#🤯┃augmented-reality

1 messages · Page 3 of 1

copper storm
#

do you solve it already ? does it required vuforia ?

glossy abyss
#

I am working on an AR project where you can scan multiple images. And prefabs appear on each image. Now I want the spawned prefab to be destroyed when the image tracking is lost. Can anyone help me out with this piece of code?

glossy abyss
#

yes I am using AR Foundation. I have an ARTrackedImageManager script on it which spawns the prefabs when tracking is found

hybrid perch
#

The code snippet there is what you want

glossy abyss
#

I know it's a bit cheap to place the whole script here. But I am really struggling in finding where to place the code

#

I think it is just a few lines of code for it to work. But can't seem to get my head around it.

hybrid perch
#

This is the internal ARFoundation script, not your own?

#

You're not supposed to modify this

glossy abyss
hybrid perch
#

Yes you need to make your own script and attach it to the manager

hybrid perch
glossy abyss
#

'''[SerializeField]
ARTrackedImageManager m_TrackedImageManager;

void OnEnable() => m_TrackedImageManager.trackedImagesChanged += OnChanged;

void OnDisable() => m_TrackedImageManager.trackedImagesChanged -= OnChanged;

void OnChanged(ARTrackedImagesChangedEventArgs eventArgs)
{
foreach (var newImage in eventArgs.added)
{
// Handle added event
}

foreach (var updatedImage in eventArgs.updated)
{
    // Handle updated event
}

foreach (var removedImage in eventArgs.removed)
{
    // Handle removed event
}

}
'''

hybrid perch
#

Yes

#

But there are different ways to do this, can you describe again what you want?

glossy abyss
#

sure.

#

so I have multiple images trackers. If I scan an image a predefined prefab should spawn on top of it. But since there are multiple images I have laying on my table not all of them are within the camera feed and they will start floating when out of frame. To avoid this I would like to destroy the spawned prefabs that are not tracked anymore.

hybrid perch
glossy abyss
hybrid perch
#

You already have all the pieces you need to do this pretty easily

glossy abyss
#

i am really curious

#

if you can lead me in the right direction or maybe help me learn it

#

I think it is somewhere in here? void OnTrackedImagesChanged(ARTrackedImagesChangedEventArgs eventArgs)

hybrid perch
#

Yes

#

After the first foreach loop, add anothes one

#
foreach (var removedImage in eventArgs.removed)
{
  // if we are detecting that an image was removed, check if there is an entry for this image GUID in the instantiated objects list
  if(m_Instantiated.ContainsKey(trackedImage.referenceImage.guid))
    {
    // if there is a match then destroy this object
      Destroy(m_Instantiated[trackedImage.referenceImage.guid]);
      m_Instantiated.Remove(trackedImage.referenceImage.guid);
    }
}
glossy abyss
#

I get this error in my code

#

should I replace "trackedImage" with "removedImage" ?

hybrid perch
#

Yes, that's my bad

glossy abyss
#

alright man. going to test it out now.

#

😦 hmm it is not working

#

the objects stays on the screen

hybrid perch
#

You might need top check for runtime errors then

glossy abyss
#

thanks man!

#

got it working

hybrid perch
#

nnnice

placid glacier
#

Hey, I want to make automatic placement for my character in AR, but it's almost never placed at the floor level

#

Do I have to wait for multiple planes to be detected and then chose the one with lowest height?

#

I've tried simply doing y=0 and having Tracking Origin to floor, but it doesn't work

#

I'm also currently spawning as soon as the app detects any plane and quite possibly it's at wrong height, but how do I set this up properly

#

is Tracking Origin also based on lowest currently detected plane?

rancid epoch
#

but do you ever doing gaze interaction from your AR camera ? to trigger some object ?

hybrid perch
placid glacier
placid glacier
rancid epoch
#

I just follow this gaze interaction to a cube from scratch

#

I just did what he taught, exactly 100%

#

I don't have error message, but pity it failed

#

may I send you the package I've made ?

placid glacier
#

yeah, I feel like this is done exactly how I wrote. If you follow a tutorial and do it 100% the same, check versions of ARFoundation

#

the API might have changed and you are using 2 year old methods to do something and it's not working

#

the video is from 2020

placid glacier
rancid epoch
#

sure I'll do

placid glacier
#

but tbh, this has nothing to do with AR at all, it's just raycasting, and calling a method from the hit object

rancid epoch
#

but seems he didn't add some raycast component on the AR camera

placid glacier
#

it's what you do everywhere, in FPS games for example if you shoot a character to take his hp

rancid epoch
placid glacier
#

do you have a mouse plugged to your phone? 🙂

#

check for touch and not mouse input

rancid epoch
#

mouse interaction (cursor clicking interaction)

placid glacier
#

or just do it in Update so it raycasts continously

#

I've quickly checked the video and yeah, this is everything you need

rancid epoch
#

I wrote them all

placid glacier
#

and obvously, the "InfoBehavior" component on the object you want to use

#

then it should work, can't help you more, you literally have the exact code to do this, and it has nothing to do with AR

#

go again from start to finish and check if you're missing something

rancid epoch
#

ok let me double check

rancid epoch
placid glacier
#

no, it doesn't matter

rancid epoch
nimble fossil
#

Anyone experienced having a blank inpsector with an xr reference object library? Like I cant set the reference object assets

nimble fossil
#

needed to add arkit besides arfoundation to make them appear correclty

rancid flame
#

Hi there, I need some help in related to gltf importer for unity.
Can anyone please suggest the most suitable pluging available?

I have tried piglet, siccity's GLTFUtility, and UniGLTF.

But with each I faced some issues with quality.

Is there any other option that can maintain the quality after import?

finite cloak
#

Hi, i need some help here with ar foundation & ar core, i got the basics setup and got my camera feed working once i build up my app. However i can't seem to add ui elements and for some reason the renderer can't be set to balanced which i had before

finite cloak
#

help???

nimble fossil
# finite cloak

You are mixiong up the URP setting and the Quality setting pipeline asset

#

Anyone know why ARTrackedObjectManager is not instantiating the prefab?

finite cloak
#

what

nimble fossil
#

yes

finite cloak
#

i don't understand, i would like to fix both problems

rancid flame
#

"Hi there, I need some help in related to gltf importer for unity.
Can anyone please suggest the most suitable pluging available?

I have tried piglet, siccity's GLTFUtility, and UniGLTF.

But with each I faced some issues with quality.

Is there any other option that can maintain the quality after import?"

Hi there everyone, Can anybody please help me with this issue?

nimble fossil
nimble fossil
rancid flame
#

Hey @nimble fossil Thanks a lot for replying.

So the recent update I figured out with the mesh in case of siccity's GLTF utilty importer that it doesn't cull off automatically for which I checked the shader graph setting "two sided" and resolved the issue.

Other issue with the same importer was reversed normal as one the sub-component of the model was mirrored in blender, I made the normals reversed for that particular sub-component via script in unity itself and it fixed the normal as expected, also decided to fix this in blender itself.

The thing is I don't have these issue with piglet importer somehow it manages these issues automatically.

The only issue with piglet is when it imports it creates a prefab of it which I don't want where as Siccity's GLTFUtility makes the gltf/glb file readable in unity after import which is much suitable way I think.

nimble fossil
#

But whats the issue with having a prefab, which is basically holding the source file?

rancid flame
#
  1. It (Piglet) takes a lot of time for importing compared to siccity's GLTFUtility.
  2. Managing the main glb/gltf file along with the prefab is difficult as if I switch the git granch and come back to the same branch again it imports and creates the prefab again which I want to avoid. @nimble fossil
pale musk
#

Can anyone help me how to download more than one model that I have uploaded to firebase storage or google drive? I can get individual models from google drive, but I need to get all the models in that folder and I have no idea how the job will be. Please help... Other platforms are also possible, these are not necessary.

rich finch
#

Anyone knows if the cloud anchor only works to save something on a fixed location or its possible to change its location while anchored? And someone with other phone see it moving or see it at the new location sorry about the weird english

midnight narwhal
#

Hi! does anyone know if MRTK 3 supports Azure Object Anchors? or is that only for MRTK 2

rancid flame
#

Hi @midnight narwhal I am not sure, I have only tried it with MRTK2.

vital bronze
rich finch
#

It would be something like, imagine some kids on a school, then they would use the application on the same room/place, and build something together on different smartphones

rich finch
#

If anyone has ideas of how i could make it with ARCore, tell me, please

warm abyss
warm abyss
#

It is, it's my preferred sdk for AR games.
Their new beta even integrated with AR Foundation, so that's the best of both worlds

rich finch
#

Hard part will be have to learn other thing for the 3rd time lol

#

But its life

warm abyss
#

You could ask in their discord how the multiplayer of 3.0 beta works. Since they use AR Foundation as a basis in that version it might be relatively easy?
But multiplayer is complex no matter the solution you use

rich finch
#

Im kinda new at programming

#

Im part of a project with a group

#

Its something very advanced for me yet, but im trying

#

With anchor, i was using their sample and modifying it

rancid flame
#

Hi everyone, I am using Unity 2021 LTS.
Can anyone suggest a plugin for prefab replacement that keeps the nested objects as reference in the project.

Just like how "prefab replace" feature of 2022 LTS works.

PLEASE HELP!!!!!!

distant axle
# rancid flame Hi everyone, I am using Unity 2021 LTS. Can anyone suggest a plugin for prefab r...

We’ve made several improvements to the Prefab system based on your feedback! In the latest Unity 2022.2 Tech Stream release, you can now easily replace one or more Prefabs in the Scene with other Prefab Assets. This feature will keep the Prefab instance position, rotation, and scale in the scene, but merge the contents from the new Prefab Asset,...

▶ Play video
rancid flame
barren mirage
#

I am using Unity 2022.3.4, and AR foundation 5.06 with ARCore. For some reason my camera is black when I run this on my phone, this is despite me having AR Background Renderer Feature added on my render asset and ARCore enabled in the XR settings. Does anyone one know what's happening? (the AR functions correctly, it just not rendering the camera)

distant axle
slim zodiac
#

Hey, does anyone know how to change the icon of a MRTK button via script?
I set the icon via ButtonConfigHelper & would like to change it when it is clicked. I don't understand how to access it.

vital bronze
placid glacier
#

Hey, is it possible to somehow detect events like blinked, mouth open in ARFoundation face tracking?

placid glacier
timid kindle
#

Hello nice people of Unity community.
I'm an experienced Unity developer but first time diving into AR. I am able to make an empty AR scene with a cube in it and run it on iPad. That part is easy enough.
The first requirement I need to deal with is... Detecting QR Code images from the real world (also reading their code and position/orientation). These QR codes will be used as anchors.

I have done quite amount of Googling on "QR Code in AR Foundation" but interestingly I can't find anything usefull. Sure, some results come up but they involve using 3rd parties like ZXing and such. Doesn't Unity's own AR "Foundation" have any QR code functionality?

If not, what is the most modern/up-to-date way of dealing with QR codes in AR environment?

Thanks.

warm abyss
timid kindle
#

It's very interesting that base AR libraries (iOS, Android and Unity) don't provide support for something very common and simpler than image detection. Thanks for the info. I'll give ZXing a try then.

warm abyss
glossy flare
wary elk
#

https://youtu.be/CrfjDmprlu4

how does he has those awesome reflections on the model in an AR app

I created an Augmented Reality Car Customiser App using ARKit. Demonstrated how a customer can have a look at a car model he is interested in & choose between various color options, wheel types, have a peek at the interior & drive the car using on-screen controls.

Buy the full project here: https://www.everythingxr.com/shop-ar-projects/

If you...

▶ Play video
wary elk
frail totem
#

hello,

i built an AR Projekt using WebGL.
iOS everything is okay. Android mostly. But on some Devices i have a black screen. I don't see a camera feed nor the Szene. If i present the marker, i hear the audio. So the tracking works and the scene seems to load korrektly. But i just have got a black screen. Not on every Android Device 😦 Some are running fine.

What can i do?? 😦

scenic wyvern
#

what's a good cheap phone for AR development?

I've got my eyes on the "Samsung Galaxy A53 5G". Does anyone here use that?

wanton turtle
#

That would work. My goto for low cost is Pixel 2's as they run about 100 bucks. The A53 has more punch and you'll get more out of it. Personally, I use an S22 ultra I think but haven't gone to the 23 (yet). Migrating phones is a pain 😄

wanton turtle
wanton turtle
# wary elk https://youtu.be/CrfjDmprlu4 how does he has those awesome reflections on the ...

https://m.youtube.com/watch?v=lVctb8s_OCc

It's all built into ARFoundation and ARKit already

Unity AR Foundation has come along way and today I provide you with a new video where I show you how to create realistic reflections with AR Environment Probes which cast reflections from the real world.

This video assumes that you have gone through my earlier AR Foundation videos since I don't cover core functionality, however if you like to ...

▶ Play video
#

Interestingly the lighting inside the car isn't very accurate. So I'm not sure he had the lighting setup properly

vital sage
wanton turtle
vital sage
wanton turtle
vital sage
#

This is with camera’s permission on

#

Camera not displaying image but the digital assets

placid glacier
#

How can I find some information on how XR Simulation works - I have it enabled, but in my image tracking scene this currently detects first image from reference library, without any tracking image in scene physically. Can I use it to somehow emulate scanning in editor? So that I can place tracker image (as a sprite, mesh with traacker material etc), and "scan" it with simulator to spawn object?

placid glacier
#

Another question, how do I place prefabs in image tracking, I've noticed that the rotation is always off. If I open the app looking 90 degrees left from the tracker, then point at it, the content placed will have different rotation if I opened the app looking straight at the tracker

#

I always spawn the prefab at 0,0,0 position and rotation

#

I tried parenting it to found tracker, and then resetting transform, but it does the same thing

fickle maple
#

I am buidling an android Vuforia app but am getting this error on building.

timid kindle
cunning plank
#

Hello, I’m new to AR but did a simple iOS app yesterday, looking for a tutorial on tracking 4 points or markers to then draw a plane across them, for such as a tv that would have dynamic changing images

cunning plank
heavy tundra
#

Hey I'm having trouble placing a sphere rigidbody on a flat surface on an AR foundation scene, I'm thinking it's because when the flat surface is placed, ar foundation updates its rotation? Any help would be appriciated!

