#šŸ¤Æā”ƒaugmented-reality

1 messages Ā· Page 4 of 1

compact horizon
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Hey, guys, when I move my mobile phone, my 3D model will also move. Why doesn't my 3D model stick to the image? It seems that it can't stick to the image stably.

warm abyss
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Which device? Which AR packages are used? Which Unity version?

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Which code is used?

crystal hedge
terse coral
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Hello everyone, I am new to vuforia and I would like to know if there is currently an alternative to the UserDefinedTarget because I saw that it has become obsolete. Thank you so much!

lime tundra
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Hello! I'm new to unity. I'm doing a project where translated text is displayed onto AR glasses. Translation part is being developed, my role is to display the translated text, for the time being im using vuforia to display the text. I have successfully displayed the text using text mesh pro, the next step is to automate the process, this is where i am facing difficulties and i have a project review tomorrow and I have been working on this for 3 days, there is no Youtube videos regarding this issue. Any help is appreciated. Thanks in advance. Dm me pls

bleak eagle
lime tundra
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Things I have done: Can display the text that is in the text input.

  • I'm trying to automate this process, as the translation part is not yet ready, I got the code from gpt and I have named the code as ARTextDisplay.
  • I have attached the code (ARTextDisplay) to Text (TMP), it should be below TextMeshPro (Text) component in the Inspector.
  • According to Bard, I should be able to drag Text (TMP) to Ar Text ?? (Under AR Text Display (Script) in the Inspector) and it did not work.
  • And Bard gave me an alternate solution of pasting a code in the script
    arText = GetComponentInChildren<TextMeshProUGUI>();
    which did not work
  • This is my position, I do not know how to move forward, I have searched for several Youtube tutorials and none of them were related to this. Any help is appreciated thank you.
copper socket
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What is Bard? šŸ¤”

lime tundra
copper socket
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Your ArText is type TextMeshProUGUI, but you're trying to drag in the world version of TextMeshPro

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Right, well in that case I'm not interested in dealing with GPT questions.

lime tundra
lime tundra
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I have searched unity tutorials that deal with TextMeshPro but they dont automate

copper socket
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I don't know of any resources.

There's TextMeshPro used for world space and there's TextMeshProUGUI which is used in a UI canvas (either screen or world space canvases). They're not the same type.

Your code is asking for TextMeshProUGUI but the one you've created in your scene is TextMeshPro

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So either

  1. Change your code to use TextMeshPro
  2. Use TextMeshProUGUI in your scene
bleak eagle
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ahh lovely chat-gpt generated code šŸ˜„ confusing for begginers as always

lime tundra
true stag
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Yeah gpt generated code often makes it worse on beginners because even though it doesn't work, the AI doesn't know why it doesn't work, and can cause further problems if the user doesn't know what's wrong.
I would say based on these questions you may need to look up basic unity interaction tutorials, since assigning something to a c# variable in the inspector is a very common task tutorials show showcase, and knowing why you can and can't assign something in the editor inspector is important.

Also of note, the only thing that matters in terms of ordering in the inspector (you seemed to stress about something being BELOW something else) is UI rendering order happens top to bottom of the inspector list in unity, at least by default, you don't need the script to be positioned exactly where it is, but it does make it more convenient to assign the text mesh pro component to the script component variable.

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In this case, like osteel pointed out, it was a type error, where the script was expecting a certain type of variable, and you couldn't drag the text mesh pro in because it wasn't a correct type for that space, so that was why you had to change the type of the variable

olive prairie
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i need help with vision pro. is this the right place? Specifically I am not able to get the Play to Device app to install on my vision pro device (not the simulator).

split widget
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How do you deal with multiple AR platforms and support of non AR in one Project? Looking for some best practice

split widget
wide thunder
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Endless copies of the geometry in my scene are being spawned across the screen when I move my camera around within the app (like in the solitaire end-game animation.) Does anyone know what can cause this?

wanton turtle
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It can also be caused by a bad shader

copper dirge
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Hello . I am attempting to build a geolocation app using AR Core Geospatial. I get this error message.. has anyone encountered this? Any Suggestions/?@

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Cocoa pod install error?//

queen veldt
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Is there a way for Unity Student to get access to Unity Pro features (like Vision Pro development)?

thin magnet
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hello!

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how to fix this whenever I want to test my AR it kept showing like this despite I have XR Origin and AR Session :/

true stag
thin magnet
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ooooo

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amma check

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omg you're right HAHAHAHAHAHA

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I think I'm just sleepy thank you!

true stag
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No problem, good luck developing!

cold dawn
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Hi guys,i am having problems with the ar toolkit,when i try to execute the method at line 54 my game crash for no reason. Can you please help me?

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I want to specify that the game worked until some weeks ago,i don't really know what i changed cause the method to activate ar is always the same

raw star
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By using arRaycastManager.Raycast(screenCenter, hits, TrackableType.AllTypes) cant seem to get string objectName = arHit.trackable.transform.name; of a placed Cube on a plane. The raycast only detects and gets the name of the plane. Any ideas ?

terse coral
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Hello everyone, I am new to vuforia and I would like to know if there is currently an alternative to the UserDefinedTarget because I saw that it has become obsolete. Thank you so much!

split widget
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Yes vuforia has become obsolete

cold dawn
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These are the logs of when the error appears

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And this is the configuration of the scene

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like i said i don't find anything strange

terse coral
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@split widget The vuforia SDK is no longer good to use? Is that what you mean or are you just talking about the UserDefinedTarget which is no longer good?

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@cold dawn What sdk do you use to make augmented reality?

terse coral
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I was told that vuforia has become obsolete, it’s true ?

cold dawn
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i have no idea

terse coral
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Can you make IOS and android apps with AR foundation toolkit?

cold dawn
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I am not sure but i think yes

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and it is super easy (when it works)

terse coral
wanton turtle
# terse coral I was told that vuforia has become obsolete, it’s true ?

I think they would say they are not. However, they are not a practical solution these days unless you need 3D object recognition. There is some history with them price gouging. If you want to use 3D object tracking from them, its now 20k/year.

I wouldn't say obsolete, but I would say they've completely fallen out of favor.

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Having worked with it a lot for clients in the past, I will say it is not a framework you want to use long term in most cases.

terse coral
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@wanton turtle Agree and there are what alternatives to Vuforia for the creation of industrial applications ?

wanton turtle
# cold dawn These are the logs of when the error appears

I cant see what's in the actual method. You might try putting a debug log behind each line and let it crash again. That'll let you narrow it down to the specific command.

