello everyone! has anyone used openCV or any other ML models with AR Foundation?
hello how i change the image target of imageTargetBehaviour on vuforia on RunTime, i say manualy on code
Reference it and change Image? @brittle veldt
What did you try and what doesn't work?
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
Hi! I have a problem.
I'm using Nreal Glasses in 3Dof and the whole scene is slowly rotating.
Can someone help me?
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)
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 😬
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 😦
😭😭😭😭😭😭😭😭
Look at your code that is ran when another button is clicked... the problem lies there
https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@5.1/manual/features/features.html
Is it possible to use 2 or more of these AR tracking features simultaneously?
like can we use Body Tracking and World Tracking in a single session?
Yes
But when I add ARHumanBodyManager component with ARPointCloudManager component, Body tracking doesn't work
Do you get any errors?
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
there is this one sample that uses Face Tracking and World Tracking simultaneously but from 2 different camera feeds (front camera does face tracking, and rear tracks the point cloud)
https://developer.apple.com/documentation/arkit/content_anchors/combining_user_face-tracking_and_world_tracking
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.
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
Don't cross post
#📖┃code-of-conduct
sorry, realized it was more VR related
@half basin don't ask in multiple channels
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"
in ARPlaneManager there is a planesChanged event.
Thank you, would be a good idea for me to check the manager in general.
Looks like I cant modify that script without it reverting to its plugin state.
Copy the package from cache to the packages folder and then do what you want with it
👍
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;
}
}
}```
In this case I can remove the minus bit because I need lifetime planes. Example: I spawn an object once this counts to 80 or something.
Any has documents about add filter to AR :v something like beautyful filter on tiktok?
I don't know why the button is not being displayed on the 3D UI Square. Could anyone help me with this
I tried changing the hierarchy as well but it is still not working
The top gameobjects render first, so the lower ones overlay the top ones
Didn't post processing work?
Post processing work in some case. But what about change the shape of the head?
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Anyone has an excel with pros and cons of AR Foundation, ARKit, ARCore and Vuforia?
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
is there a way to limit the rotation of an object I try to grab? using mrtk/hololense 🙂
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?
Set up Lightship ARDK in Unity and create a simple AR experience step-by-step.
Skill Level: Beginner
Find the full guide here: https://lightship.dev/guides/lightship-basics/
00:00 About This Guide
00:38 System Requirements
00:48 Install Tools We'll Need
01:41 Create a New Unity Project
02:18 Update Project Build Settings
02:46 Add the Lightsh...
I followed this
Anyone know how to use Camera on Windows to test AR game on Editor?
Or we must build to test the game 🥲
It helps if you say which error. I've used lightship a lot
You can't, unless you use opencv or something.
You can try the new xr simulator with ar foundation 5
But I use facetracking? And I don't see settings to simulator for face tracking 🤔
this might help https://assetstore.unity.com/packages/tools/utilities/ar-foundation-remote-2-0-201106
Well, it's 150$ and I don't have that much 
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
AR Foundation does not work on PC. I don't know if WebAR support it. Vuforia might, and the fallback option would be OpenCV
when i using Vuforia, the webcam did not showing up
You would have to check their documentation. I've only used it for development before, not in builds
ok, thanks for the advice
yeah, OpenCV can save the day but it's heavy 🥲
Not many options for PC
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
Which system do you use? Arcore geospacial? Lightship VPS?
curretly only ar core and ive made a exact 1:1 in scale our office and starting from my desk
positions and path works fine if the scene starts coreectly
Maybe use some kind of spacial awareness like the packages above
how should i place and make the ai to move a specific route , place 3d objects and detect if the user reach?
Anyone had this problem with ar foundation remote?
It doesn’t detect the planes in game view
When build to app it works
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
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
What's the issue you're having exactly?
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 ?
Maybe play the video from code?
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
Did you follow the docs on how to query the latest cpu image correctly?
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
from this video, it looks like it is using some blurring texture copied from the clouds around it to hide the original one.
is it possible to do the same using unity ?