Thank you!

barren mirage
#

So I noticed that in AR Foundation, any object in the scene will appear and I can change their position (For example, I can move it to where a raycast hit on a surface), but you can also add an anchor component to objects too... What does that do exactly that it's isn't already doing by itself? Is it just giving it more secure tracking?

warm abyss
#

An anchor is a defined position in the 'real' world, and should not move. When it's off screen it should keep steady and when on screen again it should reconfigure.
An object is placed in the world, but might not have the same persistance as an anchor.

For many AR games it doesn't matter that much. But for example with the vision pro you can have anchors which will stay even when an app closes and reopens

#

This is my understanding of it
@barren mirage does that help?

balmy basalt
#

how's it ended mate ? ever tried the one from the store ?

true stag
#

is this an appropriate channel for that? Also the link took a long time to load and made me nervous that it redirected to a very long link at a different site.

fossil flower
#

@mellow sinew There's no advertizement here.

tawny warren
#

Hello @everyone , does there anyone here working on Microsoft HoloLens? I have made a test app using Unity and the functions and the objects are all good when I test it in Unity, but when I test it them in HoloLens, the objects are not showing at all as there is no any objects there, do you know why this is happening and how can I fix it? it is very urgent and thank you in Advance

hybrid perch
true stag
#

I don't believe this is inside of the arfoundation package, but if you look up "cloud anchors" or "persistent anchors" I believe the individual platforms have their own current solutions, in case that helps.

true stag
#

Welcome!

acoustic iron
#

Hey I am using snapdragon services to create an AR app on the thinkreality A3, what is a good way I can record ar footage of the build, it is built to an android.

#

I cant seem to find much online.

warm abyss
acoustic iron
warm abyss
wary elk
#

how to render shadows in Unity with ARcore

warm abyss
# wary elk how to render shadows in Unity with ARcore

Add depth to your next project with Shadow Receiver URP (AR) from Dev Dunk Studio. Find this & more VFX Shaders on the Unity Asset Store.

Add depth to your next project with Shadow Receiver URP (FREE) from Dev Dunk Studio. Find this & more VFX Shaders on the Unity Asset Store.

wary elk
warm abyss
wary elk
warm abyss
#

Enable transparent receive shadows, make sure shadows casting is enabled and has a decent size (for the quality tiet active on the phone, not just the editor!), And make sure there is a plane with the shader and a directional light.
Then it should work. Haven't seen any issues in 2022 myself

#

And make sure the mesh renderer actually casts shadows

wary elk
wary elk
warm abyss
#

Does the demo scene show any shadows?

wary elk
#

yes

wary elk
warm abyss
warm abyss
#

And check if there is just 1 active quality tier. Often there are multiple and the one used on mobile builds has lower quality without shadows

wary elk
sinful wind
#

Hi guys, any one can help me on how to fix compiler errors when entering play mode. I started today with AR pathway on unity learning and experienced this , I checked every step from beginning if i made a mistake at any step but i am not able to figure it out. Thank you.

#

the issue

balmy basalt
sinful wind
#

i managed to find the issue , in the project manager the AR Foundation package was the problem, it was updated to 5.0.7 , i removed that and reinstalled the 4.2.8 version, which just removed all compile errors and now i can enter into play mode, with no more errors.

sinful wind
balmy basalt
#

what are you trying to make ?
will there any tap feature on it ?
(when player tap on the smarthphone screen, it triggered some UI canvas)

sinful wind
sinful wind
balmy basalt
#

ohh that would be great

#

but what if you have several design to implement ?

sinful wind
#

The idea is first step is to get one image, but then later may be add a scroll effect to images so they can toggle between images and decide which one fits the best to their decor.

#

like a side ways navigation icons left and right < image > which can be touch interacted , i have no clue at this moment but will eventually get there.

balmy basalt
#

not trying to bring you down, but as far as I know, you can't use a Canvas UI for AR project

sinful wind
#

i just started learning unity pathway for AR today, so i am sure i can in future find a solution, at this time i dont even have a clue about the problem that you are suggesting - what it means or what is its implications or what exactly is using a canvas UI for AR project is .. but i am confident i will progress over time .. its a challenge i have to take to stand out of the crowd.🙂

balmy basalt
sinful wind
#

QUESTION : If someone can help me understand for AR Foundation if asset "reference image library" for marker based AR app is same as creating a database using vuforia engine ?
If any Pros and cons of both .
And Lastly a little insight / understanding on How do professional app developers / AR app developing companies create database of their products while developing a commercial app? @little remnant

fossil flower
#

@sinful wind Don't tag people not in conversation with you into your questions

placid glacier
#

Hey, does anyone know if the new vuforia basic plan (free) is watermarked like it used to be?

#

nvm, it's not 😄

vernal bison
#

Hi, Anyone work with Passthrough API to see some specific real object?

gaunt prism
#

I made a custom script for AR Foundation Image Tracking, but it has problems to show the panel and hide the scanned image information panel, so when the images are not tracking they become limited but cannot track again like normal this happens when I slide the image on a laptop, if the camera is removed from the image first it can only be like normal.

foreach (ARTrackedImage trackedImage in eventArgs.updated)
{
    string imageName = trackedImage.referenceImage.name;
    bool isTracked = trackedImage.trackingState == TrackingState.Tracking ?? false;
    Debug.Log("Batas");
    Debug.Log("Tracked: " + trackedImage.trackingState);
    Debug.Log(imageName);
    Debug.Log(isTracked);
    Debug.Log("Batas");

    if (!_instantiatedPrefabs.ContainsKey(imageName))
    {
        UpdatePrefab(trackedImage);
    }

    RemoveCurrentPrefab(imageName);
    ChangeStatus(imageName, isTracked);
}
cedar spade
#

any AR devs in here who work at Unity?

delicate aurora
#

hello, i have a question. is it possible to combine 2 methods? so i want to show a 3d stage using image tracking but the problem is that user need to be close to the printed marker to be able to see the 3d stage. So i have a plan what if we just need to get the position,rotation of the marker then use hit&test method to place the 3d stage, is it possible?

warm abyss
warm abyss
delicate aurora
#

i see thanks, so the problem i have now is that the marker is around 35cm on the ground and user need to be able to scan from at lest 1.5m, using image tracking it's not possible user can't scan the marker from that far

#

probably because the marker is on the ground so it's harder to be recognized

warm abyss
earnest parcel
#

Hi, how can I add oculus controllers as input key? I downloaded Oculus Integration, but it's not compatible with Unity 2019.4 (VR chat support)

warm abyss
#

!vrchat @earnest parcel

fossil pierBOT
distant light
#

if i wanted to make a AR and VR game. would it be better to work on the same project but in different scenes, or should i just make individual projects for both. Also they would both work the same.

true stag
#

That depends on your controls and ideas, it's absolutely possible to make it for both, as the sample arfoundation project shows, but it depends how your game is set to work out

wanton turtle
#

We have an internal template we use to share the same project on AR/VR, Web Desktop etc. The hardest part was finding a stable unity version that works on all the platforms properly.

So yes, you absolutely can. It isn't always needed though.

wanton turtle
#

But yes, you absolutely can use a marker to get some base transform values and place on hit placement.

quick zinc
#

Which one did you settle on?

ancient fox
#

Has anyone ever had problems creating an AR core project? It crashes at Application.UpdateScene. The dump gave a 0xC0000005 code, accessing an unallocated part of memory most likely but idk what goes wrong tbh. On a fresh install too. Saving has no effect. Your class 'UnityEditor.XR.Simulation.XREnvironmentViewManager' is missing the FilePathAttribute. Use this attribute to specify where to save your ScriptableSingleton. Only call Save() and use this attribute if you want your state to survive between sessions of Unity. UnityEditor.XR.Simulation.XREnvironmentViewManager:OnDisable () (at ./Library/PackageCache/com.unity.xr.arfoundation@5.0.7/Editor/Simulation/XREnvironmentViewManager.cs:169) is what the error is

true stag
#

that's a warning, but not a crash source I believe?

flat condor
#

I'm looking for a way to apply textures to ARmeshing with ARFoundation and ARMeshManager, is there way to do this?

pseudo garnet
#

Hey everyone, when I do imagetracking and i activate a previously instantiated prefab it gets wrong rotation when the image is tracked correctly :/

hallow aspen
#

Probably a newb question but can anybody help me work out why I can't see any objects in my built game? I placed a default cube in scene and I don't see it plus the objects in the below script don't spawn. I am using 2019.4.4 with a Huawei Mate 20 Pro

#
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
using UnityEngine.EventSystems;


public class Spawn : MonoBehaviour
{
    ARRaycastManager raycastManager;
    List<ARRaycastHit> hits;

    public GameObject spawnObj;

    private void Start()
    {
        raycastManager = GetComponent<ARRaycastManager>();
        hits = new List<ARRaycastHit>();
    }

    private void Update()
    {
        if(Input.touchCount == 0)
            return;

        Touch touch = Input.GetTouch(0);

        if (IsPointerOverUIObject(touch.position))
            return;

        if(raycastManager.Raycast(touch.position, hits))
        {
            Pose pose = hits[0].pose;

            Instantiate(spawnObj, pose.position, pose.rotation);
        }
    }
    bool IsPointerOverUIObject(Vector2 pos)
    {
        if (EventSystem.current == null)
            return false;
        PointerEventData eventDataCurrentPos = new PointerEventData(EventSystem.current);
        eventDataCurrentPos.position = new Vector2(pos.x, pos.y);
        List < RaycastResult> results = new List<RaycastResult>();
        EventSystem.current.RaycastAll(eventDataCurrentPos, results);
        return results.Count > 0;

    }
}
hybrid perch
#

Why are you using that version? 🤔 You should be using the 2019 LTS to avoid possible issues. And you'll probably have to look at the log to see if you have any errors

true stag
pale musk
#

How can I replace the Duplicate Stage object defined in the Content Positioning Behavior script in the plane finder in the Vuforia library with code?

half basin
#

When I make a program, there's no errors or anything in the editor but compiling it to mobile causes it to crash on startup.

#

Is there a fix?

#
Unity Learn

Testing your AR applications on your mobile device is much more exciting and informative than doing so in the Unity Editor. In this tutorial, you’ll deploy your AR project to your iOS or Android device. By the end, you’ll be able to see a spinning cube displayed in your surrounding environment through your device’s camera.

#

It's from this tutorial.

warm abyss
glossy abyss
#

I'm wondering if what I am doing is the correct way to approach this. So I am working on an AR app where you scan an Image and then a Prefab instantiates in the scene. Different Images with different Prefabs. There is a canvas in the scene with questions on it. Every image has it's own Quiz questions. Now to know for the "Game Manager" script which questions should be visible on the screen I do it like this: There is an Update function that FindsObject by Name in the scene. If it is found then the corresponding questions will be shown. Also there is a Null Check. So if the object is found it stops looking for it.

#

Is this how I should approach it?

pseudo garnet
#

Hallo everyone, does anyone knows this error: InvalidOperationException: Failed to load XRReferenceImageLibrary 'ReferenceImageLibrary': library does not contain any ARCore data.

wanton turtle
# glossy abyss I'm wondering if what I am doing is the correct way to approach this. So I am wo...

I wouldn't do it this way, FindObject is a slow system. I'd probably track when they are instantiated and destroyed in a list, if I needed access to them. I'd probably use Events and Delegates to communicate between all the parts.

But, from what you are doing, it doesn't sound like you need to care if the user found a code and generated an AR item. You may want to track responses, but that's easy enough when they submit their result. Anyway, without knowing more, it does sound like a less than ideal approach - but hey if it works, and performs well, I'd also say stick with it

wanton turtle
#

Also, make sure you don't have two reference libraries. ARFoundation isn't well tested for real scenarios, IMHO. But if you have more than one library, it will break on mobile and unpredictably pick only one to compile.

wanton turtle
half basin
#

My phone isn't surprised by Google AR.

#

That's why I can't compile.

wanton turtle
#

You can set it to optional for unsupported devices. It's one of the big downsides to using arfoundation, as it really only supports a subset of devices through arcore/kit.

swift bronze
#

Hello , Does anyone know how I can extend support for app built with ARFoundation (ARCore)? Like pokemon go does maybe?

tiny plover
#

Hi, every time I create an AR project, unity crashes. Just wondering if anybody has any idea of a way to fix this? (Ping replies)

warm abyss
brave sluice
#

Hello, is there a way to hide a GameObject that is being blocked by a real-life wall

#

I have try occlusion culling but it isn't working

wintry ledge
true stag
#

That looks like your background color might not be set properly, or isn't being set

warm abyss
dreamy pond
empty rapids
#

hello everyone, i have build an simple ar application which plays videos on image target using vuforia......but i am facing a problem that when i build the project it is not working on image but when i play without build it is playing..so whats the issue??

cunning nexus
#

The image is not clear/trackable because of a wrong setup in vuforia potentially, or your device doesnt support ar?

#

I also have a question with image tracking(AR foundation), I want to open a UI popup when an image is added/first tracked, when the popup is closed I want to rescan the image and be able to open the same popup, but the image always stays in the tracked list and there is no remove functionality so I cant open the popup a second time, any ways around this?

empty rapids
#

In this video about Image Tracking With Unity3d and AR Foundation I show you how to use the reference image name to detect which object is been tracked. This video also shows you how to add multiple images which I took with my iPhone device and added them to the AR Image Tracking Reference Library in Unity3d.

Source Code:
https://github.com/dil...

▶ Play video
cunning nexus
#

If you are using the simulation vuforia has inside of the editor that doesn't really take in consideration tracking, in the simulated environment its always going to track the image even if the quality of the image etc is really bad, the only way to truly know if it will be tracked in a real environment is using it on a device if that makes sense

empty rapids
cunning nexus
#

is the stars quality bad in vuforia? it should show stars from 0 to 5

#

if its 0 then maybe hte image is just hard to track in a real environment

true stag
#

But I'd be happy to be proven wrong if there's an easy way to do that

cunning nexus
#

thanks for the suggestion hoka i used your advice a bit, instead of a pop up i have a UI that updates everytime a new image is scanned with a constant button that the user can touch to view the details.
Thought turns out the popup is also possible just in a slightly weird way, by checking on "trackedImagesChanged" event and instead of checking on added you check on updated images and see if their state is "tracking", once it founds one it opens the popup and a simple bool locks the tracking until the popup is closed again

#

thanks again!

true stag
#

I'm glad you found a solution that works for you!

round vale
# cunning nexus I also have a question with image tracking(AR foundation), I want to open a UI p...