It's an internal memory issue, so my guess is you are trying to call a camera or something and it's disconnected at the lower level.

Once you start getting to SIGABRT and related, it's usually a sign it's a Unity bug

cold dawn
wanton turtle
cold dawn
wanton turtle
cold dawn
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i didn't change anything

cold dawn
wanton turtle
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But it could in that case be arkit/ arcore updated and broke its arfoundation connection

cold dawn
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it is always the same,the game crashes when i call that method that enables the camera

wanton turtle
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You could try pulling deeper device logs from the OS. But I doubt its resolvable at the Unity project level

cold dawn
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what do you suggest me to do? cause more that call that function or update packets i have no ideas

wanton turtle
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I'd:

  • try another device
  • see if there is a way to avoid calling that function, if it works once then crashes subsequently you might be able to avoid it
  • you could try a new blank project with AR Foundation and see if it happens there
cold dawn
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I will try to delete the packet of ar and try to reinstall it

split widget
terse coral
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@split widget Do you think that ARCore is a good solution for industrial application ?

split widget
wanton turtle
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Each framework has advantages, limitations and costs.

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None are really perfect unfortunately

slender rune
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Hello, I am new here. Can anyone help me pls? I am currently making AR app about solar system for my final year project and now I only have a very few weeks left. So, I want make when you click on the object, it will display the whole object into one screen, and there will buttons for info, image and videos. I've tried searching the part where it display the whole object but it's not what I want. Can anyone please help me showing how to make it? Thank you. This is a link video where I want it look exactly: https://www.youtube.com/watch?v=25iXhS8vSmM

wanton turtle
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All the VR frameworks should have good tutorials on how to do this

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Not sure what framework you are using

slender rune
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I used Vuforia for my AR app. I just want to make a popup information when click on the object but somehow mine doesn't work

slender rune
wanton turtle
slender rune
slender rune
true stag
slender rune
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Oh, I see then

echo island
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Does anyone have any tips on working with ARMesh? I'm trying to create objects on the ground as the mesh appears around me.

true stag
# echo island Does anyone have any tips on working with ARMesh? I'm trying to create objects o...

You'll want to be careful with meshing as it can quickly heat up your phone and take battery if you leave it on, you may want to use planes instead (as this is also supported more across platforms), but in either case, you will want to use the raycast manager to raycast onto the mesh or plane, place an anchor there, and make your content a child of that anchor gameobject. Hope this helps!

echo island
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If I wanted to dynamically put things on the ground without having the user do it

true stag
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you can simply raycast continually on the ground without the user's input

echo island
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I see, but is that only where they are looking or off to the peripheral as well?

true stag
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you can have multiple angles, you have no guarantee where the ground is so you'll need to try in a wider area and poll your results and interpret what you get back from your method

echo island
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Thanks. I'll take a look at the raycast manager!

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I was surprised I wasn't able to easily just get world coordinates of the vertexes of the mesh

pearl cloud
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Does anyone have experience using MediaPipe plugin, I have some question related to detecting motion and how to approach this

errant kayak
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Hey when i deploy template project with apple pro vision i get this? I'm wondering if this is due to having a trial version of unity pro? I have never had anything like this happen before with unity, ive had oculus headsets all the way back to the samsung gear vr seems super odd

wanton turtle
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Unity puts trial watermarks in. First time seeing one there though... sad but not surprising. They really want people paying for vision pro licenses

stray lion
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which library would i use to develop XR for quest 3?

dusky pendant
night quartz
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i'm trying to build and run an arcore project and it won't recognize my tablet even tough windows does, plus the APK is not where i told it to save to

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what do i do

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and how can i just build without running

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nevermind i found the build option, it's only in Build Settings for some reason

true stag
true stag
karmic crow
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Hey y'all, I'm trying to build the sample Vision OS template app on my Vision pro. It compiles, and I get an xcode project, but when I try to build to device, it seems like I'm missing some files. Anyone experience this, or know what's up?

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I'm using apple silicon m1 chip as well.

tribal cloak
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Hey I’m new. I am studying Swift and SwiftUI for Apple Vision but I decided mess with unity to have one cross platform tool. Sooo is C sharp required for AR and VR Unity? Is there something else I can use besides it?

wanton turtle
random ermine
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Hi everybody!

I“m very new using unity, but I was able to create an AR app for android, it is a simple app that uses image tracker to show the video. My problem is that I want to create it to use it on my personal iOS device, but I“m not sure if that it is possible by only switching platform, since I tried it and when trying to test it on Xcode I received a lot of errors. Can somebody give my a guidance on this? I'm using windows

karmic crow
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@wanton turtle , did you manage to the the unity template working on the vision pro?

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Also, hi guys!

karmic crow
random ermine
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Is it better if I try to create it on web? What would you recommend?

karmic crow
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I recommend not to use vuforia, but I don't know what your requirements are. I don't think ARCore or ARKit has QR code tracking so you might be out of luck. If you can, search to see if they do, and if they do, you can use ARFoundation which is a crossplatform unity library that is a wrapper around arcore/arkit

random ermine
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Thank you! I’ll give it a shot!

tribal cloak
wanton turtle
cunning aspen
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Why does it seems like the AR Sample scene detects planes better than my Scene with the same components? Is there some way to improve it?

true stag
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Do you mean the simulation scene?

karmic crow
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@true stag , did you by any chance get to see my post above about building the Vision OS template to the vision pro?

true stag
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Unfortunately I don't test with Mac stuff, so I don't know the process of building that

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Has someone made a tutorial?

karmic crow
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This is all the documentation I've really found on it

cunning aspen
true stag
true stag
austere walrus
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Quick question that might be stupid. Currently using the meta all in one sdk and finding the documentation/resources for it to be not as vr beginner friendly as I'd like. Would it be worth it to swap over to unity xr or is there just as steep of a learning curve to it? Using Quest 3 for a mixed reality project that will involve local multi-player in the future. All pretty basic interactions/features in it besides that, its meant to be an add on mechanic and not a full game for the escape room company I work for.

livid coyote
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I am currently building an AR application and I have the problem that my assembly prefab does not appear 0.2 meters to the right of my marker as specified in the code. The assembly prefab appears on the marker... Does anyone know what I can do to make the assembly appear 0.2 meters to the right of the marker? The "Place Prefab Near Marker" Script is giving the positioning of the Assembly prefab. The Code of the "Place Prefab Near Marker" Script is as follows:

true stag
wanton turtle
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That said, the XR Interaction Toolkit is far from commercial releases ready, you'll find you need to rework a lot of it to meet proper VR design. It's just a toolkit you need to rework to make releasable. For example even the teleport doesn't fade to black, isn't really customizable, missing composting between scenes etc. All the important parts you want in an actual consumer release.