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.
Lightship has a sky detection layer as well, that can be helpful for getting the edge and where to blur it
ohhh i am using lightship for my project so it should help i think
Nice!
Hey can anyone help me setup mediapipe for unity? im having trouble trying to set it up
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
mhm I would tell you to look at Lightship ARDK
they even have their own discord and it's easy to use.
I will use it for my Final Work at school
Thank you Yassine! Looks pretty promising
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)?
There should be a shadow distance option in your quality settings somewhere
i only find shadowmask mode
is that it ?
I try to find the setting, one sec
Ah dang, I am on HDRP currently, there is a MaxShadowDistance. Do you have any asset under PlayerSettings => Graphics ?
@deft mauve Don't cross-post, please.
Okay
hello mate, I want to ask to make markerless AR, is it better to choose Easy AR or Vuforia?
Only worked with vuforia which was fine. But also worked with ARFoundation directly and that worked out well too. Depends on your needs
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
I agree on this, besides that not arkit/arcore enabled phones are not enabled for some reason most of the time and you wont have a fun time using them to view AR.
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.
First off to launch anything on iOS you need a mac to develop on. Do you have that?
No, but I might be able to borrow one. 🙃
But that its only to launch it right? Like if im creating the project do I still need it?
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
You mean like I write the code once and I'm able to export it for both android and ios?
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!
I'm referring to Vuforia the Unity plugin, which is free with certain limitations https://www.ptc.com/en/products/vuforia/vuforia-engine/pricing
Awesome, thanks!
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.
Hi guys, question, is Unity Mars free? I have Unity for students. Also, do you prefer AR Foundation or Vuforia?
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.
Hi
Unity Mars is paying!
Vuforia allows more things than AR foundation but it is more used for industries and it is rather complicated.
Otherwise AR foundation is very good too!
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.
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?
https://github.com/keijiro/HandPoseBarracuda
And Barracuda too, I haven tested this yet
Anyone an idea?
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 🙏
Vote on this issue to get better performance in the future
Reproduction steps: 1. Open the attached Project “BugRepro” 2. Open Build Settings and enable Autoconnect Profiler 3. Build and Run ...
Ok so I'm having this weird performance problem.
Basically it starts lagging after a while.
My script basically does this
- At a new frame, check if it should be skipped (more on that later)
- If not, get the XRCpuImage for the frame.
- Convert it to a Texture2D
- Run it through a shader that filters by color, hue and value
- 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
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
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 ?
do you want to do it in AR?
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
it have to be interactive yes
Mediapipe works but there's no depth :)
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
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.
I'm pretty sure there is about 1,000 tutorials for how to do that already, including templates and samples
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
It is more for large event spaces (like a race track or stadium field experience). I find it is accurate to about 1 to 2 meters.
You could get by without it though. Just add your own GPS check, and grab X scans of the position, and drop an AR plane experience.
But there are lots of options to go from there. I find it's better than someone might expect though.
Not without third party plugins.
Oh okay, mine is off by around 5-6 meters. Although I don't know how to implement your suggestion, but I will try to do.
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.
Does anyone know if Unity plans on doing WebAR?
You can start with this in the meantime
https://assetstore.unity.com/packages/tools/integration/augmented-reality-webgl-image-tracking-webar-241386
I've also experimented with this
https://github.com/ToughNutToCrack/ARWT
Use the Augmented Reality WebGL - Image Tracking WebAR from Marks on your next project. Find this integration tool & more on the Unity Asset Store.
Wow thanks for sharing!
Has anyone worked on mediapipe+unity AR?
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?
sounds like a #archived-shaders thing, that you can pass in the values of distance to the edges between vertices
Thank you!
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.
How do you separate the face from the background is my question here
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
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
Okay, it seems to be possible with the stencil. https://forum.unity.com/threads/getting-background-subtraction-from-ar-foundation-with-front-camera.1050350/
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
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
Alright, Thank you so much
yw 🙂 keep us updated
For Unity MARS Body Tracking, is there a way to change the model of the proxy at runtime?