I've been having the same kind of issue, I would like to have a button to stop the tracking of an object and remove every GameObject that I spawn after detecting something with no success. Seems like destroying the GameObject present in trackables leads to my app crashing. I'm currently trying to make it work with an ARSession.Reset() (that I tried to avoid because it lags out the camera feed) but it ALSO crashed my app for some reasons 🤔 . As I'm not experimented with Unity I'm wondering if that can be because of a memory leak caused by one of my gameobject (that will be destroyed) being a VideoPlayer taking a video from an URL ?

#

Can I post my logs here ?

empty rapids
#

hello there...why i am having an error saying object reference not set to instance of object while i am running an ar project that i have created from this video https://www.youtube.com/watch?v=Hjx9o8D1DZg&list=PLSc07dYXbtBmf2iF6GeWV_lvHaqLMJWdp&index=5 and fere is my console error

📲 Creando una aplicación de Realidad Aumentada desde cero

✔️ Capitulo uno: Arquitectura basada en eventos → https://youtu.be/TI599JorZ5M
✔️ Capitulo dos: Diseño de Interfaz → https://youtu.be/97d-2bPKhgk
✔️ Capitulo tres: Visualización, detección de planos, nube de puntos → https://youtu.be/6bRkKZ9Onk4
✔️ Capitulo cuatro: Scriptable object pa...

▶ Play video
wanton turtle
#

No idea how good that tutorial is

wet plover
#

hi everyone, im new to unity and vuforia :) i want to make a simple app that uses image target, and im having problem on the early stage. when i click the play button to go into the play mode, i can only see black screen. the settings in vuforia configuration for the play mode is webcam, and camera device = "usb2.0 hd uvc webcam." does anyone know why i have blackscreen? any help would be appreciated!

fervent lake
#

Hi lovely people, i have a question about webgl and deploying my simple unity project. can anyone help?

#

i now have a black screen with my unity scene but the AR is not working. Thanks in advance 🙂 ❤️

#

i can always videocall, or chat. 🙂

wanton turtle
#

@fervent lake what are you using for AR? ARFoundation doesn't support WebGL - there are a few odd tools like Zapier and stuff, but more details would defintiely help

sudden trail
#

Hello everyone, does anyone know if there's a way to make AR Core work on an unsupported device?
I have an OPPO A96, but on AR Core's list of supported devices, the supported one is OPPO A96 5G (from what I've seen, mine is probably not the 5G variant). Google play tells me that google play services for ar is not supported on my device, so I downloaded it as an apk from the "ARCore SDK for Android" github. When I run my test app, I'm debugging ARSession.state and it gets to ARSessionState.SessionInitializing. Could it be that Unity thinks that AR Core is supported because I have the services for AR apk installed, but can't get to ARSessionState.SessionTracking because in reality, AR Core is not supported?

empty rapids
#

i have checked that

#

and it is solved

#

thnx

wanton turtle
#

You can force install it, but you can't make it actually do anything

empty rapids
#

hello everyone..can anyone recommend me youtube tutorials on how to drag, scale and rotate or position an object or 3d model in ar ....... like i have multiple objects that i want to put in ar as an interior application and i want that i can change the posiotion or scale of that spwan model in ar in real time... any yt tutorials will be helpful!!!

warm abyss
midnight narwhal
#

Hi! have a quick question, for MRTK whats the best pipeline to use? URP or 3D?

tame leaf
#

Hello, for a project I’m working on I need to track the position of a real life object and have an asset mirror the position of the real life object in real time. The idea is to have a stationary camera connected to the PC which will get the live feed of real life object’s position. I’ve been looking into Unity’s AR Foundations to achieve this but I haven’t gotten anywhere yet. I’m new to Unity and I was wondering if I’m on the correct path and what I would need to do or if this is something that has been done before and I can get a bit of guidance (from what I’ve gathered, I can’t find any similar projects on the internet)

wanton turtle
#

I would use OpenCV

#

Rather, I have used OpenCV with the Quest 1 to create real world spatial tracking for a warehouse scale VR game. Not sure most AR frameworks don't work well with moving targets. You may need to spend a day testing different frameworks and solutions

half basin
#

I am not getting Meta Passthrough API for Oculus SDK v56 to work in Unity 2021.3.8. I have enabled all the relevant switches based on the top results and the Oculus pages on Passthrough API. I'm stuck in a corner with this error:

Warning-XR Device was switched during runtime with overlays still enabled. When doing so, all overlays constructed with the previous XR device must first be disabled.
UnityEngine.Debug:LogError (object)
OVROverlay:LateUpdate () (at Assets/Oculus/VR/Scripts/OVROverlay.cs:1199)

I can safely say that I don't know what an XR device is in this context and why it would show up as switched. I'll begin by inspecting that line of code.

half basin
#

Anyone?

wanton turtle
#

@half basin Very few people have used the pass-through specifically on an oculus - the chances of one of them having your issue is extremely slim. I'd say, what is the error telling you? Do the demos do the same thing? Sounds like the XR device (headset) is being detected as changed (turning on or off a new headset after the API is initiated) and to disable the overlays. But that's just what the message is telling you. I'm not sure what else there is to say on it

half basin
wanton turtle
half basin
#

Do you want me to continue posting here if I find anything?

slow portal
#

Helo all, i am not too experienced. My end goal is to have a image and when the camera is shown at it is to show a prefab. preferably using ARKit to use on iOS. i have no problem installing the app on my phone and the camera appers. i have tested and having a cub will show on the camera in the "AR World". i have attched my script below. The image to track and prefab have the same name, the script is on the "AR Session Origin"
for some reason the image is not tracking. is there any way to test it in the simulation to see if it is the iOS porting or not

random oyster
#

Since this channel seems to be free of activity for 3 days

#

!cdisc

fossil pierBOT
hearty steeple
#

need help with lobby service in my game

wanton turtle
#

How is that related to aR @hearty steeple ?

rancid kettle
#

Well, with the recents news about Unity...

#

What engines are the best for AR apps?

unreal raft
#

How do you what version your EasyAR is in your Unity file?

warm abyss
rancid kettle
warm abyss
rancid kettle
wanton turtle
#

But you should be able to tell from the package manager lines

rough tapir
#

Hello,
I am following this link to try out the arcoreimg tool on windows https://developers.google.com/ar/develop/augmented-images/arcoreimg#windows
It says to go to tools > arcoreimg and then I can run arcoreimg.exe eval-img --input_image_path="imagename" to see the score
However, I do not see arcoreimg folder. See attached for what I see in my image folder. I thought maybe I could run that line in the tools folder but I just get a "bash: arcoreimg.exe: command not found".
Does anyone know which folder I should go to so I can run that line and see the image score?

tranquil vigil
#

Hey guys I recently started learning AR with vuforia, in the tutorial when they play unity editor their front camera turns on, but in my case no camera turns on and I see a black screen, how can I fix it ?

#

with this error

modern chasm
#

Please explain more in detail what doesn't work.

swift bronze
trim kestrel
#

im creating an ar app using google geospactial api

#

but after pasting the api key i cant see the l google map on the grid

fiery hollow
#

Hey all, Community Members!

I'm currently working on research in the AR/VR space and your interest in Extended Reality (XR) could potentially be a great input to power my research on the XR market landscape. Your experiences and insights are invaluable, and here's your chance to make a real impact.

I have put together a quick and painless survey that'll take you less than 5 minutes to complete. By participating, you're helping me in diving deep into the world of XR, understand user sentiments, and shape the future of this exciting tech.

Your opinions will steer the direction of XR, ensuring it caters to the needs of users like you, and will fuel an academic study that uncovers XR trends and growth opportunities.

No doubt, your time is precious. But I've kept this survey concise and straightforward, so you can have a big impact without a big time commitment.

Survey Link: https://forms.gle/2TVi6MTXZwvfVeS66

Try to spare 5 mins from your schedule and help me with my research work. Thank you for considering my request.

Got questions or want to chat about this? Reach out to me over DM!

Warm regards,

Nikita
Survey Link: https://forms.gle/2TVi6MTXZwvfVeS66

barren quiver
#

How to add button in vuforia . I build markerless augmented reality

warm abyss
rancid kettle
strange summit
#

hello I wanted to ask if anybody here is familiar with AR Foundation? Im currently working on a an AR Project and need to have the Camera feed have the colors all inverted I tried to use the AR Camera Background Component's custom material but it just removed the camera feed entirely for me so I might be using this wrong or maybe my material is not the correct material for this. Does anybody know of a solution for this? any help, links that would lead to a solution is much appreciated thank you

rigid basin
#

Hello I'm using EasyAR to make a simple object placement on top of an image... I have a floor and some opaque objects... when I play in the scene view and use an WebCam everything spawns just fine... but when I build it into a mobile phone and use the phone's camera some of the objects become kinda transparent (or rendered wrongly like an hidden wheel is getting drawn on top), has anyone encountered this and know how to solve? (ps everything is in the same layer, render queue, standard shader, rendering mode opaque).

normal narwhal
#

can anyone help me my logitech camera not working in unity vuforia (im dying)

midnight narwhal
#

anyone here that knows sometbing about MRTK and QR codes? cant get the setup rigjt

#

right

gritty heron
#

there are for Oculus some plane detection like AR Foundation? I'd like to use it without have to draw the room. It is possible in Unity?

timid kindle
#

I am having a problem with XR simulation in the editor. First, it works fine but when I reload my AR scene, the simulation can't initialize itself with this error.

If anyone can help in here or in the forum post, I'd appreciate.

MissingReferenceException: The object of type 'UnityEngine.Camera' has been destroyed but you are still trying to access it.

UnityEngine.Object+MarshalledUnityObject.ThrowNullExceptionObjectImpl (System.Object obj) (at <affe600311164ff58161da271ceee4f0>:0)
UnityEngine.Object+MarshalledUnityObject.MarshalNullCheck[T] (T obj) (at <affe600311164ff58161da271ceee4f0>:0)
UnityEngine.Camera.get_cullingMask () (at <affe600311164ff58161da271ceee4f0>:0)
UnityEngine.XR.Simulation.SimulationSessionSubsystem+SimulationProvider.Start () (at ./Library/PackageCache/com.unity.xr.arfoundation@5.0.7/Runtime/Simulation/Subsystems/SimulationSessionSubsystem.cs:78)
UnityEngine.SubsystemsImplementation.SubsystemWithProvider`3[TSubsystem,TSubsystemDescriptor,TProvider].OnStart () (at <dd5e9aedb1ee4e01890b1500bced999d>:0)
UnityEngine.SubsystemsImplementation.SubsystemWithProvider.Start () (at <dd5e9aedb1ee4e01890b1500bced999d>:0)
UnityEngine.XR.ARFoundation.ARSession.StartSubsystem () (at ./Library/PackageCache/com.unity.xr.arfoundation@5.0.7/Runtime/ARFoundation/ARSession.cs:396)
UnityEngine.XR.ARFoundation.ARSession+<Initialize>d__39.MoveNext () (at ./Library/PackageCache/com.unity.xr.arfoundation@5.0.7/Runtime/ARFoundation/ARSession.cs:384)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <affe600311164ff58161da271ceee4f0>:0)
UnityEngine.XR.ARFoundation.ARSession:OnEnable() (at ./Library/PackageCache/com.unity.xr.arfoundation@5.0.7/Runtime/ARFoundation/ARSession.cs:351)

https://forum.unity.com/threads/xr-simulation-fails-to-start-a-second-time-in-play-mode.1495802/

warm abyss
heavy tundra
#

Hey has anyone gotten Google GeoSpatial working on iOS? Having a lot of trouble setting it up
Thank you!

hearty tiger
#

Does someone know if xr interaction toolkit is compatible with ar foundation/ar core? I try to teleport my player to specific location with TeleportProvider. Its working in editor, but not on my android tablet

wanton turtle
#

I've never tried to mix those two before - it's interesting

hybrid perch
#

it is, Magic Leap's SDK is set up that way

hearty tiger
#

Ok. You have an idea why it is not working on my build?

hybrid perch
#

Not without more information

hearty tiger
#

Makes sense xd

elder perch
#

hello guys i have been working with mrtk for hololens for a while, but recently i started working with kafka in unity i have successfully made the project work just fine in the editor, but after buildling in universal windows platform the kafka stops working after a bit of trouble shooting i found that in the player under configuration for backend scripting i found that when i pick mono it works fine in the build and when i pick IL2CPP it doesn't and the thing is in UMP there is only IL2CPP option.
anyone knows a solution ?
i don't know if i explained this clearly, i'm happy to explain more if requested 😄
thanks ❤️

fickle maple
#

Guys, I am using the arfoundation-samples from github. In SimpleAR (uses plane detection and places a GO on tap) I want to place a real life size cricket stadium for which I have set the scale of the model (scale = 140) accordingly in unity and even tried to position the XR origin camera and the model prefab but the stadium is still showing at a fixed location after everything. What do i do?
(Previously when I tried with a room size model of a room then that worked perfectly (Scale was set to 1).

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

ohk. Let me see.

fickle maple
#

does tracking origin play a role here? I guess yes.

#

@warm abyss

sick vigil
#

Hi. I've started playing with AR, and playing with rear camera is fine, but when I want to switch to the front camera I have a black screen. What I've read in order to switch to the front camera I need to change "Facing Direction" on "AR Camera Manager" to User. But as I said, I have black screen then. I'm using Xiaomi 11 Lite.

warm abyss
fickle maple
#

Ok

fickle maple
fickle maple
fickle maple
fickle maple
#

@warm abyss all working now. Just that my stadium is moving when i am moving. This should not happen. How do i fix it?

fickle maple
#

everything is same as in samples

#

i just changed the prefab to instantiate

warm abyss
#

If its exactly the same with a model swap and it does something else, its not exactly the same

fickle maple
#

Well i have disabled the arplane man, ar raycast man, plane visualiser after the prefab is placed. Is it cuz of that?

fickle maple
#

i am

warm abyss
#

Otherwise program it with guides online to learn the underlying technique

fickle maple
#

Didnt work.

raw star
#

How would I go about creating an application for android inside Unity that opens the device's camera scans a QR and gets the url that is embedded inside the QR and does whatever with it.