And OpenXR has some limitations you need to work around, such as not always knowing what headset is being used through say SteamVR, and not being able to show controllers for platforms etc.

But it's a lot better than supporting only one headset.

austere walrus
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That's a good point. From what it seems like, the quest 3 is the best option for mixed reality but that might not always be the case. I'll probably set up an openxr project and compare, its just hard to tell if the meta documentation is just way beyond my skill set or if they made it overly complicated. I found myself even reading documentation for v64 when the most recent release on the unity store is v60 so there's a feeling like no matter what I pick, I'm always going to be behind haha

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Thanks for the response

pliant sentinel
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hello there im very new and i have no experience or skills to create an ar app, is it possible for me to make one ?

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my idea is to create an app that allows users to scan a qr code that is placed next to objects in museums that give additional information in a form of video, 3d popups ect. is this something possible for a person with 0 experience ?

random ermine
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Hi again!

I’m trying to create an AR app for iOS, but when trying to build on Xcode I receive the error: signing for "unity-iphone" requires development team in the signing & capabilities editor.
The thing is that the team is already selected (personal) I already clean the build folder... (I'm starting on this, so I don't know if I should do something more than just signing with my appleID on Xcode)

random ermine
livid coyote
livid coyote
true stag
livid coyote
true stag
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my theory is that the object you're trying to shift over is tracking the image, and therefore is having it's position constantly set, so you need to make something a child of that object

true stag
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that looks correct if Origin is having it's position set to the tracked image location

livid coyote
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Is still not working...

livid coyote
jolly lance
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Hi Everyone. Anyone here an expert in Unity Mars? I'm having some trouble getting my objects to spawn on the floor. Can anyone help?

wide thunder
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Wondering if anyone has encountered and been able to find a solution to the issue of AR plane spawning infinitely? As in, move the camera and see a new AR plane every frame or so (it's like the Solitaire end-game). I was told 'set clear flags to solid color,' which it is already. I've been stumped for 2 weeks now😬 Also this only happens when I set up XR origin manually, it does not happen with the AR Core template. But I've replicated everything to the last detail and still have the problem.

true stag
tribal cloak
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Soooo do I do Unity Essentials then VR Development on Unity learn site? I don't know if the VR Pathway teaches the essentials also

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Do the site also cover Csharp since I am a little rusty?

livid coyote
true stag
true stag
livid coyote
true stag
livid coyote
true stag
livid coyote
true stag
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Does your assembly prefab not track the image?

livid coyote
true stag
# livid coyote As far as I know, the ARTracked Image Manager script is responsible for recogniz...

I would suggest you take a look at the samples image tracking scenes to figure this out, your script is placing the object down but nothing on the prefab is tracking the image so if your image moves it won't track with it. When I said place the assembly under an object and move that object, I mean make your prefab include a parent object embedded in it that's the main origin of it, and then you can move the assembly game object over inside that object's relative child space, so that you're placing the origin and not losing the offset if anything else is moving the base of the prefab. Just having an arbitrary object called "origin", that's already in the scene, that you instantiate the prefab under won't fix this issue.

pliant sentinel
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Is there anyone that is willing to help me with an ar project I have ?

wanton turtle
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But you should start with !learn

fossil pierBOT
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:teacher: Unity Learn ↗

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

wanton turtle
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QR codes for AR / museums is really available as any example. Although I prefer to use web frameworks for those (so people don't need to install an app) and use the QR to direct them to the website in case they use a normal camera.

pliant sentinel
pliant sentinel
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With video , sounds , text or even 3D textures

fossil pierBOT
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:teacher: Unity Learn ↗

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

pliant sentinel
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!learn

fossil pierBOT
#

:teacher: Unity Learn ↗

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

wanton turtle
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You probably want to start with image targets, ar foundation, UI's and playing videos and sound

wanton turtle
true stag
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We can't tell you how to make a game here, that would take a bit more detail and length than one could reasonably ask, but I would say learning unity first is a good start, because the AR package builds on top of that tool set, trying to learn both AR Foundation and unity at the same time will only give you much slower progress, learning unity may also help you define what kind of ideas you want to flesh out

wanton turtle
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I definitely agree, unity learn has come a long way, and can definitely get you what you need šŸ™‚

livid coyote
cunning aspen
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Hi! How could I get around spawning a prefab over a scanned QR?

I mean any QR that I scan, not one saved in an image library

wanton turtle
cunning aspen
wanton turtle
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Spawning the prefab at that location is a different problem.

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The QR changes, so it won't scan for image tracking. So, use the logo space for it which can be consistent, or one of the corners etc.

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ARFoundation has quite a few limitations in practice, dynamic QR is definitely one of them.

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However if you have a platform, you can generate the QR image and download it via the app.

cunning aspen
wanton turtle
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Usually when I need to dynamically manage a large number of vendorized experiences in a single app.

true stag
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Good luck on that project!

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That sounds cool

pliant sentinel
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ive been following guides step by step

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each time i get a new error

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this once appeared when i tried to patch and run

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how am i supposed to delete that folder when the project 7 is the one im currently working ?

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im losing my mind

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cant even recreate the smallest task

hybrid perch
pliant sentinel
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IDK

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i want to patch and run

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to see if what i was copying from a youtube video works

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yesterday i was literally following this guy's guide , did exactly everything and no cube was visible

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Only a RANDOM red line

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am i really that dumb

hybrid perch
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Just try building to a different folder? And preferably one without spaces or special symbols since android builds can be fussy

pliant sentinel
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how ?