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
GPS is HIGHLY recommended for this. Just camera and gyro will eventually drift
Maybe look into lightship vps
Okay, thank you!
I suggest a look into ARGeoSpatialAnchors from Google if you want AR in the real world without markers
I m pretty sure there is about 1 000
Thank you
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?
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
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
How do we combine MRTK and AR foundation? I dont get it
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
VRTK is only really used in #🥽┃virtual-reality (not in this channel) but I havent seen that issue. We've shipped maybe 60 VRTK projects, but stopped using it about 2 years ago
VRTK has its own discord somewhere though
Oh yeah sorry. Is there any link to those projects? I tried joining their server but couldn't. Neither was I able to find it on searching discord.
Anyways, I got it solved.
No worries, we loved the VRTK when we used to use it. community.vrtk.io <- that is their discord
We moved away for our own OpenXR thing - no regrets (right decision long term) but the VRTK was excellent
What are those white lines called in MRTK3 ? Tooltips dont exist anymore sadly
Lines? You can just use a line renderer. On git Unity also has it's own XR line renderer for better visuals
That is the feature that enables all the headsets right? Is there a particular way/documentation to develop for OpenXR?
Yeah i too wanna use those pointers in my apps but couldn't find what to look for exactly. Ended up using a cylinder🥺
Like for using as pointers and arrows?
Nothing was said about arrows, but probably possible with replacing the sprite
Nah I meant arrow pointers in general
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
Opinions definitely differ on that haha
Unity UI has the tools needed for you to add it
Which ones specifically? Tell me tell me
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
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?
:)
An arrow is just an image. So that?
Otherwise line renderer?
Custom shaders.
Adding 'arrows' might seem easy, but there are a ton of variables, so to add support for it will take a ton of time and will just get in the way
In the particle system maybe change the simulation space from world to local (or something similar)?
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
It shouldn't be a child of the UI, but the camera. The UI doesn't actually move in the world
Does the AR Foundation template always use SLAM to determine the position in the real world?
Thank you! This worked
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?
I'd run a hardware test to make sure it isn't a camera problem or something. I had an old pixel that did that kind of stuff and had wandering targets, it was frustrating
i have tried it on both an samsung tablet and a google pixel to the same results so unfortunately doesn't seem to be a hardware issue
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
you just said it had 2 cameras, you just gotta use both rgb and infrared to cross-reference the edge-detection
I didnt say that
@lost swallow
It was this guy in virtual reality
Thank him
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.
You just want to match the transform.position of the 3D models 20 nodes to the camera's 20 nodes on late update.
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?
I think ARKit has body tracking @knotty dew
Isn't that only for mobile devices
Yep, ios.
Look into open source versions if you need webcam support. Maybe opencv
can someone please help me with this issue?
i still have it
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
Oh wow, could you show me a clip of how you rectified it. For clarity and posterity.
<@&502884371011731486> work spam
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?
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?
ig you need to first learn how to post questions in here brother (use backticks for code). Also, setup up debugging with Visual Studio or whatever code editor u r using. https://discord.com/channels/489222168727519232/854851968446365696
At least share a ss.
maybe u r missing some other important settings. Check docs for ARCore.
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?
If you flip the page tracking might get lost. Then you can remove the old anchor and place a new one.
I personally do recommend custom images for visuals and ease of tracking, but that's my opinion :p
Thanks. I recommend that too, but this particular project calls for a new method. The book I'm referencing is paperback and not that suitable for using each page as a tracking image.
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
Can you describe more clearly what you want? Do you want a book with the same AR marker printed on multiple pages, but the content to be different depending on which pager you're on?
Ideally, I'm wanting to use the front cover as the tracked image and move through the AR pages using 'next' and 'previous' UI buttons. The physical book and AR book are a present, and I'm trying to avoid the paperback book being ruined by having to always turn the physical pages every time they want to use the AR version.
Alright, well there's nothing special needed for that, just use the front as the marker?