Basically like Google Lens QR Scan but inside Unity

raw star
#

The main use case is for a user to open the Unity Android application, scan a QR Code to get a URL which will be used with Trilib to download a 3D model onto the scene. Any suggestions and guidance will be vastly appreciated.

wanton turtle
#

Works with QR, barcodes etc. We've had great success with it for Android and hololens, with some modification

trim belfry
#

is it a known bug that ar foundation on android crashes after taking a screenshot? cant find anything

raw star
#

@wanton turtle You are great, thanks

austere ember
#

Hello! I have a little issue with a script for an AR project, can i just ask my question here ?

copper dirge
#

Hi All. I’m an Artist interested in using AR in my work. I’m using Unity and Vuforia. When I build my app on the iPhone. I get a ‘Profiler’ appears in the top right corner. Any suggestions on how I can get rid of it ?

cold dawn
#

Hy guys,I would implement Ar in my VR game,what package I should use?

#

I am trying to figure it out how all of this works

atomic jay
#

Hi guys, I'm trying to detect when a Vector3 point from a point cloud is inside of an object, whats the best way of doing this?

glad timber
#

Hey everyone,
I'm trying to make designing for AR less of a pain in terms of software usage. Just starting out but trying to make sure I understand the real issues.

I've only ever looked at the development side of things before so I'm looking to connect with experienced designers and developers for brief chats. Just want to understand the tools and processes you're currently using.

Would be grateful if you can point me in the right direction, dms are open! Thanks

worldly jolt
#

is there anything that will display in the inspector as a drop down, like keycode, but for xr controls

cold dawn
#

Hi,i am trying to turn on the Ar on my game but when i build the game and i try to activate it it doesn't work (and i don't know why),in your opinion what i am doing wrong?

#

i know there is an error in the script,in the build there wasn't

cold dawn
#

I implemented also an UI on my oculus standalone to see what happen when i try to call the function to activate the Ar called "AttivaRealtaAumentata" that you can see in the photo,but nothing happens

#

Can you please help me?

undone ember
#

Hi All, I been deving AR application for a couple of years now. I have spent many hours now trying to update my AR game from version 2021 to unity version 2022.3. Each time the same bug persists. Everything works fine, but when building an apk to android and running, the screen remains black with no unity logo appearing or anything rendering, I have to minimize the app then open it again to make my scene appear.

I've seen people post the same issue with no fix. https://stackoverflow.com/questions/76410780/unity-android-app-black-screen-on-startup

This is quite a frustrating issue, and it seems like there's a problem with version 2022.3 and ARFoundation as I've tried this multiple times with a blank AR template project as well. Has anyone else been experiencing this issue with 2022.3 as well?

warm abyss
topaz solstice
#

Hey, is there anyone here with experience in Google Geospatial Creator? I'm working on a project and am having issue in object placement with reference to height.
Can anyone please help me with this??

undone ember
warm sundial
#

hi, im brand new to XR development and ive come to a problem.
im trying to do passthrough with unity and launching it is fine but the frame rate is like 2 fps. Im using quest 3 through air-line and this is my pc specs:
CPU: i5-9600K 3.70GHz
64 gigs of RAM
GPU: NVIDIA RTX 3070

Traditional vr works fine however, just want to get passthrough working, thanks

bitter star
#

Someone ever used vuforia here?

#

I need some help 🙏

#

I wanna use it for indoor navigation

warm abyss
warm abyss
bitter star
#

Idk how to use it

warm abyss
#

I personally use AR foundation or Lightship ARDK
But there are many resources on all bigger frameworks.

#

This is the same as asking 'I don't know how a car works, teach me how to build one from scratch'.
No one can teach everything, so start learning and ask specific questions

bitter star
#

Ok

grim dagger
#

hello, new to AR in unity. Can you guys help me hide the tracked plane in my AR project? I'd like it hidden but I have no idea yet. How can I hide this yellow tracked plane in placing my game object? Thank you!

hybrid perch
warm sundial
warm abyss
warm abyss
warm sundial
#

okey ive never used the unity profiler so i'll search up how to use that

warm sundial
warm abyss
warm sundial
# warm abyss If you click on the graph you can see what that frame is doing. Especially in th...

what do you think i should do?

btw i set up my project the same way this video did (just with newer versions of unity and oculus) https://youtu.be/RpHAZ0N5W1s?si=NYP8axkv8qhCRqZT

Welcome to the first video of my series, where we'll be recreating Apple's upcoming XR ecosystem! As the Vision Pro's release is a year away, I've used the Meta Quest Pro and Unity to recreate its innovative UI, incorporating eye tracking, hand tracking, and passthrough technology. This hands-on experience has given me a fresh perspective on the...

▶ Play video
warm abyss
#

The XR Update

#

Also if it just stutters twice it might be loading something, which might not be an issue
If it does it often it is an issue

warm sundial
grim dagger
#

wow, it worked! Thank you @warm abyss && @hybrid perch !!

warm abyss
# warm sundial

Ah, gotta love Unity not being specific with this.
But check more of the spikes and try to dig as deep as possible.
I cannot help that much without being in an project

warm sundial
warm abyss
warm sundial
swift bronze
#

Anyone know if I can do ar placement without plane detection? Is it like regular instatiation?

warm abyss
terse coral
#

Hello I just launched in augmented reality on Unity under Vuforia. I have a problem, I can’t find the package that contains User Defined Target. I can’t find it. Can you help me?

maiden talon
#

Does anyone here know about EasyAR? I just joined a project that uses EasyAR but was developed years ago, the system was updated and now there's missing links which I have no idea what are supposed to be because I'm unfamiliar with AR myself.

The attached screenshots is what the scene already had. AR is usable but often breaks / missposition spawned game objects, but an earlier version of the game worked as intended, so I assume it was something that broke on the update.
I'm new to that project but can provide more insight, any help is very welcome.

outer void
outer void
outer void
outer void
outer void
void zinc
#

Hey everyone,
Anyone know any Tools or extensions I can use to test/ Debug my AR project in the editor or another program to help me test my application without building solely to the device?

pearl tiger
# void zinc Hey everyone, Anyone know any Tools or extensions I can use to test/ Debug my A...

Hi, I create a video tutorial on testing AR project in Unity editor: https://youtu.be/LMtKRlR_EMQ

In this AR Foundation tutorial, you'll discover a free and official method to test your AR project within the Unity editor, without the need to build it onto your device.
This step-by-step guide will walk you through how to install XR Simulation to your project, using the latest AR Foundation 5 for Unity 2023 or Unity 2022, with XR Origin and AR...

▶ Play video
void zinc
#

@pearl tiger @outer void You Both Rock! Thank you so much!

slow portal
#

i have a script where if i touch 'Arc_de' some ArcText1 will appear, i need it to when i press a button tagged nextButton to put 'removeText' as the text. i have the button called nextButton and tagged 'nextButton' aswell. i am not sure why it it not working though. https://pastebin.pl/view/4cb947dc

#

Any help is appreciated.

plush sage
#

Hello! I was wondering if there was a straightforward way to get a texture2D of the depthImage via the AROcclusionManager? forgive me if this is a silly question - I'm new ^^;;

wanton turtle
maiden talon
wanton turtle
#

Depending on the version, it comes with one or two stacks. The more recent one has two. But none has the word Startup in the name.

#

You can just do a fresh EasyAR project, drag in the same version as the existing app, and see what the default scenes are.

raw star
#

Using the ArSessionOrigin.MakeContentAppearAt() method, I'm placing a prefab infront of the user's android camera. When I'm rotating the camera to look around the prefab stays correctly at the same place but when the user walks around the prefab doesn't stay at its position thus the user can't walk around it or anything since the prefab doesn't stay at the same place.

Any suggestions will be vastly appreciated.

raw star
#

Ι basically want to spanw a gameObject infront of the camera at let's say z = +20 (probably equivelant to meters in real life) that stays there and the user can move and go arround it while it stays positioned at the same place it was originally spawned.

dark frost
#

Hi everyone !
I'm using ARFoundation on Android, but I can't get a light estimation, always returning null.
Any ideas why ?
Most of the topics online are about the ARKit side, but I didn't found anything about Android.

#
    void FrameChanged(ARCameraFrameEventArgs args)
    {
        Debug.Log(args.lightEstimation);
        Debug.Log(args.lightEstimation.averageBrightness);

        // Modify `light` parameters using ARCameraFrameEventArgs.
        if (args.lightEstimation != null)
        {
            SimulationLight.transform.rotation = Quaternion.Euler(args.lightEstimation.mainLightDirection.Value);
            SimulationLight.intensity = args.lightEstimation.averageBrightness.Value;
            lightText.text = args.lightEstimation.averageBrightness.Value.ToString();
        }
    }
dark frost
#

Honestly I'm lost.. It does exist but when I want to use it, it is null..

dense badge
#

Has anyone be able to test the quest3 mixed reality scenes included in the oculus sdk?

#

I dis follow all the steps but it isn't working for me

#

For example with the ball scene demo

#

When I build and start it, it ask me if I want to keep the scanned room and if I want to add funitures. So I choose continue. After that a passthrough screen appears with my controller. The screen looks more white like there is filter on it I can throw balls

#

But the balls don't hit anything from my mesh

#

They just fall downwards infinite

#

If I start the game through quest link and just start the scene with the play button in unity, it works

#

I tried again to create a complete new unity project and followed the steps again as described. Scanned a new room on the quest3, but again I have the same issue

#

I tried the phanto template, that one works but its older and not a clean setup. Would like to do it correctly

bitter star
#

How do i apply for vuforia licence for university project?

dense heath
bitter star
cold dawn
#

I activated AR in my project but it works just in the camera is set to solid color,the problem is that if I try AR on the headset there is the color and I can not delete it

#

This is an example

#

What should I do to see the colors of the real life

sturdy stream
cold dawn
sturdy stream
jade meteor
#

Hi everyone new here. Im having a weird issue that i am pretty sure is just something im not seeing. Because it literally used to work just recently but there is something wrong now. So i have This simple scene. Basic multiple image tracking setup

#

With this tracking script

#

It used to work fine. But all my recent build it just stopped working. The ar camera turns on just fine. I have another script that loads meshes and materials to some prefabs. And everything is fine

#

But not matter what i do when i turn the camera to face the image in the reference library nothing happens

#

This are the prefabs names and some of the names in the library

#

As long as they match name they work

#

And is not like my custom script is not working. It just happens recently than on build the AR camera seems to stop working somewhere

jade meteor
#

So after more debugging. What seems to be failing is downloading assets from a server and asigning both mesh and material from there to the prefabs. So this no longer seems to be a AR problem but another altogether

smoky wyvern
#

hi, i want to use ar, face tracking on ios platform. i have a ios build and open xcode 15. my ios device have ios 17. this build is a simple build, i don't wrote any code, just i work on unity editor. my editor version 2022.3.f1. Finally, i get an error this.

"Command PhaseScriptExecution failed with a nonzero exit code"

#

how can i solve this problem

terse coral
#

Hello all the world,

I’m new to augmented reality and I want to use the User Definef Target but I can’t find it... Can you tell me where to find it? thank you

cold dawn
plush sage
#

so I am processing depthimage data as metadata through an NDI. I have reconstructed the DepthImage Texture on the client side, and am looking to feed it into the native shader applied to the ARCameraBackground object as it's _EnvironmentDepth texture, but i'm having difficulties - can anyone provide some assistance or point me in a good direction for this? thank you also, these forums have been incredibly helpful.

amber python
#

What is the best way to blit / access the texture used to render to the main camera in OpenXR?
I'm working on a HoloLens 2 application and want to blit to both eyes using my own texture

raw star
#

I want to do the following :

  1. User aims with a crosshair at something specific
  2. He presses a button called "Place"
  3. A 3D Model/GameObject/Prefab is placed at a specific position for example: (0.0, 0.0, 20.0) so I want the model to appear roughly 20m ahead of the user's position(correct me if I'm wrong on this)
  4. I want the model to stay still there so the user can walk around his physical surroundings and the model always stays at its original placed position that was used when he opened the camera and used the button

What is the correct way to instantiate the object ? I tried Make ContentAppearAt() but the object seems to move when the user moves arround the room or whatever outside space. Then I tried Instantiate followed by instantiatedPrefab.AddComponent<ARAnchor>() to see if it makes a difference adding manually an anchor to it. Still the object moves when the user's position deviates from the initial position he placed/instantiated the prefab.

#

Maybe what I'm trying to do is not possible but really don't know

swift bronze
warm sundial
#

Hello, Anyone using Two-stage trigger for the meta quest 3 ?
Is it supported jet

livid coyote
#

I am using Unity 2021.3.1f1 and my phone is an Redmi M2101K6G.
I am trying to go through the Mobile AR Development Pathways. I was going through all steps which were listed there to Spawn an Object on an AR Marker. When I came to the point where I had to build and run the system following showed up on my console.

Could someone tell me what the problem might be?

midnight narwhal
#

anyone here familiar with MRTK and QR Code extention from NuGet ? and with the Pose variable ?
I have a unity project where i scan QR Codes, it renders a 3D model on that position, but i want to give it an offset, but every time it changes, or just isnt right. If anyone can help me, please send a DM! :) could use the help

gritty heron
#

For meta quest 3 there are some way to do a dynamic plane detection? I already check new ArFoudnation feature with OpenXr Meta feature but it require the room setup initially.

I try the First Encounter app on Meta Quest 3 and I notice the application could detect plane like table without do the Scene Room setup before the start of application.

Someone have some tips? There is a way to do it custom?

novel crag
#

Is it possible to combine OVR Integration for passthrough capabilities while also using the XR Interaction Toolkit?

warm abyss
warm abyss
novel crag
#

thanks @warm abyss

livid coyote
#

I have installed MRTK and am currently using the Hand Interaction examples. However, everything is being displayed in pink. Why is that?

warm abyss
swift bronze
#

Has anyone done tracked image in ar foundation?

warm abyss
swift bronze
swift bronze
warm abyss
swift bronze
#

If you seen the tut i posted , and clicked on the Image/video opitions ... I used darth vader

#

I'll try with serious black like he did in the tutorial

swift bronze
warm abyss
swift bronze
warm abyss
swift bronze
warm abyss
#

They share info about hackathons there usually

swift bronze
warm abyss
#

Pinged ya

gritty heron
# warm abyss https://docs.unity3d.com/Packages/com.unity.xr.meta-openxr@1.0/manual/index.html...