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i just want to test if it works

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so if i build with a different name and fodler can i patch and run ?

hybrid perch
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Maybe

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But you can't patch and run before you have a functional build

pliant sentinel
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i really need help i dont know what im doing

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if anyone has the time and wants to explains a few basic things to me my dms are open i can vc, screenshare anything

pliant sentinel
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patch and run isnt there to test before building or did i get that also completely wrong

hybrid perch
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Build and run is what you want to use

pliant sentinel
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what is patch and run used for

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the guy on that video used patch and run

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ok it runs

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it doesnt work

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measured the piece of paper with ruler, drew a cross so its not totally blank and its easier to be recognized , took high quality picture followed step by step a guide for the simplest thing to do and it still doesnt work

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a simple cube and its not appearing , didnt even add animations

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7 days still havent figred this out

unkempt steeple
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can I ask somehing related to AR here? (if not, pls tell me where I shoud go)

I was triyng to add AR Raycast Manager to XR Origin in my project, but it did not appeared. Anyone knows how to fix this?

pictures attached below (left: in my issue case, right: newly created project)

my environment:

  • Unity 2022.3.4f1
  • Windows 11
  • URP
  • Packages: AR Foundation 5.0.7, ARCore XR Plugin 5.0.7, Core RP Library 14.0.8
wanton turtle
# pliant sentinel it doesnt work

I'm sure you know this, but not all devices are supported by ARFoundation. You should be able to read the debug log from the device to see if there is an error

pliant sentinel
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IT WORKED

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look what i made

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does anyone know how to add instead of the cube, sphere ect shapes to add a complex one or perhaps how to import a 3d object that is premade and place it in unity

pliant sentinel
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excuse the mess 🄺

true stag
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I think we updated some of the structure and components of the AR origin prefab, so some older tutorials may be slightly incorrect, the AR Foundation Samples git has the correct origin prefab

pliant sentinel
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what is prefab

true stag
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prefab is a game object setup that's been stored as an asset

slender rune
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i have issue developing my project. before this, all of my buttons perfectly fine, functional. but now i got this error

CommandInvokationFailure: Unity Remote requirements check failed
C:\Program Files\Unity\Hub\Editor\2022.3.14f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\platform-tools\adb.exe forward tcp:7201 tcp:7201

and now some of my buttons arent functional. I even have tried to create new buttons bcs I thought the old one is corrupted but even the new buttons isn't working... can anyone help me to fix this issue? i have no issue about this before but i'm not sure why it's happening now...

slender rune
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so, the error is now gone after I change the Device under Unity Remote in Project settings, from Any Android Device to None. but it still not change anything. some buttons still not working. it's just in one scene, i've made new scene to test the button and it's perfectly working fine. i don't want to make another one because I have done so many things in there and it felt wasting time to redo

true stag
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This doesn't sound like a problem related to AR Foundation, is there any additional information you can provide that may point out what AR Foundation could be causing?

pliant sentinel
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@true stag will it be possible for me to create an ar application (with 0 experience)that allows you to scan an object in a museum and give you a 3D representation of it or give additional information ect ?

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It’s for a school project and I really need to know if I should invest more time or not . As I said I have 0 experience and even trying to follow YouTube tutorials gets quite challenging sometimes

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For example I want to create a boat museum vr application , it doesn’t have to be super detailed and perfect, for example scanning an irl boat at the museum gives you additional information in a form of a video pop up ect

true stag
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I'm not able to give exact ideas on creating specific AR applications in terms of "how difficult", but if you've never touched unity before, and you want to create an AR app like that in say, a month? You may be better off getting someone to make it for you. Note that "scanning objects" sounds like object tracking, and only ARKit supports this, image tracking is supported on both ARCore (android) and ARKit (apple) however

pliant sentinel
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Or scanning a picture of a boat gives you a 3D reference of it in real size

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How costly could that be ?

true stag
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Cost would be entirely based on who you ask

pliant sentinel
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I really don’t know who to ask or if I should even hire someone else

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I’m a student I have a tight budget but since you are saying it’s not going to be easy I might have to consider it…

true stag
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well, it's possibly easy for those who have experience with Unity and AR Foundation, but learning all the basics of both at the same time and wanting to make a working app for school use may be challenging for a completely new start

pliant sentinel
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My professor said it’s going to be easy šŸ’€

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How much time would it take for an experienced developer to create such an application ?

true stag
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I don't think I'm qualified to make any estimates in my position, but others here are welcome to speculate!

wanton turtle
# pliant sentinel How much time would it take for an experienced developer to create such an appli...

It depends on the company... for one our size it would be a few hours plus store submission and story writing. But we have voice actors, modelers, animators and XR templates on hand and this would be a bit too small for us.

I'd expect a third party contractor to probably need a week. Less if you already have 3D models and such. And assuming it's easy to put the plan together.

I also mentor local XR devs through a mentorship program, and would probably just walk them through how to make this in the one-on-ones (suggesting you should seek a local mentor)

crystal barn
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Hi, can any one help me with this issue. Im trying to make an ar project with Google ARcore and LightShip and I cant get the camera to use the androids camera it just shows the scene editors camera like:

slender rune
slender rune
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it telling me the buttons has pressed, so it means it still working but when i clicked on it, the buttons didnt display any panel that link with it

warm abyss
slender rune
livid coyote
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Could someone tell me how to get the normal color of those objects (everything is pink). I have downloaded MRTK 2 and imported the HandInteractionExample.

warm abyss
maiden crystal
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Hello! Im having an issue where my app which is using AR Foundation doesn't work anymore on Mac Catalyst after upgrading the AR Foundation version to the latest version, during the debugging it gives me the following error, ive tried with different xcode versions but nothing works, i cannot start the app

true stag
copper dirge
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Hi. I was hoping someone could help me out. I’m trying to build an AR app, when I build to android I get the Black Screen Problem.
Has anyone else come across this? Any help would be greatly appreciated.

maiden crystal
true stag
true stag
wide thunder
#

Why am I seeing this instead of my scene? I have a very basic AR scene with a cube in front of the camera, but this is all I see on loading: (no errors appear to be logged)

warm abyss
balmy basalt
#

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...

ā–¶ Play video
#

do you have depth ai smartphone

#

to handle things like things on the video

shut narwhal
#

like what was the main problem

pliant sentinel
#

Help you with what

wide thunder
# warm abyss Which render pipeline and unity version? OpenGLES? Any special project setup? A...

Sorry for my lack of details

v. 2023.2.3 f1
URP template
Nothing special, just bare bones AR session and XR origin w/plane manager and raycast manager, as well as a cube in front of AR camera (this was just to test an error I was having where geometry spawned infinitely all over the screen whenever I moved the camera. I notice it only happens with the URP template when I set up AR functionality, and not when I use the AR template to start with.