That's what I'm doing, but what would be the best way of 'turning' the AR pages? The AR Session Origin only takes one prefab to instantiate when scanning the marker... I thought using next and previous buttons to deactivate/activate child gameobjects (the pages) in sequential order would be best, but after a lot of troubleshooting, I can't seem to get that to work.
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
@quaint jewel as it says, check the console for more details
Anyone here ever used MRTK3 databinding? Having some questions
Dont ask in multiple channels please
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...
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?
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 👇 🎉
Still no idea here. I'm trying to use "TrackableBehaviour", and "ObjectTracker" from Vuforia. It worked in earlier versions, but it doesn't seem to work in the latest version of Vuforia. Does anyone have a clue?
The ITrackableEventHandler doesn't seem to exist in the latest version anymore either._.
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
@digital bramble you can't post jobs on this slack group, you need to use the forums for that.
!collab
We do not accept job or collab posts on discord.
Please use the forums:
• Commercial Job Seeking
• Commercial Job Offering
• Non Commercial Collaboration
Oh sorry bout that. Thanks
Did you get to the root of this?
yes! it was an unrelated issue, i was async-ing the start function and that broke it
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.
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.
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?
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.
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.
Isn't there a hit.normal property?
Nope.
It only exists in physics raycasts but not ARRaycast
Are you raycasting against the AR Planes?
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);
}
Seems you have to go through the plane manager like on this page https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@4.0/api/UnityEngine.XR.ARFoundation.ARPlane.html
lemme take a look
The plane itself has a normal
The pose also has a rotation property it seems, have you tried using that instead of .right?
Yes, I did try that, but can't get accurate orientations on the crosshair
can you give a sample code on how to get the normal from the raycast?
Sorry this is the page I meant to link https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@4.0/manual/raycast-manager.html
var plane = m_PlaneManager.GetPlane(hit.trackableId);
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);
}
Which part isn't working?
the crosshair is not rotated to aligned with the plane
essentially...the crosshair should orient itself the same way as it does in this video:
https://www.youtube.com/watch?v=nQpEWv9_6Cg
I looked at some old code and I only used hit.pose.position / rotation;
Can you paste the code here?
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
I tried that earlier, but then the crosshair disappeared completely
Alrighty
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
I think the raycast is done correctly, because I use the same code to place objects and it works.
Then start with just setting the position of the crosshair first and don't worry about the rotation for now
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));
}
On it.
Hey guy I what to learn ar
Then look up guides etc
I think unity learn got an AR pathway now as well, but not fully sure
Ar foundation is kinda slow by default. Any chance to make it faster? Any hidden settings?
Run the profiler and try to see what slows it down I guess
hi! im new! someone to help me with hololens gen 1? 🙏
Only if you tell the issue @potent oasis
Ok!
Im trying to anchor objects to the floor, walls and ceilings. I am using unity 2018 and i have windows 11 home
Why are you using such an old version?
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?
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)?
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...
if you were using URP try to use the lowest setting available like this
I wasn't using URP
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..
hello, again, i build my app for hololens but when i open in hololens just a black window, anyone knows why?
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.
someone here using mapbox API?
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
Maybe use Lightship vps?
I will research that, thanks, they do say that it's tracking up to "centimiters" so you got my hopes up
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
Yep, it's really solid the times I've used it.
Only 3 weeks left to submit your Lightship ARDK creations to the Loak x Niantic AR-CADE Challenge! Find out more at https://loak.co/ar-cade
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?
hello guys i am new to ar tech can anyone pls share resources to learn about ar
I think unity learn just dropped a course. Dilmer on youtube has good content. Just google and try making stuff
Do you mean the thing in the distance not being that solid in place?
i tried unity course in ar pathway but it was kinda confusing and ios focused
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.
What specifically was IOS focussed?
I dont see anything when looking at the lessons
AAnd there are other resources, just google around
If it's not childed to the player or anything it's probably just really far away.