Yes it have plane detection but Ar Foundation for oculus doesn't do it dynamically

Room setup
Plane detection on Meta Quest devices requires that you run Room Setup on your Meta Quest device before any planes can be detected.

Unlike other AR platforms, Meta OpenXR does not dynamically discover planes at runtime. Instead, the Unity OpenXR: Meta queries the device's Room Setup data and returns all plane components that are stored in its Scene Model. Some entities in the Scene Model, such as Tables or Couches, include planes, while others do not.

IMPORTANT
If Room Setup is not complete, AR Foundation cannot detect any planes. If your app requires planes, you can use scene capture to prompt the user to complete Room Setup.

still siren
#

how do the xr pipelines render the scene's alpha in HDRP? for example, how is motion blur done?

#

how does it anti-alias the alpha?

half current
#

can i create short story in ar?

half current
warm abyss
half current
#

ok let me check

warm abyss
half current
#

do you have any tutorials for it?

#

i am trying to make an educational story

warm abyss
#

If you use 3.0 you can follow ar foundation for the Basics. Then add ardk features where needed

#

Ardk 3.0 builds upon ar foundation, which is nice

half current
#

oh that's nice

warm abyss
#

And they have pretty decent docs and examples

half current
#

and I want some help with how to make your ar 3d model speak the speech which is entered like text to speech in ar

gritty heron
warm abyss
gritty heron
#

oh very cool, it work only with OpenXR right? I can't use it with Oculus Integration?

wanton turtle
warm abyss
signal tinsel
#

I'm using ARCore

hybrid perch
signal tinsel
hybrid perch
#

You have an AR Plane prefab on your AR Session Origin with a material on it

signal tinsel
hybrid perch
#

Maybe, I haven't tried

wary lake
#

You can fix the map position

map.LookAt(camera.transform.position);
swift bronze
#

Does anyone know why the navmesh doesn't work with ar foundaton? I have a nav mesh all set up but I can't get my user object to detect a path

warm abyss
swift bronze
warm abyss
#

Share the code you use for the path generation.
What bool is returned when you use CalculatePath?

swift bronze
#

I will when I get home from work. I removed navigation because I use lightship ardk and i removed it yesterday.

#

I'll be home at 3 est.

#

The only reason I'm using it isn't to even move the agent , i want to line render the agents path each time a target is selected

haughty tundra
#

Hi all! not sure if this is the best channel to ask but:
So I do immersive art installations using portable geodesic domes w/ 360 projection mapping. i'm looking to use VR-style controllers in this space without a headset. i'm looking at valve index controllers or vive controllers, with probably 3-4 trackers. i'm seeing info that I would need some kind of dongle to use any of these without a headset. one person said I would need a separate dongle for every controller and every tracker. the dome is a 30ft diameter.

wondering if anyone has experience with using controllers in this way - what setup would you recommend if you were trying to do something like this?

warm abyss
swift bronze
wanton turtle
#

Hard to recommend alternatives without more specifics though

#

I'd start with the basics though - what are they using the controllers for? Because there may be a smarter way without needing any controllers

haughty tundra
#

Need multiple buttons.. 1 or 2 joysticks would be nice. VR-style controllers working in the 360 environment is idea(2 point & clicks)

wanton turtle
# haughty tundra Need multiple buttons.. 1 or 2 joysticks would be nice. VR-style controllers wor...

I've used a few other things on a pinch, but the vive controllers may yeah be your best bet... if you were in Calgary, I could lend you the equipment to test it out. We have a bunch in storage (spare parts). The reason I was asking is sometimes a leap motion can be a better fit at individual stations, or a using IR trackers with projection mapping, so you track their position more so than their hands... if you know it's only a few people, a camera or two running OpenCV could work too. But I can see why you settled on vive wands...

#

I've only done it a few times, and it wss a good 4 or 5 years back. So I'm sure my knowledge would be severely outdated.

#

I try hard to do things controller free, so we've dabbled a lot with OpenCV, and we even use the kinect for stroke therapy. But it's only really solid if you can invest the time to smooth it out

haughty tundra
#

would the valve index controllers work for this? or just the older vive ones?

haughty tundra
wanton turtle
#

Vive wands, vive trackers, leap motion, OpenCV, Kinect, Intel Realsense - those are the only ones I can think of that we tested and were successful. We did test things like Myo and such, but I'd just use a camera with hand tracking if thinking of a myo

#

By the time the index came out, we began being focuses on just VR, and shortly after went entirely wireless headsets for all our clients across the board.

#

But someone more used to the index might be able to help

haughty tundra
#

Doing a bit of research it looks like they would work the same

terse coral
#

test

gusty wedge
#

Hey, I've ported a old project I had with unity 5 and vuforia to 2022 with arfoundation (arkit since im targeting ios only).
However I've noticed the camera background stops updating after a while (around 1 minute more or less) and doesn't throw anything in xcode. Also the app works fine, I can just switch scene and it works again...
Any ideas?

somber olive
#

Does anyone know how to get into the closed beta of VisionOS support for Unity?

still siren
cinder birch
#

Hello, everyone! I have a question. I'd like to develop a cross-platform AR mobile app (school project) that overlays AR content onto museum exhibits or artifacts. I'm confident that AR Foundation can assist with the core functionality. However, I'm uncertain about the implementation of the content management feature. Specifically, I want the museum administrator to have the capability to independently manage the AR content displayed in the museum. Are there tools or frameworks within Unity that facilitate the realization of this feature? I'm seeking assurance that Unity is a viable platform for implementing such functionality before delving further into AR mobile development.

wanton turtle
wanton turtle
#

But, given we are doing it, yes you can definitely build it in quite a few different ways

#

We've moved almost all of our basic image marker tracking stuff to webar now though, as it's just a whole lot lighter

cinder birch
# wanton turtle We've moved almost all of our basic image marker tracking stuff to webar now tho...

I initially leaned towards WebAR as my preferred option. The appeal lies in the AR content management being web-based, then users could just easily access the AR features through the web. As you mentioned that its lot lighter, it seems more practical for visitors or tourists to use WebAR rather than going through the hassle of downloading a mobile app, especially for a one-time visit to an area.

#

My problem is the scarcity of learning resources for WebAR. If my teacher permitted it, I would have opted for Vuforia. But I'm not developing an app anymore, but using an existing one instead 😅

wanton turtle
#

But yeah, on a plus note, you'll learn a lot more building a web platform, and connecting it to your app.

#

For WebAR, we primarily use MindAR or A-frame. I don't use 8thwall, zapper etc as they keep changing their pricing, and I don't like pay per view models for museums and nonprofits.

#

I wish you tons of luck, and can't wait to see what you create 🙂

swift bronze
#

How can I do localization when starting the app? I'm making an indoor navigation app for a retail store. I think my last big hurdle is localizing the XROrigin ( I assume this moves with the device , and can be used to represent the user ) .. I have a way I think I could do it but for clarity , I would need to make sure the XROrigin object is orientated to the user in real life right? ( position and facing direction in the building ) ... Which I Could use empty gameobjects with location names and create a string qr code to scan at the location ( for position ) then get the camera rotation and set it to the XROrigin?

gusty wedge
#

Another small issue:

on arfoundation I was using a depthmask shader, with vuforia the masked region is black. I suppose is due to a difference in rendering the background camera image. Anyone had this issue?
(is weird because vuforia also has is own depthmask shader and doesn't work, maybe is a metal vs gl3 problem? is black both on my mac and on my iphone)

still siren
still siren
still siren
swift bronze
timber void
#

I built an AR app that I am trying to deploy on ios - when I run the build through xcode, I get an error "Library 'GameAssembly' not found". I've read online that this has to do with the new mac os update catalina + ios 17. I still have not found an answer to this problem.

kindred marsh
#

Hello I am trying to use ARFoundation and ARCore for hand detection. But I am unable to do it .

#

Can anyone tell me is it even available in the latest version of ARFoundation and ARCore

warm abyss
livid coyote
#

I was downloading the MRTK 3 packages. After that those reports showed up... Had someone similar problems and could tell me what the problem might be. The Unity Version I use is 2022.3.10f1 LTS.

still siren
#

clearly markerless. might have given away whom this demo is really for lol

wanton turtle
# still siren i have successfully achieved streamed unity to mobile safari with augmented real...

Thanks for the offer, I will keep it in mind for sure. We do very little AR though, maybe 1 project a month, versus 8 or 9 in VR. For the AR we do it's pretty much all image recognition. So we have things like aframe, and mindar. Although we also have WebAR Foundation for Unity (same makers as MindAR) and it works quite well. But the only clients we've had that want Spatial recognition needed their own full bodied mobile apps and we needed 3D object recognition more than anything

#

I'll definitely keep it in mind though

#

Most of our AR stuff is little things as a favor to someone, we just don't do it a whole lot

still siren
#

perhaps this is a painless way to do that. you can test AR directly from editor, as you can see. then, as soon as you commit and push, it builds automatically on the backend, and deploys for you.

#

anyway i think it's all very clear to you, you know a lot more about this than i do

severe glen
#

Is anyone familiar with the Oculus AR sdk? I'm having trouble making my controllers grab things

wanton turtle
#

Did the demo scenes work?

#

Not asking to be a jerk - it'll just let you make sure your project isn't misconfigured

severe glen
#

haven't tried it out yet

#

give me one sec

severe glen
#

yeah, I think i solved it

#

I found the only tutorial on the internet that showed how to do this

small crystal
warm abyss
small crystal
#

eeyup, my bet is on the config but im not sure

small crystal
#

the demo scene is also pink as a whole 3>

warm abyss
#

Never used vufoairia myself, but if it supports URP and you set that up the shader should work

small crystal
#

yeah I created a project with URP and its showing the same ping color on everything as well

#

idk how to bug-report it further, so I can wait for instructions on what to do next

warm abyss
#

I'll DM you since this is about an asset

(issue was fixed by assigning the URP asset in quality settings)

crystal hedge
#

has anyone figured out a way to keep additive scenes in sync with a space setup room on quest 3? anytime i lift the headset up, and bring it back down, the additive scene is in a new place,, since scene api repositions the camera and room with how it tracks.

wanton turtle
#

I've never seen that happen, we have some large quest 2 to 3 projects with additive scenes, and we didn't change anything to make them work.

ebon grotto
# crystal hedge has anyone figured out a way to keep additive scenes in sync with a space setup ...

Have you mapped that same room more than once? Early on with Q3 I noticed that I could map the same room 2-3 times depending on where I was standing/facing when initially capturing the scene data. This led to things jumping around like you described, but I haven't had that problem with the current firmware. You could try clearing the Boundary History and Space Setup to see if that helps. There is also a checkbox in Device Permissions that turns on/off point cloud data (with a delete data button underneath).

crystal hedge
#

@ebon grotto I see that behavior after clearing room setup and scene setup. The top level scene anchor always shows as untracked, which i find strange:

#

all the anchors under it are tracked

#

I've considered instead of using additive scenes, turning the environment into a prefab, so I would just instantiate it, parent it to the same achor as everything else. the problem with that, is I don't think i can bake occlusion data then.

ebon grotto
crystal hedge
#

Thanks. I'm in the start discord, and didn't find out any additional info from them

swift bronze
#

Hello , has anyone created a project for indoor navigation like in this series
https://m.youtube.com/watch?v=fuHFrMZ4q_s

#AR #Unity #ARFoundation #ARCore #AugmentedReality #Android #Unity #Indoornavigation

This is a short tutorial about how to create an indoor navigation app with ARFoundation WITHOUT the usage of Cloud Anchors or using ARPointCloud Data. :)

Indoor Navigation Showcase:

Unity AR Foundation:

  • https://...
▶ Play video
#

I'm looking for a little help getting the digital environment to match up with the real life location

wanton turtle
#

I have, it was annoying and not fun :D.

swift bronze
hearty tiger
#

My Teleportation Provider from XR Interaction Toolkit work in the Editor. On my Android Tablet not. I dont get Errors and the QueueTeleportationRequest is true, but i dont get teleported. Can someone please help me 😦

severe olive
#

I'm trying to record a video in an AR app that would allow the user to afterwards share the video as one does on their phone. I've seen a few posts about Unity's Screen Recorder but that seems to only be for in editor recordings from what I've seen. Is there something else that can be used?

vital void
#

I am trying to figure out how this sample uses CollaborationData to orient each device with one another to connect the devices to the same session. I am trying to do the same thing with lidar data instead of CollaborationData and want to see how it is done with CollaborationData to reference, but I am having trouble understanding the code in the sample.

void zinc
#

How can I account for anchored objects using arcore moving with the phone camera or losing track of the position of the Gameobject in the 3d space any known implementation examples to fix these problems? I am having doubts that my Samsung S21 is capable and my objects cant stay anchored no matter if i show feature points or planre detection while moving my objrect and having it stay where its currently anchored. Dont unederstand why Arcore is doing this and cant find anything to solve this...

still siren
#

what do you mean do the same thing with lidar data? unless you have a SLAM solution, what are you going to do with that data?

slim herald
#

Hi,
I needed help as I am very new to AR Development. I am creating an App but my model which is Present in the Scene Tab is not appearing in my Game Tab. Could someone either DM me or Tag me explaining how to fix this? I am confused as to how to add my model so that it appears in the Game Tab so that it appears when I'm running my AR App.

Thanks!

still siren
slim herald
#

If i selected the trebuchet in the Scene Tab, the size of the model is 100, 100 and 100. Still I don't think its appearing in the Game Tab. Also, the model is placed around 500 on the x axis, so would that cause the problem and not allow it to show up in the Game Tab?

slim herald
#

@still siren any steps to fix this?

hybrid perch
#

You can select the camera in the hierarchy to see its bounds

slim herald
#

Okay, Thanks for clarifying.

severe olive
#

Does anyone know why moving children objects in code of an object that is used as a tracked image prefab makes them disapear?