On another note, I started with the URP template because I found that when I used the AR template and then implemented URP on my own, some of my URP textures appear 'glowed out' when I turn on depth and opaque texture on my renderer. But with the URP template, it looks perfect. I just can't seem to do both successfully, and that's kind of what this trail of breadcrumbs led me to experiment and then find other errors I wasn't having before.

warm abyss
#

And disable HDR and HDR post processing

wide thunder
crystal hedge
tender field
#

Hi, im Zul. Im a student in Multimedia. I have a final year project coming up, the project given to me was to develop a clothing shopping app on android, where I can use the app to browse clothes, and implement an AR clothing try-on. So im really new to all this AR and Unity itself, i don't really know where to start, it would help me a lot if anyone can help me / guide / let me know where I can learn online and where to start from

shut narwhal
# pliant sentinel Help you with what

Image tracking, I saw you post above where it didnt work even you tried a lot of stuff.
I also followed a tutorial and cant get it to work. If you could tell me what was the main problem for you it would be appritiated. Thanks.

pliant sentinel
#

make sure when scanning the image

#

to give it a while

#

scan it from up close and wait for a couple of seconds

#

in my case the problem was that i was scanning the image from further away as i thought that the dimensions i inserted had to match the scanning process. (example, the image i was tracking was 10cmx15cm, so i thought that when scanning it had to appear in real time as 10cm so i was placing it far away)

#

i abandoned my project since i have 0 experience and nobody here actually helped. Its like a reddit page, people are going to correct you on ur mistakes to prove knowledge but wont help you in a meaningful way 😦 @shut narwhal

#

but i dont blame them, they probably are all busy and correcting mistakes is simpler i guess rather than explaining in detail

true stag
echo kindle
#

trying out the new meta all in one sdk and passthrough just shows black. any suggestions?

warm abyss
shut narwhal
#

When I compile to start at AR scene my tracking works somewhat and AR planes are being created. I created a menu scene which has a few buttons that load different scenes, they are test scenes for me to test AR.
But when I load those scenes from menu instead of open by default AR planes and tracking is not working properly for some reason. Unity AR sample scene does work and image detection as well but something isnt working.
Any idea why?

#

heres one of the scenes that doesnt work, if I just built for this scene I see the axis cross. If I build to open menu scene and load from there I see nothing.

#

pls help if you know something

mystic cobalt
#

HoloLens 2 Spatial Awareness

wide thunder
#

How can I get started with sky segmentation? Sort of like this video: https://www.youtube.com/shorts/sxJNA_gJeaI
I want to replace the sky with a night-scene and stars, in AR. I don't see any tutorials for it online. Perhaps it goes by a different name other than sky segmentation? All I see are tutorials about skyboxes. I'd love suggestions on what setup to use if I want to achieve this sky replacement effect (and I understand it may involve 3rd party softwares)

weary sundial
#

Hello everyone! I'm a beginner at Unity. Very recently finished the Essentials pathway and learning junior developer and AR pathways.
I want advice with the following question I have regarding AR development,
I have a Windows 11 laptop which I plan to use for all my Unity projects. But my current phone doesn't support ARCore. and My budget is not enough to buy a supported device.
My sister told me she'll give me her iPhone 13 and a few years back, My cousin gifted me his 2013-late Macbook. I was happy at first but Now i realize that XCode 13 only supports ios15 and the Mac cannot install the Xcode which supports ios17.

Do I have an option to use the iPhone with windows lap for a Unity AR development journey? Or Should I hold on to some other projects (VR?) until I get an ARCore-supported phone?

Your opinion/answer is much appreciated.

true stag
# wide thunder How can I get started with sky segmentation? Sort of like this video: https://ww...

my best first-guess is it's a very large plane with a screen-space texture that then has fading edges, and it's positioned high in the air above the user, and then the depth occlusion is making it so it covers stuff properly, making it look like it's replacing the sky, assuming the depth API is properly setting the sky as a very far object and not occluding it, or perhaps they have a cutoff or max distance the occlusion will effect. It looks like a very easy setup based on the scene they show, as it's almost entirely an open sky with little overlapping it. But this is all implementation details, I wouldn't know down to the last line of code

true stag
weary sundial
#

I see. Thanks for the reply

flint basin
#

I am currently facing a problem of which I couldn't find a straightforward answer online; I am trying to restart a scene (simply by SceneManager.LoadScene()) and getting the following errors.
In this scene, I am having an AR Session, XR Origin and AR Tracked Image Manager, together with a custom script tracking my objects.
How do I properly reset the Session?

true stag
flint basin
true stag
#

And these happen when you load in the scene? is there anything that's not being destroyed on load, perhaps?

true stag
austere walrus
#

So I have a project using the meta all in one sdk version 62, unity version 2023.3. I have had success getting a mixed reality project to run on version 60 which then broke for reasons I'm unsure of when I upgraded to 62. Made a new project to test out the changes in 62 and I am now facing a new problem with my visuals being completely black with no passthrough nor the test cube being visible. Hand menu buttons still show as well as the unity logo in the beginning, so seemingly no issues with building to device. Have tried multiple camera rigs, including the built in building block prefabs that are available. Has anyone faced this issue?

#

Passthrough layer is in and enabled inside the camera rig, all settings match to when I had it working so not sure what changed exactly

flint basin
#

I have read about subsystems of which I weren't aware of, so as of now, I am trying that

flint basin
# flint basin

I managed to resolve only this one error by adding the following lines between the reset and reload:

LoaderUtility.Deinitialize();
LoaderUtility.Initialize();

true stag
#

Does load scene not synchronously activate while the unload is still happening? I'm not sure if that could be causing an issue.

flint basin
silk fog
#

Unity messed up on the latest PolySpatial 1.1.4 - the video player doesn't work correctly, seems to mess up on sound, even tried to use the Component and Unity Video Player, can get it playing, but audio doesn't work. Also tested the Balloon sample, no sound on the ballon pops either, so this latests 2022.3.19 & 20 with PolySpatial 1.1.4 has broken the audio, that is not good, I spent the day getting things working up through 2022.3.18f1 and PolySpatial 1.0.3 - the previous Poly Spatial player on 0.6.3 with previous unity versions also works for the video playback and sound

shut narwhal
#

any idea how to use this, I tried putting material from image effect in there and it did nothing, just black screen

#

cant find documentation for how to create custom material or examples

true stag
#

based on the c# code it looks like it is doing some setup with the material and setting some matrices and shaders, but it does look like it's rendering using that material, or attempting to if the material can be used to render the AR Background

halcyon sable
#

Hello everyone! I am creating an AR app using vuforia in unity. For now the app can render the ar object on a image target, however the ar object is set up parallel to the image target so when i tilt my phone perpendicular to the image target, the tracking disappears and so does my model. Any ideas how to tackle this?

wide thunder
true stag
compact horizon
#

Hey guys how to running Ar program in TV?

crystal hedge
#

I finally finished the trailer for my game, and was able to submit it for review to app lab. It feels so good to have taken it from an idea to here: https://www.youtube.com/watch?v=4a35RC_xLpg

Looking for reality based trigger time, that incorporates your home in the experience?