The chair is like 1 meter away from you, so you would need to place the ship 1 unit in front of the camera
Game feel is different in AR compared to other flat screen or VR
I used on mobile.
Yeh, can 10 centemeter = 1 unit in game?
I have try to scale the XROrigin, does that oke ?
Just stick to meters, and scale down the mesh if needed.
Do not scale XR origin
Do you know the issue of scale XROrigin?
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?
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
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 )
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
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?
I found this one https://learn.unity.com/learn/pathway/mobile-ar-development
But the instructor, she uses visual scripting and I'd prefer c#
It's not too hard to convert vs to c#
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.
I'd use AR foundation with image detection @gaunt solstice
Or maybe lightship, but you probably don't need those features
Does it work nice with the HoloLens 2? Thought it was more based on smartphones
Google that. You didn't state that in the question. I have no experience with hololens. OpenXR might also work
Is anyone using Wikitude for Object Tracking?
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.
Vuforia charges 25k for object tracking in distributed apps.
Wikitude is pretty rough from what I've read but seems like a viable option.
We've had some good success with EasyAR, with photogrammetry to OBJ files.
There is also MaxST too. I haven't tried that one yet.
We use bar codes (zxing library) and QR codes (built in). And of course there are azure anchors for 3D, but then you are tied to azure (yuck). Vuforia for image recognition on HL2 is probably your best bet, that one should also have no license fee (luckily).
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
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!
Maybe using OpenCV?
Don't think it's in ARCore yet
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! 🙏🏻
Hi dudes, is there any chance to install Google play services for AR on unsuitable phone? I have a phone, that doesn't listed in a registry of supported models here https://developers.google.com/ar/devices
There is an unofficial version of ARCore you can try and use. But I don't know if it is even updated anymore.
If you have a small budget though, you can get a pixel 1 or 2 for cheap online.
I tried tango core with hello ar and they didn't work
I had some pretty big issues getting it running on my old phones too and had to give up on it
Me too dude
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
Could it be that 2 objects spawn inside of eachother? Looks like ZFighting
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?
Debug log the spawning to see exactly what is spawned where maybe?
Has anyone tried VisionLib? I can’t seem to get it to work with my Magic Leap 2 and can’t find any errors
Please provide context what VisionLab is.
maybe remove this GO completely from your scene and try out with something else. Just make sure to remove it completely from the project.
Well, if you dont have a supported device. IT WONT WORK. To test your creations u may use Unity simulator. Just focus your (let's say image target) to your web cam.
@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
I tried, no result
Then ur out of luck yeah
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?
Don't post in multiple channels @nocturne thunder
#🥽┃virtual-reality
Hey people, anyone successfully done indoor navigation with AR? If so, what technologies did you apply? I'm a bit lost.
I've seen a company do this using ar foundation and point cloud detection
Maybe some kind of VPS system from lightship would work as well.
Or have instructions with image detection if you need something simple?
🧸➡️🧟 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!
Spam be gone!
I'm using EasyAR for one right now - I went with photogrammetry -> OBJ -> 3D object tracking with image targets as a fallback.
You can also generally get the position within 10 or so meters with GPS. If it's a much bigger space and accuracy can wander.
Why did you go with visionlib instead of another framework? It's pretty obscure, we haven't used that one yet. You may need to contact them or try the MRTK slack group
Yeah that looks like zfighting. Is it two spheres? One with water one with land? On mobile the zfighting range is much wider than in the editor or on desktop. So it might look fine there and then conflict on device. It also could be bad texture resizing in the graphics quality settings somehow
I'm having issues with Vuforia and as far as I know VisionLib is the only other AR library that supports Magic Leap 2
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?
What's checked under xr manager? @stoic hollow
Never Mind I fix it
But do you know how I can display phone in real time at unity?
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+
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?
- Which Unity version?
- Any errors?
- Is this just in build or also in editor?
- 2020.3.4
- No
- 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?
can i test app from windows on iphone using unity remote 5?
https://developers.google.com/ar/whatsnew-arcore
Seems like vulkan now got support with ARCore!