Update: I think I found it, I was using transform.position when moving them instead of transform.localposition

severe olive
#

Yeah... yeah that was it. Somehow I didn't realize that the object wouldn't be at 0,0,0 when it was following an image around.

still siren
severe olive
slim herald
#

I fixed the issue, the problem was that my model was not in front of the camera and was 500 units away from it. Thanks for the help anyways!

vital flint
#

hello newbie here, I'm trying to make AR for this and when i apply material i can't see it, it's White but when i see the bottom it's already have the material. I assume it was the light but i can't delete the light , so how to delete it and is it the light that make it hard to see? thank you

wanton turtle
#

Aa for the light, click on the Directional Light in the list and delete it 🙂

vital flint
hybrid perch
#

Alternatively disable lights import on the mesh import settings

vital flint
dusky elk
#

Hi everyone!
Does anyone have experience testing an AR app with Unity Remote 5? I'm making an AR app for ios and testing with an ipad. When I build my app the camera appears to be working well, but through Remote 5 I only see a black screen, just as in the game view in the editor. From the ipad settings I gave Remote 5 access to the camera, I wonder what could be the problem. Anyone else had this? 👀

true stag
slim herald
#

Guys, I had a Question. I have placed a UI Image on my Canvas which has a Button Component and there is also a Model in the Same scene outside the Canvas which has a "is Kinematic" Ticked. I want it to be that when the person clicks on the Button, the "is kinematic" will be disabled. I know how to write the Script for that part but, I'm confused about where to place the Script. Should the script be placed on the button with the "New Script" Component or should it be placed in the Button Component with the "On Click()" ?

warm abyss
slim herald
#

I need some help again UnityChanHuh
I have written a script to disable "is Kinematic" in Rigid Body and also destroy a Hinge Joint which allows my model to move, but I created a Reset Button which brings the model to the original position and enable "is Kinematic" and create a new Hinge Joint but, my code is not working because instead of resetting my Model, it is moving my UI Image with a Button Component . Could someone check my code and let me know where I am going wrong!

public Button ResetButton;
public Rigidbody Weight;
private Vector3 initialPosition;
private HingeJoint originalHingeJoint;
public GameObject Ball;
void Start()
    {
        // Store the initial position of the object.
        initialPosition = Weight.transform.position;

        // Get the initial HingeJoint component
        originalHingeJoint = Ball.GetComponent<HingeJoint>();
    }

    // Update is called once per frame
    void Update()
    {
        ResetButton.onClick.AddListener(ResetOnClick);
    }

    void ResetOnClick()
    {
        // Enable isKinematic
        Weight.isKinematic=true;

        // Move the object back to its initial position.
        transform.position = initialPosition;

        Destroy(Weight.GetComponent<HingeJoint>());
        HingeJoint newHingeJoint = Ball.gameObject.AddComponent<HingeJoint>();
        newHingeJoint.connectedBody = originalHingeJoint.connectedBody;
        newHingeJoint.anchor = originalHingeJoint.anchor;
        newHingeJoint.axis = originalHingeJoint.axis;
    }

hybrid perch
#

Presumably you'd want Ball.transform.position

slim herald
#

Yeah, I realized that . Thanks!

hybrid perch
#

By the way @slim herald you should not have that line in Update, it should be in Start

#

The way it is now means that you attach a new listener every frame. You just want to do it once

slim herald
#

Okay, I understand. Thanks for your help!

slim herald
#

I'm getting the following Console Errors when Running or testing my AR Application:

Saving has no effect. Your class 'UnityEditor.XR.Simulation.XREnvironmentViewManager' is missing the FilePathAttribute. Use this attribute to specify where to save your ScriptableSingleton.
Only call Save() and use this attribute if you want your state to survive between sessions of Unity.
UnityEditor.XR.Simulation.XREnvironmentViewManager:OnDisable () (at ./Library/PackageCache/com.unity.xr.arfoundation@5.1.0/Editor/Simulation/XREnvironmentViewManager.cs:169)

No active UnityEngine.XR.ARSubsystems.XRSessionSubsystem is available. Please ensure that a valid loader configuration exists in the XR project settings.
UnityEngine.XR.ARFoundation.ARSession:OnEnable () (at ./Library/PackageCache/com.unity.xr.arfoundation@5.1.0/Runtime/ARFoundation/ARSession.cs:342)

No active UnityEngine.XR.ARSubsystems.XRCameraSubsystem is available. Please ensure that a valid loader configuration exists in the XR project settings.
UnityEngine.XR.ARFoundation.SubsystemLifecycleManager`3<UnityEngine.XR.ARSubsystems.XRCameraSubsystem, UnityEngine.XR.ARSubsystems.XRCameraSubsystemDescriptor, UnityEngine.XR.ARSubsystems.XRCameraSubsystem/Provider>:OnEnable () (at ./Library/PackageCache/com.unity.xr.arfoundation@5.1.0/Runtime/ARFoundation/SubsystemLifecycleManager.cs:68)

No active UnityEngine.XR.XRInputSubsystem is available. Please ensure that a valid loader configuration exists in the XR project settings.
UnityEngine.XR.ARFoundation.ARInputManager:OnEnable () (at ./Library/PackageCache/com.unity.xr.arfoundation@5.1.0/Runtime/ARFoundation/ARInputManager.cs:24)

Could someone tell me what is going wrong in my project and how to fix these issues?

wanton turtle
livid coyote
#

I cloned the "arfoundation-samples" with github and imported the "arf-samples.unitypackage" file into a project. Now this shows up.Does someone know how to resolve this problem?

slim herald
warm abyss
severe glen
#

I am currently developing a mixed reality app for the Meta Quest 3. I've got a 3D space canvas with an image that serves as the background. As of now, it's just a simple black cube with rounded corners, which has around 50% opacity.
That's not very immersive, so I thought to myself, why not make it like the Apple Vision Pro, where the background is blurred.
Does anyone know how difficult it would be to implement something like this? Is it really just a simple blur shader applied to the background?
Because I haven't seen anyone implement this before.

wanton turtle
brisk obsidian
#

Hello guys, can anyone give me a quick rundown on how I can detect the color inside of a small area of the camera using AR.Foundations? I'm trying to get the Camera texture from the ARCameraFrameEventArgs and then specify the bounds of that area of the screen and comparing the pixels to the color I want to get, but my app stops at "eventArgs.textures" and I'm having issues debugging

still siren
still siren
warm abyss
brisk obsidian
# still siren the approach you are taking is impracticable. what is your goal?

So I have a cube, and the player is given a color they have to find. Upon pointing the phone camera (or more specifically, a particular region of the phone camera) at something in the real world with that color (within a certain threshold of course), one of the cube's faces is painted with that color and a new color is given. I'm having issues with the IRL color detection side of things.

still siren
wanton turtle
#

You could give a target and only read a smaller subset of pictures though. Or run it through open CV too.

#

But yeah if you expose the camera material at the arcore / arkit level you might be able to do something outside of Unity as well.

void zinc
#

My biggest question is Lightship? or the convienence of Unity with the ARCore with its sub optimal Anchor system.

peak valve
#

Hello everyone!
I'm looking for a community of Microsoft HoloLens Unity developers
Can anyone help me to get started?

wanton turtle
#

Although with them cutting development to hololens / mrtk, it's unknown about the future of it a little bit

peak valve
peak valve
#

I need to show it to my boss

#

nvm I found it

peak valve
wanton turtle
#

I'll warn in advance its pretty dead though. Like a couple of messages a week

#

Nothing wrong with the HL2's and MRTK, we still use them if we are in a bind, just not something we have a lot of demand for where I am

open trail
#

Hello, what Unity's learning path (or non Unity) would you recommend to get into XR ?
I've already coded several small 3D games and I know graphics pipelines/shaders.
I don't have headset yet but I think I can use XR Device Simulator for instance ?
Thanks

wanton turtle
#

!learn

fossil pierBOT
#

:teacher: Unity Learn ↗

Over 750 hours of free live and on-demand learning content for all levels of experience!

open trail
#
hybrid perch
#

Create with VR also seems like a small and simple introduction, though it doesn't go as much in depth. But Andrew is a good tutor

crystal oar
#

Hi there! are there any tools that allow XR interactions with custom hand Tracking? I just need proper information on how i can improve basic xr interactions such as grab, throw, pinch without any collider issues.
(ps. not talking about XR toolkit interactions or MRTK)

warm abyss
#

Pinch can be done by calculating the difference between finger tips.
Hand poses can be done with rotational comparison

open trail
#

@hybrid perch Thanks, it looks the most advanced tutorial, although its only VR focused. And I can keep up without headset while waiting to acquire one. Btw Is there other more interresting options than the Quest3 in the same price range ?

hybrid perch
#

I don't know about the AR tutorials, it's more limited. Again I would go for the most recent ones wince AR Foundation has changed a lot in the past

#

And no nothing compares to the Quest 3 in that regard, I know some people have been pretty happy with the Pico Neo 4 though

open trail
#

Ok I'm good to go, thanks

wanton turtle
#

The XR openxr hand example also has an example of pretty detailed tracking. I've done a few custom tracking systems with it (i.e. telling when someone is making a fist, curling a finger, pointing, etc) and it works very well. If you are going down the Quest 2/3 route that is.

But yeah you can definitely just get the raw finger & hand rotation data and create your own pose tool if you want. Not sure if that's the question

tender cave
#

Hey everyone, I'm a Product Manager on the XR team and want to share our latest roadmap (https://unity.com/roadmap/unity-platform/arvr) regarding Unity’s XR offerings. This should help you understand what’s coming down the pipeline, and more importantly, provide a channel for you to express what features are most important to you. This will be a critical part of our development process to validate what features we work on next.

We’re committed to reviewing all the feedback that comes through the portal, so please vote for features that are important to you and leave detailed explanations in the corresponding feature cards to help us understand your needs. If you feel like something is missing from the roadmap, feel free to use the “Submit a new idea” card to share your thoughts.

We can’t wait to see what you build!!

Unity

Create AR/VR experiences that distribute seamlessly to your target platforms.

warm abyss
vital flint
#

Hello , i get this error when i wanna put my script in the AR camera , anyone knows how to fix this ?
is it because the class is private ? i can't add the script it says it doesnt found it

hybrid perch
tender cave
vital flint
wanton turtle
#

That's normal, you need to fix the error.

frosty grail
#

Does the Ar Image Tracking work on Quest 3? The code seems to compile ok, but it just doesn't work, and I've read a few things suggesting it isn't supported on Quest 3 yet.

Is a table anywhere that shows which platforms actually support what AR features?

warm abyss
#

AR is pretty limited compared to phones

raven birch
#

Hi, I'm trying to Build and Run the starter VR Room project to my oculus quest, but I am getting this error:

raven birch
#

fixed it, had to manually make a keystore thing

zinc edge
#

hey, my image tracking only works when im kinda close like 0,8m to the marker. im using an ipad camera (which is actually kinda good) and the contrast between wall and my marker is also very very good, but it still doesnt start tracking until im close it.

anybody know why?

hybrid perch
wanton turtle
#

I'll second that...

soft ginkgo
#

Hi guys, is there a way to speed up plane detection using ar foundation? It seems to be really slow sometimes

warm abyss
soft ginkgo
true stag
#

I'm not aware if there's a way to speed up plane detection on AR Core (android), is it possible your phone is limiting processing power of the app, via a low-power mode, or battery saving setting, or perhaps your environment has low points of reference in it?

#

Having a point cloud enabled in the scene can let you see any dots that are tracking in your space

soft ginkgo
cosmic stump
wanton turtle
#

Yes and yes although it would be weird.

wanton turtle
#

It seems to just be someone pretending to use passthrough for the first time

#

What I will add is that you can't read a monitor very well with the Quest and pass through

cloud bolt
#

helllo anyone is online?

icy silo
#

how much unity should i learn to become a ar developer? should i become a master or basics is enough?

wanton turtle
#

It also depends a lot on the complexity. But it helps to know 3D well (how to animate, rotate, move, place, etc), UI (landscape and portrait mobile design) and things like permission requests, camera layering, building configuration for mobile and all that jazz.

trim kestrel
#

how to fetch data from firebase to an ar app

tiny zenith
#

has anyone tried to use Geospatial Creator for unity? each time i try to add the package it gives me this error, and i don`t know how exactly to handle this 😦

#

I am building for IOS

wanton turtle
#

The error shows some possible fixes (upgrading ruby etc) might be worth seeing if you can manually do that

#

I've never installed it or that cesium thing, so not sure how easy that is. But somethings out of sync

tiny zenith
#

my brother i have already done that

#

aint working, mainly the problem is that unity doesnt find the latest ruby version i have

#

it only detects an old one

north bramble
#

Hey, maybe a very basic question, but I couldnt find enough evidence in the web by now, if scanned point clouds and other information (e.g. Plane positions) could be serialized from ARFoundation for later reuse. Like revisiting a location and get positioned without recreation of a point cloud but testing an existing one. Talking about native features under ARFoundation, ARKit seems to support access to that data, while ARCore seems to support with the use of Cloud Anchors, which are only temporary sadly. But cant tell, if that is true. Any1 with hints here? Thanks a lot.

cloud bolt
#

🆘 🆘 🆘 Help 🆘 🆘 🆘
anyone have suggest unity webgl ar plugin Free and some one time purchases asset plz help me

fossil flower
#

@cloud bolt Don't cross post and ask a full question.

wide oriole
#

Hey everyone. I'm looking for and AR sdk that I could use to build a desktop application (ideally for linux and macOS) that would use a webcam to track some simple image targets. I know about Vuforia, but that doesn't run on linux unfortunately. Would something like that be possible with ARFoundation, or should I be looking elsewhere?

hybrid perch
hybrid perch
north bramble
hybrid perch
#

I think ARCore has their own focus on the cloud anchors? To achieve the same thing

north bramble
#

Probably yes. So that might be something where one has to go device specific, while trying to keep the rest unified. But I'm probably to unexperienced in the AR Foundation thing and might have missed the best practice here. Docs didn't help (me) so far.

wide oriole
wanton turtle
true stag
north bramble
# hybrid perch https://unity.com/sites/default/files/styles/16_9_s_scale_width/public/2020-06/A...