Augmented Defender is grounded in the real world, for the most immersive XR weapon handling experience available. Once you have the basics down, add stress to the experience by trying to hold off a zombie hoard, trying to invade your home.

Stay up to date:
...

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mystic cobalt
#

Does anyone know why does my HoloLens 2 app run like an edge tab ? Instead of being in the game when building, a window opens and shows a black screen. I have been looking for a solution for hours now.

frosty jacinth
#

Any one know how to make AR without image taracking?

#

i made this with vuforia but it aint working

grizzled lichen
#

Guys do you know how can i stick the prefab with the given image

grizzled lichen
frosty jacinth
#

idc as long as the AR works for me thats fine :(

#

i just need the AR part for a uni project

grizzled lichen
frosty jacinth
grizzled lichen
#

this is ur 1st time working with vuforia or you work with that on daily basis

frosty jacinth
#

aha youre doing the image trackking methord im doing just ground tracking

frosty jacinth
grizzled lichen
frosty jacinth
#

i regret adding this part to the project

grizzled lichen
grizzled lichen
frosty jacinth
#

;-; too much work

grizzled lichen
frosty jacinth
#

wait ddo u have the project file for it ?

grizzled lichen
#

for what?

#

Do you know anyone here who is experienced in Ar

frosty jacinth
frosty jacinth
grizzled lichen
frosty jacinth
#

most of the stuff are so oldd

grizzled lichen
#

Yeah same

frosty jacinth
grizzled lichen
frosty jacinth
#

welp

#

NP !

scenic osprey
#

Hey people! I'm using Scene Color node in shader graph in order to distort whatever is behind an object, but I don't know how to get it to also take into account Quest 3's passthrough layer/background. I just get the sky color. Any ideas?

manic wolf
#

Hey Guys! I'm new to Unity and AR stuff. I want to develop an AR Object detection. I want to train a model for this but I don't know if Unity supports other YOLO versions other than Tiny YOLO v2?

warm abyss
#

Sadly nothing you can do there

warm abyss
pearl tiger
grizzled lichen
#

Do anyone here could tell me is vuforia is still valid ?

warm abyss
#

Why wouldn't it be?
Doesnt have the most features I think, but it works

frosty jacinth
#

do u have tutorials on vuforia tho ?

wanton turtle
# grizzled lichen Do anyone here could tell me is vuforia is still valid ?

They have a 20k/yr license now for 3D object detection.

All other features are pretty much free, but also free in ARFoundation anyway, so it gets skipped a lot.

Their support has gone way down, with support forums unanswered. And upgrading vuforia projects is always a pain as they completely change their SDK between minor versions - making you incrementally update / patch / update / patch etc.

When Android went 64bit only, they didn't update any old SDKs. So everyone had a mad scramble to rewrite or painfully update. They also did some price gouging that left a lot of people unhappy. And they made the genius decision to do those two things at the same time causing an exodus.

Anyway, it is there. Some people use it. But it's kind of out of favor (in my personal opinion)

#

There is also an OpenCV for ARFoundation which would be platform agnostic. I haven't tested it though.

#

EasyAR was also awesome for a while but now quite broken. Wikitude shut down I believe. Haven't used MaxST in a while. And 8th wall abandoned their unity plugin for their web platform.

frosty jacinth
grizzled lichen
pearl tiger
#

No, I don't. I only have AR Foundation tutorials for now.

pearl tiger
wanton turtle
# frosty jacinth aha I used ARFoundation with ARCore but it dosent support many devices right ?

Yeah, don't get me wrong, I don't like ARFoundation... I think it was built far too late, they missed a big opportunity to add something to run on all devices, and for a long time all it was, was a less functional version of arcore and arkit mixed together. It's finally getting some kind of usable but it's about 10 years late to the table. Anyway, I digress. But for all it's faults, at least it isn't vuforia

frosty jacinth
#

I switcched mine to vuforia

wanton turtle
#

For image tracking though, vuforia is free, and has some really good reliable fallbacks. On the surface, it'll use arkit or arcore if it's on the phone - meaning it's just as reliable as arfoundation. But at least it can do something for older devices.

frosty jacinth
manic wolf
wanton turtle
#

They probably used arkit (free apple only) or vuforia (20k license/yr) 3d object recognition.

#

You could maybe do it via image tracker but you'd need to think through where it's facing and move the object to plane tracking after

#

But just ask the person who made it. I'm not a big arfoundation fan, but you may be able to put something together there.

true stag
#

Sorry didn't mean to repeat help, haha, glad someone else had a similar examination

idle chasm
#

so unity nor unreal engine have these capabilities yet?

manic wolf
#

ARCore doesn't have this capabilities?

true stag
#

yes, arcore (maintained by google) does not support object tracking, but it does support image tracking, you would need to find someone that makes something that can do object tracking on arcore if you really needed it to track objects on arcore

wanton turtle
#

afaik, pretty much all AR frameworks (except AR Core) have some kind of 3D object tracking (even OpenCV). But because ARFoundation is more or less tied to ARCore/ARkit, it won't work for you on android out of the box.... You may get lucky and find an ARFoundation plugin on your framework of choice. But in my experience those are always problematic

#

EasyAR, OpenCV, Vuforia, Wikitude (now defunct?), MaxST, etc. They all have some kind of object tracking.