Can't wait to use VFX Graph in AR when this drops for ARCore in Unity
How to show a silhouette of a game object hidden through AR occlusion?
https://forum.unity.com/threads/how-to-show-a-silhouette-of-an-object-hidden-through-ar-occlusion.1437736/
check the render pipeline docs, there's an example of how to do that there
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?!
If it's outside maybe check out Lightship VPS or ARCore Geospatial
It will be in archeology sites
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
And one more thing we want to do it's a AI (tour guide)to walk with the user
Many ways to do that still
Image detection
VPS
GPS
Custom point cloud detection
Probably more
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 🤔
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?
- Why does light estimation not work? For me it works alright
- Always have a directional light in the scene, without it I dont think estimation even works, and it's a good fallback to have at least something.
- You cannot bake lightmaps into prefabs, then you need 3rd party tools. If you can, always bake lighting into textures for performance reasons (then you can disable shadows on that)
hey guys im having a hard time with vuforia's virtual buttons, could somebody here help me out? I'm a beginner
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?
Or any kind of interactive button would do the trick
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?
Do you use urp? If so, did you add the render feature?
And did your phone ask for camera permissions?
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?
Then make sure to upgrade all materials and add the render feature
but the last build was Build-in and that black. I have test on Samsung Note 10
And check logcat for any errors'
Does IngameDebugConsole same logcat? I don't know how to use logcat so I use this instead
And no error's comming up
Maybe yeah, I havent used it much as I dev for VR
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
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 🤭
What do you want?
I have plenty, but it's proper to ask for help on a specific problem in the chat. You may also want to join the MRTK discord, although a lot of that team was laid off recently, so ymmv for support options.
Personally, we don't use Azure anymore though and opted to roll our own solution.
Most AR frameworks can handle it for you. But yeah, it should be Permission.RequestUserPermission (provided you marked it in the manifest too I think).
https://docs.unity3d.com/Manual/android-RequestingPermissions.html
I want to ask for camera permission whenever that I click "enable camera" button.
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
markd it in the manifest? I don't know about this.
yes, that's the problems. If they turn of permission, there is no popup to ask for permission again
Before the application requests permission to use restricted data or a particular device feature, it must declare the permission in its Android App Manifest. For more information, refer to Declare permissions for an application.
but this work on Android, not IOS :<<<
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
Where do I find the server? :)
i have issues with trying to track objects, it crashes when I press "start tracing". I dont know if its something that went wrong with setting up the project, since i also had alot of issues with that.
No worries, hope this helps:
https://learn.microsoft.com/en-us/windows/mixed-reality/discover/community
The HL2 is not a pleasant platform to work with 😄 we had a lot of issues along the way too
How i can disable the AR Plane that its placed ?
When adding it cache it?
Using raycasts to get the collider?
By finding it by name or tag?
You are not giving enough info here
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
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?
Just clone the 4.2 branch https://github.com/Unity-Technologies/arfoundation-samples/tree/4.2
try to refresh and reimport assets from assets tab
So uh is Unity's ARKit plugin updated with latest the arkit 6?
Heya, does anyone know what version of unity is required to publish to VR/AR platforms?
nm, looks like the free version does the job
Yep, I'd say use the latest 2021.3lts.
Personal edition is fine until you pass a treshhold of income@sand dew
🗃️ Documentation
Packages
XR Plugin Management
Vuforia Engine
AR Foundation
ARCore XR Plugin
Magic Leap XR Support
XR SDF for Windows MR
XR Interaction Toolkit
AR Subsystems
XR Interaction Subsystems
MR Template
MARS
Site • Package Docs • Mars and AR Foundation
📚 Resources
Samples
Videos
💬 Forums
🗺️ Roadmap
Thank you!
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! 🙏
Yeah. Nothing.
Then ask more specific support questions. Break down the idea into as small steps as possible, then get those working.
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
But isn't there any way to learn ARF on my own? Image tracking, etc features.