Thanks, but the docs speak from persisted anchors only in combination with an ARWorldMap in ARKit.
" In some scenarios, you can create anchors in other ways, such as loading an AR World Map on ARKit which includes saved anchors."
Still seems for me, while anchors are available unified, injecting persisted anchors from earlier can only be done with ARKit. Would love to get proofed wrong here 😦

idle chasm
#

Hi. I am new to unity and XR development. I am following this tutorial https://youtu.be/D8_vdJG0UZ8?si=0BX08V_WIMjsRU_k&t=378
he is unfortunately using ver 57
seemingly the meta integration has changed. I am looking for some guidance to replace the OVRcamerarig
and the OVRControllerPReFab
assets
Can anyone direct me on this ?

In this video we are going to learn how to make your first Quest 3 XR game from scratch using Unity. This is the start of a tutorial series that will begin on this Youtube channel so feel free to subscribe to not miss the next one. :)

❤️ Support on Patreon : https://www.patreon.com/ValemVR
🔔 Subscribe for more Unity Tutorials : https://www.yout...

▶ Play video
midnight narwhal
#

Hey! Need some advice/tips.
I have this use case that uses realtime tracking with the Hololens 2. Are there any external (accurate) trackers that are compatible with Unity?
So i can stick a tracker on a moving object and the Holograms move along with it.
Thought of an Arduino but don't know how accurate that is.

true stag
north bramble
true stag
#

Is it random or does the animation actually have the position as part of the values it controls?

still siren
trim dune
#

Has anyone tried ARFoundation with Quest 3? I'm wondering if it still enables all the Quest 3 room auto-mesh features, or if ar foundation requires you to manually place every object

true stag
idle chasm
#

i am folllowing a tutorial that uses Metas v57 SDK. They have updated to v60. Some things are different and I don't know how to resolve. Can anyon help

true stag
#

You'd need to describe what differences you're seeing, and what you're trying to do, so we can know what the proper way to do them now is.

delicate aurora
#

hello, just trying to use arfoundation to have a image tracking AR. i'm wondering how to access the spawned arprefab's game object? i have 2 game object inside the arprefab i want to toggle between the Cube and Sphere for the spawned object of the image tracking AR

#

and i'm using XR Origin instead of AR Session Origin

idle chasm
true stag
true stag
idle chasm
#

@true stag The v57 of meta sdk has prefabs to hide the planemesh, volume and add global collisions with the global mesh. In v60 these had been renamed. The meta documentation also hasn't really been updated for v60. I eventually found what I was looking for and have what I need

harsh epoch
#

With v60 of the Meta SDK, anybody else having an issue where using OVRSceneManager and OVRSceneModelLoader for a fresh install will prompt the permission then jump to the room creation process, before coming back to your app and failing to load the model?

It will only load the model if I then remove the headset and put it back on to force focus or restart the app. Only then does my scene have doors and walls from the room setup.

wary elk
#

Hey Guys I am using Unity vuforia in a project and I build it and tried it for pc , I also have the webcam connected but it ain't detecting it in the build , what am I missing?

delicate aurora
#

I'm building to android with ar foundation unity, but the camera stops after 1 second. anyone knows why?

halcyon sable
#

I am trying to build an AR mobile application in unity. What i need to do is able to classify these shapes in the image such as Triangles, Lines, Arrows and render their 3D counterpart above it. I am not going for a marked based approach and so far I've tried contour detection and template matching with an open cv extension but i don,t feel i am on right track. Any insights on how do i achieve it

frigid surge
odd axle
rancid epoch
#

Guys good evening ✨

#

Come again the name of an AR with masking surface detection?

#

Can't recall the name...

rancid epoch
#

Make the world your playground with SPACE INVADERS: World Defense, an immersive game powered by ARCore.

Later this summer, get ready to play one of the most acclaimed arcade games in real life, in the real world. To celebrate the 45 year anniversary of the original release, TAITO will launch SPACE INVADERS: World Defense. The game, powered by A...

▶ Play video
#

things like this

warm abyss
#

I think that's the name of the tech in lightship, probably similar for other providers

rancid epoch
#

but sorry I mean the Depth API, it's crazy when the mesh object be able to hides behind the object (just like masking)

#

but can you elaborate about it ?

balmy basalt
#

pretty interesting but which smartphone actually afford that google space invaders AR

warm abyss
wide thunder
#

I was trying to follow a tutorial for a 360 video portal, but it's for ARcore and can't find an equivalent video for ARkit (it has to be 360 portal, not just a portal with 3D architecture inside) Someone said I can adapt it for Arkit, but the code will be different, and I'm a beginner following by rote because I don't understand the code yet. In addition, there must be other customizations needed, because he uses ARcore session and I figured there'd be ARkit session--but all I'm seeing is AR session (don't know if that's the same). Any chance someone can tell me the jist of what I need to do differently in order to adapt this guy's instruction but for iOS? Alternatively, if you know of a tutorial that's 360 video portal but for ARkit I'd be incredibly grateful as well; but I haven't found one thus far. Thank you!

Actually, it seems this video is massively outdated, so I don't think it's workable at all.. Any recent similar tutorial recommendations for ARkit?
https://www.youtube.com/watch?v=ec6WgO5C8CA&t=2s

In this tutorial, I will show you how to create a 360 view inside an augmented reality portal for Android using Unity and ARCore.

Steam page of my game: https://store.steampowered.com/app/2186370/Resourcer/

This course is based on my previous AR tutorial: https://youtu.be/g78hQB8UKEM

The 360 video used in this tutorial: https://vimeo.com/2259...

▶ Play video
warm abyss
# wide thunder I was trying to follow a tutorial for a 360 video portal, but it's for ARcore an...

Why shouldn't this work on ARKit? Unity is cross platform, right?

I've made a lot of portals with URP's stencil buffer, then just switch around some layers or shader values when crossing in and out of the door :P
https://youtu.be/EzM8LGzMjmc?si=okAt6pZ_jyOCfHkC

Games like Antichamber feature impossible geometry where multiple objects seemingly inhabit the same physical space, but only appear when viewed from certain angles. We can recreate the effect in Unity using stencil shaders and Universal Render Pipeline's special Renderer Features functionality!

👇 Download the project on GitHub: htt...

▶ Play video
wide thunder
# warm abyss Why shouldn't this work on ARKit? Unity is cross platform, right? I've made a l...

Thanks for linking your tutorial here, Dylan! I'm checking it out now. And yes, the other one is supposed to work for ARkit, the problem is I'm a beginner and don't know how to make those adjustments without a step by step guide.
But the bigger issue, really, is that his video seems out of date. I was following his guide step by step (without modifying anything) and he has something called AR Core Session, but that does not seem to exist anymore. I was able to find something called AR Session, and figured it was the closest thing to it, but the parameters look nothing like what he has.

#

Follow up question to my last one: Since AR Core Session no longer seems to be a thing in Unity, what is it called now? Is AR Session the same thing or no?

warm abyss
#

The AR Core session is now just AR Session or XR Origin.
It shouldn't matter much

#

Just continue and see if it works

wide thunder
#

Thank you! And I guess I was misinformed when I thought there were adjustments I'd have to make. Some guy in comments said 'the code will be different for ARkit' but I'm just going to proceed with following it as is.

wide thunder
#

Sorry, one more question, and it might be a ridiculous one at that: I can't find 'session config' when I go to Assets---->create--->XR, nor does it show up anywhere that I've looked for it. Has that changed too? The most up to date guides say it should be there.

true stag
frigid surge
wide thunder
slim herald
#

Hi Guys,
I needed some help with my AR Project which I am trying to make as a beginner.
In my AR Project there is an arm and a ball, when i click a button the hinge joint between the sling arm and the ball is getting destroyed.
Then there is another button to reset the objects to their original state, but the hinge joint between the ball and the sling arm are not appearing in the properties tab when running the app and as a result there is no hinge joint being created between the two objects and I am having a hard time figuring out how to fix this issue. Can somebody help me fix this issue?

#

My full code is given below:

public Rigidbody Weight;
public Rigidbody MainArm;
public Rigidbody SecondaryArm;
public Rigidbody SlingArm;
private Vector3 initialPosition;
private Vector3 initialPositionBall;
private Vector3 MainArmInitialPosition;
private Vector3 SecondaryArmInitialPosition;
private Vector3 SlingArmInitialPosition;
private HingeJoint originalHingeJoint;
public GameObject Ball;
public Button ResetObject;
public Button ReleaseBallButton;


void Start()
    {
        initialPosition = Weight.transform.position;
        
        initialPositionBall = Ball.transform.position;

        originalHingeJoint = Ball.GetComponent<HingeJoint>();

        MainArmInitialPosition = MainArm.transform.position;
        SecondaryArmInitialPosition = SecondaryArm.transform.position;
        SlingArmInitialPosition = SlingArm.transform.position;

        
    }

void Update()
    {
        ResetObject.onClick.AddListener(ResetObject);
        ReleaseBallButton.onClick.AddListener(ReleaseBallOnClick);
    }

void ResetObject()
    {
        Weight.isKinematic=true;

        Weight.transform.position = initialPosition;

        Ball.transform.position = initialPositionBall;

        MainArm.transform.position = MainArmInitialPosition;
        SecondaryArm.transform.position = SecondaryArmInitialPosition;
        SlingArm.transform.position = SlingArmInitialPosition;

        HingeJoint hingeToDestroy = Ball.GetComponent<HingeJoint>();
        if (hingeToDestroy != null)
        {
            Destroy(hingeToDestroy);
        }

        HingeJoint newHingeJoint = Ball.gameObject.AddComponent<HingeJoint>();
        newHingeJoint.connectedBody = SlingArm;
        newHingeJoint.anchor = originalHingeJoint.anchor;
        newHingeJoint.axis = originalHingeJoint.axis;
    }

    void ReleaseBallOnClick()
    {
        HingeJoint hingetoDestroy;
        hingetoDestroy = Ball.GetComponent<HingeJoint>();
        Destroy(hingetoDestroy);
    }
#

If anyone finds a solution to this, could you ping me or DM me as I really need help and am stuck solving this issue since some time!
Thanks!

true stag
# wide thunder Is there a way to immerse the player in water using easyAR, (like in this video)...

Looks to me like the main parts would be accessing the rendered image of the background, since the water does seem to be distorting the images behind it, either with a shader if it does work, I'm not sure if shaders do have access to the background render image or not, or you can use the CPU image method to grab the camera image feed and feed that into a shader that just takes the image and distorts it behind it, I'm not 100% sure but that sounds like terms you'll want to look up how to do at the very least.

true stag
#

Also your task isn't exactly AR specific code, so you may get better help in another general coding place

true stag
austere ember
#

hey i have a specific issue with using a minimap camera on my AR scene can i just ask my questions here ?

slim herald
slim herald
true stag
slim herald
true stag
#

It should be connected it you place the ball back where it will be, and re-enable the hinge joint, I'm not an expert in unity physics components, again this is an AR help channel

slim herald
#

Okay, I'll try that. Also which channel should I put my doubts in if I need to in the future related to my project?

true stag
slim herald
true stag
#

Welcome!

wide thunder
#

I'm sorry if this is a noobish question, but what is the best way to flood the floor in AR with water (like 2 feet)? I don't mean fluid simulators, and it doesn't need to be realistic. Is it like tracking a simple mesh to the ground plane and texturing it with 'water'? Is that how a beginner could do it?

true stag
#

You could check for the lowest plane and then place a plane and color it like water

#

That's the simplest way

#

But it won't have the visual effects like the video showed

obsidian lily
#

I want to add images to XR reference library via an editor script, but I am not able to make a new XR Reference Imnage which I will add to the library. Is there any work around or a proper way of doing this?

true stag
#

An image library is a scriptable object, so you can save it and load it like a file essentially, you should be able to find proper documentation and methods of loading new image libraries at runtime https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@6.0/manual/features/image-tracking.html#create-a-reference-image-library

That being said, this page also has a section detailing how to add images at runtime if the system supports it. https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@6.0/manual/features/image-tracking.html#add-new-reference-images-at-runtime

flint basin
true stag
flint basin
# true stag Can you explain the bug you mean?

It occurred to me that having a ReferenceImageLibrary attached to an AR Tracked Image Manager caused the project to crash on the mobile device. Reason being having at least one image with lower quality (below 300x300) within the Library itself, I reproduced it when I dynamically added images to it. The bug is resolved in AR Foundation 5.1.2

#

I think I can find the issue tracker link

true stag
#

the build crashes or the game crashes?

flint basin
#

Game crashes

true stag
#

Hm, I think I was involved in the fix for it, so hopefully that fixed version is out? Or have we yet to release that version

flint basin
#

It was said that it would release anytime now after the winter break, might be coming next week

true stag
#

I can check to make sure we do have a plan to get that fixed version released

true stag
#

We do continue to have plans to release it soon, I can confirm that

wanton turtle
woeful ice
#

Is there any tools to debug ar applications?

wanton turtle
#

Sure, profiler is a good one, but mobile devices all have logs and performance tools you can use too.

#

You can also debug directly on device in most cases.

woeful ice
flint basin
wanton turtle
#

Comparatively on Apple you could use xcode

wide thunder
#

My skybox does not show up on my device when I'm running the app, but it does show in the scene editor and the game preview. I have the AR camera set to clear flags: skybox and also have the same skybox material in the environment tab. What usually causes this?

wide thunder
#

I know I just asked a question, but if I can add one more: I have a scene with a water surface, but I do not want users to be able to be able to move their devices under the surface and see what's 'underwater' (there's nothing there). How can I prevent them from going below the water?
Thanks!

hybrid perch
wide thunder
hybrid perch
wide thunder
hybrid perch
#

Do it with a inverted sphere, not on the skybox

wide thunder
urban goblet
#

Hello I am trying to integrate pulse oximeters in real time from Arduino using max 30101 hardware sensor and want to know if it's possible to integrate to unity3d. If so can someone help me? goal is to deploy all of this onto Hololens

wanton turtle
urban goblet
#

I'm using ardity

wanton turtle
# urban goblet I'm using ardity

I havent used it, but I'm sure with the appropriate cable it would work fine. I'm not sure there is anything to help you with, it sounds like you are already connected up

#

Skimming the comments though, just keep in mind some people needed to change some of the serial settings to make it work

#

With serial or Bluetooth though you can send any data or strings you want between the devices. So you should be able to just tunnel the data across. I'd avoid things like json just because of the severe arduino memory limitations

wide thunder
#

A couple questions, and sorry if they seem basic but I'm wondering:

  1. Since every tutorial I've seen shows how to do tap and place (but I just want my object to spawn on the ground at the start, unprompted), what steps do I omit in order to get rid of tapping--do I ignore the raycast compoenent, for example? Also, with tap and place, what might cause an object appear far above the surface, despite the fact that the horizontal plane tracking appears to be working?