frosty jacinth
#

Only these files

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idk how to import it to unity

manic wolf
#

Hey guys, I have this object detection application. It draw a bounding box on the detectected image. But I want to modify my application so that instead of the bounding box it display a text right above the detected object like in the attached gif. How can I achieve this? I'm not familiar with Unity and AR stuff so I'm struggling with this. If anyone have idea please help me with this.

warm abyss
manic wolf
#

I'll look up some tutorials about it and try it.

wide thunder
#

Edit: Turned out I had downloaded an asset package with some bad scripts in it, even though I didn't use those scripts in the project.
My AR app won't build, and I can't figure out why. The process just cuts out at 'importing assets' and goes no further. My build folder is empty. I see this in the console:

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@5.1.1/Editor/Simulation/XREnvironmentViewManager.cs:169)

balmy basalt
#

which unity version are you using

fluid grail
#

Hey all, we're trying to playback an 8k video in VisionPro as a texture, but are running into major vram issues. Any tips or tricks on how we can manage this? Would bink be a good alternative?

nimble fossil
fluid grail
#

~10gigs

nimble fossil
# fluid grail ~10gigs

You could try to stream it instead of fully load on the device. But besides that, reduce the filesize somehow. That just sounds to huge for the visionPro to be capable of

fluid grail
#

Streaming breaks the process since it needs to convert it to a texture.

#

We run out of memory instantly

nimble fossil
#

Then lower the filesize. 10gig of video sounds too much for most devices

nimble fossil
warm abyss
candid token
#

heyy

#

i need help with a project

#

how can i add hand tracking in unity for a Google Carboard VR project

#

how can i make AN AR Andorid app to work with Cardboard VR

warm abyss
manic wolf
fluid grail
warm abyss
wanton turtle
#

I second that statement

delicate aurora
#

hello, using ar foundation how to restart AR session?

true stag
#

I believe there's an actual ARSession.Restart function that should work?

sick wraith
#

do you find the solution to this

nimble fossil
#

Testing reference images on a screen is always a bit buggy. Better print one out and reuse it on other projects, but have it physical. Also be sure, its 100% flat, no bending (same goes for curved screens). @sick wraith Just mention you here so you get the answer, too.

long glacier
#

Is it possible to build a WebGL AR app? Googling, all my results are use Zappar SDK to do it. Can AR Foundation not do this out of the box?

nimble fossil
long glacier
#

Camera Passthru on mobile phones is the biggest feature I need with webGL

nimble fossil
true stag
#

AR Foundation does not support Web XR, that's currently up to third parties to work out

wanton turtle
#

No benefit in having a giant engine between you and aframe if you can just go straight to aframe - learning and all that aside.

#

Although mindar does have a webgl unity plugin.

nimble fossil
#

The problem still is the setting up of things in aframe and other frameworks. The editor of Unity is just a great authoring tool to export a set up scene and continue adding interaction on the js side

wanton turtle
#

I use a different paid plugin, but this one looks promising

#

Minus the reviews šŸ˜„

#

But seriously, setting it up with mindar is usually only one or two lines of code. It isn't much.

magic fiber
#

How do I access to HoloLens2 disk storage?

long glacier
nimble fossil
long glacier
plain hull
#

Hey guys, is there anyway to take furniture in your room that the quest scans and have a model in unity be able to walk around it?

fresh mauve
#

Hello guys,
I have a question that I tried to google but didn't found a solution.
I am creating an AR app where when an image is detected, a button appears. Pressing it, a 360 photo (sphere) appears. I would like to make that sphere to follow the device in the 3D space and not stay in place when is activated. Parenting it to XR Origin of Camera offset didn't work.
Is there any other solution that you may know off?
Thank you in advance.

  • Unity 2022.3.20f1
true stag
#

XR origin doesn't move normally, it's considered the origin of the session, did you mean that you parented it to the camera offset? Maybe try parenting it to the camera object directly? Or if that fails, you can grab the position of the camera via the inputs it's using to move itself with tracked device pose, and move your object to follow that position (it may be in relative space to the xr origin, so keep that in mind)

fresh mauve
true stag
#

You should be able to examine the way the camera moves via checking out how the TrackedPoseDriver works, if the first method rotates the sphere, you could always add a behavior that makes it so the rotation of the sphere can't change, but the position can, as in, every frame set the global rotation to a predetermined value, and the parent will decide the location.

dark venture
#

Hey there! I'm using unity for the first time and am trying to create an AR project using Google's ARCore and Cesium. I followed this tutorial https://www.youtube.com/watch?v=MDcyG9MAMAo but am having issues running the android app.
After installing the APK on my android device, I open it and find a black screen with a message after the initial Unity loading screen. The message goes along the lines of "AR in the real world.... Get Started"

When I click on Get Started, the app crashes. I've spent hours debugging this and am still unsure as to why this is happening. Any help would be greatly appreciated. Thank you!

warm abyss
dark venture
#

It seemed to be a version issue, I managed to fix it. Thank you

true stag
#

Thanks Dev Dunk and good luck Sacred!

shell python
warped sail
true stag
#

ARFoundation does not have this feature if I recall, though yes I think google's arcore does have this feature, I think there is tutorials about how to hook into arcore's features directly somewhere.

zenith edge
#

Hey there! I've been developing a Mixed Reality simulator on the Quest 3 using the Unity Game Engine and Meta All In One SDK, and I want to connect the FlySky RC controller to give input to a digital twin of my robot inside the XR headset simulator. Any thoughts or advice for this process or who I should talk to?

I'm currently looking into something like this to plug into the headset after I build my project into the Quest 3 but I don't know where to start in terms of developing this or if this will work at all.

wanton turtle
zenith edge
#

Yeah we're trying with a wireless Rx to usb module first. Do you know what this might look like in... Code? I understand the physical component of it but if it requires some kind of backend coding or wtv to map controls to a new microcontroller, I don't know where to start

wanton turtle
# zenith edge Yeah we're trying with a wireless Rx to usb module first. Do you know what this ...

Well, I have an advantage, as I used to write and teach on robotics and IoT before the VR days...

But yeah, let's say you go with
Quest > bt > Arduino > Device

You'll need to do all the coding on the Arduino itself. It's pretty straight forward, and most things have a library. The RC probably has an arduino library of some kind already.

You'll then need to write some code for the Bluetooth- it's just raw serial data. Don't go all json on it, it has limited memory. So a (2byte) command is probably all you need.

You'll then need to write it on the Unity side.