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
Yeah that's what I want to do. Read docs. But nothing is available. How do people learn it? Anyone from Unity?
If you google 'ar foundation ' you get the docs, first result @fickle maple
They even have examples for installation, setup, and using certain features
Yeah u saw that. But where is the doc to use image tracking and other features? I didn't find any.
Go to the menu, features, image tracking @fickle maple
Literally everything is there
On the ar foundation documentation
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?
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.
They did not want to use unity learn or youtube guides. I already suggested that
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?
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
Think that will be very difficult to get. Stuff like opaque textures won't work since that uses the camera feed background as well (does make very pretty bubbles however!)
Maybe in 2022LTS using the fullscreen shader node you can add some kind of Gaussian blur only affecting certain layers? Or maybe that needs a full urp render feature
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.
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.
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).
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?
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
Not really. Maybe if there is an image on there
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
You can manage point clouds yourself, but I don't think there is anything in ARF by default
I see
is that the "Meshing" feature on ARKit?
I guess, assuming theres nothing similar for arcore?
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.
i see
@copper slate @true stag
Lightship has meshing for android as well if needed
But the mesh doesn't fully refresh each frame
Take your smart phone, scan the measured object and read the dimensions. With AR measure you can measure the overall dimensions of an object without having to carry a metre. The application will help you to find out the size of your wardrobe, hand luggage or for example how much will you pay for a sent package. You can send photo with dimensions...
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
I just can't believe they don't have any docs or guides to learn and implement ARF. So, is it fine if I don't have ARF projects in my XR job resume?
Ofc not i think.
Anybody know how to turn of IsHardwareContentProtectionEnabled via Unity on the Hololens 2?
What are you on about? We've linked a learning pathway specifically for AR, and also the documentation (which definitely does have a setup)
If it's too complex start with something simpler than AR development.
If you are more comfortable with something else, work on that and put it on your resume, but please stop complaining and wasting people their time while they try to help you
Im trying to hide the non native keyboard input for passwords
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.
Definitely possible, you can export the mesh at runtime. And this doesn't contain textures
There is no default feature for this however.
Lightship ardk had a scanning framework, and it's cross platform, so worth a look!
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.
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
Do the objects have an Interactable component of some kind attached to them? They should have at least XR Simple Interactable or XR Grab Interactable to trigger hover events.
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
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.
is it really you can't make it up manually ?
U mean like create and drag 2 object and put line renderer so u can measure it?
pretty much
but only shows up once it's triggered
by distance e.g
I kinda get the idea of how to do it, atm im just trying to do it automatically, been trying with point cloud but it seem a bit weird cause sometimes theres point cloud created at the position it shouldnt be
Like sometimes theres point cloud flying in middle of nowhere, not sure how was it like that
what smartphone you using by now ?
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?
I think this is something you have to implement yourself, as far as I understand it
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
Ya so Areo isn't working, but the tracking works well. IN unity how do I apply that shader and where?
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
That's ok, I'm still learning myself and this all very new. I'll keep the group updated.
Hi, If my phone orientation changes, how can I add that offset to my gyroscope sensor so ARFoundation still works?
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
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
I got the sample from here
ANYONE HELP W VUFORIA
@rich finch , that github repository belongs to Google, but according to their license (Apache 2.0 license) you are free to modify and ship their code commercially: https://github.com/google-ar/arcore-unity-extensions/blob/master/LICENSE.md
Thank you so much, that information will help alot, i Will try to take a look on the code of the sample, modify and add some stuff like the menu and objects
That was my last hope tbh
I saw the scripts, It is something complex for me at the moment
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:
https://www.youtube.com/watch?v=xJVlaS4mKeI This project is made in Unity and I was wondering how are they scaning the pictures and generating models from it from that much distance
Interactive coloring booth for Changi airport by PlayDisplay at Singapore Air Show 2016
www.playdisplay.com
Hi again, Object TAP / TOUCH any good tutorials to follow as I'm having trouble actioning this functionality?
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
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help w cam issues?
Only if you tell what the issue is
any help with this?