  2. What is the best way to set up glowing objects for augmented reality? I've tried following videos for URP involving emissive materials, but the effect does not carry through in AR, whatsover. Is luminance/glow not recommended for AR? For context, I'm trying to have objects that glow underwater, and the water is what is being tracked to the ground. The water is partially transparent and is being textured as though it were a night scene, if that makes sense, so that the glow can show through--but it just does not appear glowy. If anyone can weigh in with tips on implementing glowy material for AR, I'd appreciate it.

Thank you!

crystal oar
#

Has anyone else noticed the flickering with arcore image tracking?

#

This was not the case back with 4.2.x but for some reason it's happening even on 4.2.x till 6.x

true stag
true stag
# wide thunder A couple questions, and sorry if they seem basic but I'm wondering: 1) Since ev...
  1. I'm unsure, you would be best off understanding the script first before wondering "what's the least I can do to reproduce only what I need", so I would encourage you to play around or test your ideas! In case, if I understand correctly, all you want to do is raycast as soon as possible downwards, so you could do a manual call to the raycast manager and set an object where it hits, problem with that is depending on the platform, the planes may not even exist right below where the camera starts, and this could cause your method to fail, so again, I encourage you to experiment in learning how planes, raycasting, and object placing works!
    You can find a working example on our https://github.com/Unity-Technologies/arfoundation-samples github

  2. The rendering issues could be because passthrough may destroy or not respect alpha channel readouts on "glowing" objects, you may also need to check the shader or the material settings as well to see if you can get it to glow properly with alpha values fading out.

GitHub

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

crystal oar
warm abyss
crystal oar
#

If I "don't apply the rotation of the tracked image" then this issue doesn't occur

warm abyss
#

Huh, interesting
Does it also happen if you onluy place the 3D object once and dont update it this often?

crystal oar
#

Or just don't update?

warm abyss
#

Yeah this might be because image tracking is a bit wonky.
I'd spawn it once if the image does not move at all, since the object then should be anchored there already

warm abyss
#

Unless you want the image to move as well

crystal oar
crystal oar
warm abyss
#

Otherwise smooth out the position and rotation. Kinda loke smoothdamp

crystal oar
#

I tried to round off the rotations

#

It somewhat helps

warm abyss
crystal oar
#

No I mean if the image is on the table and the user is moving and then again tracking it with the image to it's new position

warm abyss
#

So the image is moving?

leaden peak
#

Heloo there I had a quick question about ARcore
I don't have the ARcore supported phone so would I still be able to create with AR in unity?

warm abyss
leaden peak
#

So the only option is change frameworks? Or looking for new phone?

warm abyss
#

Mostly yeah.
You can test stuff in editor, but testing on an actual device is highly recommended

leaden peak
#

Yes I actually tried every way whole day

#

But I still can't see when I play it on my phone

warm abyss
#

Well yeah, that is what no support means.
Is there something specific you had in mind?

leaden peak
#

I thought downloading a modded ARcore might solve just my assumption

#

Thank you for telling!

warm abyss
#

Sideloading could fix it with varying levels of succes. But the chance of actually working is quite low

crystal oar
leaden peak
#

I see, I will keep that in mind
Also sorry to cut in between the conversation

warm abyss
# crystal oar It could

Maybe check if the distance is over a certain treshhold. If so, move it, otherwise let it stay

crystal oar
#

:/

#

Is it bcs of the poor image tracking model? Or there are other contributing factors?

warm abyss
crystal oar
#

What about arkit? Does arf use the arcore image tracking model when building for iOS?

warm abyss
#

No, for ios it uses ARKit. Usually more stable than ARCore, but that's managed automatically

crystal oar
warm abyss
#

Maybe a different kind of drifting then haha

crystal oar
#

Maybe I'll need to investigate more

#

What's the script tracked image from arf do?

warm abyss
#

Usually if you just place an object somewhere on android with movement it wobbles a bit, and on ios this is a lot less. But maybe that is fixed as well now

#

But I cannopt help much more. For longer discussions also post it on the forums :P

crystal oar
#

Anything after v4.x has very poor image tracking in general forget about drift

warm abyss
#

If you have a proper reproduction case for an issue which is not apparent in older or other tools, file a bug report and m,aybe it will be confirmed and fixed :P

crystal oar
wide thunder
true stag
#

Happy to help! Hope you learn what you wanted to!

wide thunder
#

Is it possible to create the illusion of a twilight or dusk scene in AR during the day? I thought maybe a 360 material on a sphere (lowered transparency) might do something towards this effect, but it definitely looks weird. Someone suggested that camera shaders might be the answer. Can anyone confirm this before I dive into it, and is it even possible to darken the daylight or otherwise superimpose a darker scene onto a daytime environment?

warm abyss
wide thunder
warm abyss
#
  1. Update Unity. There have been many fixes
  2. Check the logs in the console
stray chasm
#

i found the solution.

by deleting that file keystore, i found the solution.

wide thunder
#

Sorry for asking so many questions in here, but something I've had issues with is a little fragment of something red appearing in my build, but I've dug into every part of my scene and there is nothing there. It looks like a compass meter just floating on screen (doesn't follow the camera) Has this been known to happen to anyone, or does it sound like something left behind in my scene, despite my finding nothing that looks like that?

wide thunder
#

And yet one more question: I understand that AR session origin is depracated and we use XR origin now, but why does the AR Core template still come with AR Origin by default? (And I have updated to the newest Unity)

true stag
cosmic stump
#

Hello Guys,
Does anyone building for Vision Pro using Unity? in production .

wanton turtle
cosmic stump
wanton turtle
livid coyote
#

Hello, I have scanned a few engine parts using an ARTEC 3D scanner (the uploaded file is an OBJ file) and would like to put them into the Mesh filter so I am implement and use them in unity. However, it's not working, and I'm getting the following error message:
Could someone tell me how to resolve this problem?

wanton turtle
#

You may need to right click on it and press reimport, just a best guess

craggy arch
#

Hello everyone, I'm new to AR on Unity. I'm trying to understand how the logic works in general. I'm trying to make an AR portal for WebAR using Unity WebGL build. I've seen some videos on YouTube about AR Portal tutorials but all of them was about either android or ios app. I've found this project on gitHub: https://github.com/NaelAwayes/ARFoudation-Portal, this is basically a merged version of two tutorial videos available on YouTube (PirateJustAR's tutorial: https://www.youtube.com/playlist?list=PLKIKuXdn4ZMhwJmPnYI0e7Ixv94ZFPvEP and the Unity Workbench's tut: https://www.youtube.com/watch?v=Ml2UakwRxjk&t=1534s). What would be the initial steps to get this work on webAR? I know it's not possible by default to get build on WebGL without using third party extensions.

This tutorial will teach you the important basics you need to know to start building augmented reality experiences which will run on both iOS and Android.

NOTE TO ANDROID USERS: I've discovered the steps shown in the video don't fully support Android, but never fear! @Conviley has posted a comment with two simple steps that will get everything ...

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wanton turtle
#

Arfoundation isn't going to help you as it doesn't work for web

#

I do have the mindar web arfoundation plugin, but it doesn't work with floor and plane tracking. It's for image recognition, face recognition etc. You could use it, but you'd need to use it with an image tracker.

#

I can't speak to the videos / tutorials, watching those is more time than I can commit. But as long as you work within the confines of the webar framework you are using, you should be able to create a portal if you want.

In this case though I'd probably use aframe.

#

Alternatively yeah, image tracking through unity webar via mindar

craggy arch
#

I see, thank you for the respond @wanton turtle that means a lot!

pallid cape
#

Helloo
I'm trying to breath some life back into this project I worked on a few years ago but the face tracking SDK I used at the time has since been depracated/the company was sold. Does anyone know how I can get face tracking outside of arkit? I don't want to use a phone. The whole idea is to do face filters outside of a mobile device and have it as a webcam/desktop experience.

Basically I need a face mesh on to which I can put a material, onto which I can put a shader and attach objects (as seen in the video here:)

https://www.instagram.com/p/CI8rNzBKFU-/

wide thunder
#

Hi,
I am using a tutorial to implement 'tap to place object' functionality, but I want to modify it so that users can tap anywhere on the screen and have the object appear there, not only on horizontal surfaces. The object is a floating lantern, and so it should be able to be placed in midair and not on the ground, if that makes sense. However, I'd also like to know if it is possible to track depth without needing to place the object on a horizontal surface? Ideally people could place the lanterns further back, as well as in the foreground--but I don't want them to have to spawn on the ground. The tutorial I'm following is this one: https://www.youtube.com/watch?v=pC3146FjNC0

Can someone let me know how I should modify his code in order to do what I've outlined above? Right now it's set to place an object anywhere on a horizontally tracked surface. This is the code below: And thank you so much!

`public class ARRaycastPlace : MonoBehaviour
{

public ARRaycastManager raycastManager;
public GameObject objectToPlace;

public Camera arCamera;

private List<ARRaycastHit> hits = new List<ARRaycastHit>();

void Update()
{
    Ray ray = arCamera.ScreenPointToRay(Input.mousePosition);

    if (Input.GetMouseButton(0))
    {

        if (raycastManager.Raycast(ray, hits, TrackableType.Planes))
        {
            Pose hitPose = hits[0].pose;
            Instantiate(objectToPlace, hitPose.position, hitPose.rotation);
        }
    }
}

}`

using Unity 2021.3.11f1
AR Foundation 4.2.6

For more communication, join the Discord(it's new channel):
https://discord.gg/TH6k8pgTvr

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wanton turtle
wanton turtle
# wide thunder Hi, I am using a tutorial to implement 'tap to place object' functionality, but...

You can try changing it from .Planes to .AllTypes, but I don't think it's likely to hit a lot more. Once you click, it needs to hit something to know where to place it. Otherwise, you'll need to decide how you want it placed and just ignore the raycast completely and just place it X distance in front of you.
https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@5.0/api/UnityEngine.XR.ARSubsystems.TrackableType.html

#

Also, I'd probably move the ray into the if statement for mouse interaction, or it's going to run all the time, even when you don't need it. And I'm not sure if you meant to use .GetMouseButtonDown

#

Not sure if that helps or makes sense.

merry tulip
#

Does anyone know what happened? I'm new at AR and I'm using Vuforia Engine for that

wide thunder
# wanton turtle Also, I'd probably move the ray into the if statement for mouse interaction, or ...

Thank you!! I'm going to try .AllTypes first. I'll let you know how it goes.
On a more concerning note, I discovered that my objects are all spawning in the exact same point, no matter where on the horizontal plane I tap. It seems to be caused by the position animation keyframes on my object, as once I removed the animation the objects spawned where I tapped. It must be that the object position snaps back to the keyframe start. So if I may ask another question, how can I bypass this issue and still keep my animation on the object? Thanks!

livid coyote
#

Could someone tell me how I can get 2 buttons (at the red circled spots)? The buttons should be at the height of the plane.

pallid cape
weary sundial
#

Hello, I'm a unity beginner who recently completed the Essentials Pathway.
And I started the AR pathway.
But I don't have a mobile device that supports ARCore to run and test the scenes. Is there another way?

true stag
true stag
wide thunder
wide thunder
#

How can I stop placing duplicates of the same object with a single tap, and also make sure the objects can't go inside each other? Is this something to do with collider physics? This is the 'tap to place' code I'm using. Thanks in advance!!

`public class ARRaycastPlace : MonoBehaviour
{

public ARRaycastManager raycastManager;
public GameObject objectToPlace;

public Camera arCamera;

private List<ARRaycastHit> hits = new List<ARRaycastHit>();

void Update()
{
    Ray ray = arCamera.ScreenPointToRay(Input.mousePosition);

    if (Input.GetMouseButton(0))
    {

        if (raycastManager.Raycast(ray, hits, TrackableType.Planes))
        {
            Pose hitPose = hits[0].pose;
            Instantiate(objectToPlace, hitPose.position, hitPose.rotation);
        }
    }
}

}`

wanton turtle
#

That way it only checks the moment you press. The current line runs as long as you are pressing.

#

And yeah, I'd probably do a spherecast from the touch point to see if an object already exists in its space. Or on instantiation, check if the colliders overlap

wide thunder
wanton turtle
wide thunder
# wanton turtle You are doing good work and asking the right questions, no worries 🙂 it's a jou...

I really appreciate that, Lloyd! Given I'm new to this, it's been a bit tough to truly understand the code; but this channel has already helped me a great deal.

If I may ask just one more question for now about the code above, how can I change it so that we take the tap to place out of the equation and just have the object appear in the scene, grounded to the horizontal plane as soon as the app launches? Another person here suggested that I raycast downward at the start to instantiate the object, but I am struggling to know what that means. I have researched this quite a bit, but I'm still lost. See, I have one object that should be 'tap to place,' and I have other objects that I want to pop up automatically with no prompting from the user. Is there a way to modify the above code for automatic instantiation?

And thank you so much for all the help you've given me!

quaint ravine
#

In case anyone has issues using AR Foundation or Lightship ARDK with URP , I made a tutorial on that:
https://youtu.be/FLNE_ZwJlYU?si=BGzrRqlcmu9HJmw4

Thanks for watching my journey. I want to build the most exciting AR Experiences including Games, Movies and usefull Apps. My background is mainly in 2D / 3D Animation using Blender and After Effects, but I always loved the idea auf Augmented Reality. Furthemore I liked to code. So in late 2022 I decided to learn Unity and get deeper into AR Sof...

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compact horizon
#

Hi I want you guys know how to build 3D modal?

flint basin
#

Depends on why you're asking

wanton turtle
true stag
#

AR Foundation 5.1.2 should be officially live, hooray!

true stag