But it isn't as complex as it sounds once you know the pieces. Once everything is Bluetooth connected, you send a serial command via Unity (I.e. 0x01 & 0x50). The arduino receives it (I.e. 0x01 & 0x50). You would have mapped that in arduino so 0x01 means forward, and 0x50 is how much throttle.

Lastly the arduino pins will likely be mapped to the analog pins - so you just pinMode(A0, 1023 * speed).

The whole arduino side should only be about 20 lines of code.

The Unity side to send the Bluetooth info should also be about 10 lines of code.

The one exception is if it times out or loses control, you probably want to slowly amp down the motors to glide to a stop.

#

The alternative, is if the RC thing you have takes Bluetooth already, or has an Android API. In which case you don't need the Arduino as it's redundant

zenith edge
#

Yeah so I'm trying to use this specific RX to USB controller. It is typically used by the RC controller to connect users to Simulators on PC. I was trying to connect that USB to the headset instead of a PC if you know what I mean

#

I know blue tooth is an option too tho

#

A FlySky is a brand of RC controller and usually used in a lot of PC sims

wanton turtle
#

You can try connecting it to a USB C converter to the Quest. But without an android library to access the USB stick, you'll be needing to write your own drivers for it.

#

But at that point you are doing closed source stuff, and it's a whole other ballgame

zenith edge
#

Right I know for the RX to USB FlySky I'm using, you need to install driver's to the PC you're connecting it to, do you know if I can install the same drivers on PC as I could for Quest and if it would work the same

wanton turtle
#

No it will not

#

The Quest is an Android device, not a PC.

#

You would need an Android specific driver, library, or dev project that works with that USB stick, probably from the manufacturer. And a converter to get it into USB C.

zenith edge
#

I see

#

I was looking at this guy

#

And idk how this worked out but it did.

#

I do see around the Internet that the Arduino Bluetooth option might be better though

wanton turtle
#

It can be done, it's just going to need you to research it quite deeply.

zenith edge
#

I'm gonna head out for some meetings but would love to stay connected to learn more about this..I'm new to robotics and iot, I'm just a normal game dev lol recently got into combat robotics

wanton turtle
#

I have no idea what the USB stick is though, so I can't help there. But if it accepts normal USB HID or gamepad controls, then you at least have an existing device driver you can use

#

I'm not much into this stuff anymore, but I'd recommend exploring what the USB stick does, and if there are Android libraries for it first.

zenith edge
#

Thanks for pointing me in a direction ahhaha

wanton turtle
#

I'm 100% sure it's doable, but you'll just need to dig a lot, hack a bit and lots of trial and error.

verbal rover
#

I am creating/looking for an IRL community of people interested in Extended Reality and Neurotech in San Francisco. If you're in or around the city and interested, send me a message.

wanton turtle
visual scarab
#

hey there,
do any of you transform images you get from ARCameraBackground ?
In native ARKit/iOS I can take an image from the ARFrame and convert the raw camera image into exaclt what the user sees with a few transforms, chiefly using https://developer.apple.com/documentation/arkit/arframe/2923543-displaytransformfororientation ,

Now in iOS/ARKit, I can do

        let imageBuffer = capturedImage
        let imageSize = CGSize(width: CVPixelBufferGetWidth(imageBuffer), height: CVPixelBufferGetHeight(imageBuffer))
        let image = CIImage(cvImageBuffer: imageBuffer)
        let normalizeTransform = CGAffineTransform(scaleX: 1.0/imageSize.width, y: 1.0/imageSize.height)
        let flipTransform = interfaceOrientation.isPortrait ? CGAffineTransform(scaleX: -1, y: -1).translatedBy(x: -1, y: -1) : .identity
        let viewPort = CGRect.init(origin: CGPoint.zero, size: size)
        let displayTransform = displayTransform(for: interfaceOrientation, viewportSize: size)
        let toViewPortTransform = CGAffineTransform(scaleX: size.width, y: size.height)
        return image.transformed(by: normalizeTransform.concatenating(flipTransform).concatenating(displayTransform).concatenating(toViewPortTransform)).cropped(to: viewPort)

Is anyone aware of similar code for Unity being around somewhere?

#

the flipping we do with XRCpuImage.Transformation.MirrorY but how about the cropping to the exact viewport?

visual scarab
#

I figured that would be something common to do, and before I write it myself, I maybe lucky it's part of some default template

true stag
#

Have you explored the ARFoundation samples app to see if it matches your needs?

visual scarab
# true stag Have you explored the ARFoundation samples app to see if it matches your needs?

yup, thats where I first checked, but they don't do anything with the XRCpuImage .
Just some sample code in https://github.com/Unity-Technologies/arfoundation-samples/blob/09167ef2675c48224318e9ebb843d3e37e78ac0c/Assets/Scripts/Runtime/CpuImageSample.cs#L171

GitHub

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

#

i mean, the sample just takes the XRCpuImage and exports it. On iOS we can use the displayTransform = displayTransform(for: interfaceOrientation, viewportSize: size) to get the actual transformation thats applied to the camra image to put it on the screen

wooden mantle
#

I have a question, and I'm just somewhat lost with my next step. I think it's ultimately a lack of scripting knowledge on my part, so I'm not sure if here or #šŸ’»ā”ƒcode-beginner is better, but we'll start here since I think the AR stuff is more specific. I am completely new to unity, and am working on a robot tank project and simply trying to display data from the tank and vise versa.

I am trying to get https://github.com/keijiro/jp.keijiro.apriltag incorporated into my (relatively barebones) project.

So far, I have the baseline Unity AR template application, compiling for Android w/ARCore, and have added a couple of TextMeshPro game objects that are updated with data from the robot using the ROS-TCP-Connector library. This side works, but the Apriltag bit is killing me.

I don't understand how the Camera of the phone is drawn to the screen, and therefore I struggle to get Apriltag to pull this camera data, run its script, and then also draw to the screen.

The documentation on the Keijiro site seems that it assumes you know what you're doing with Unity, and I haven't yet figured out how to get it to work. Every method I've tried so far (can detail if you like) ends up with a blue or black background and killing the camera display, and Apriltags don't render.

I'm also somewhat unfamiliar with how to test this in the simulation, since while things like ROS2 connectivity can work and be tested there, I don't yet know how to emulate a phone camera in the simulation, although this is less important for me

#

I searched through the history here for anyone else who had used the AprilTag library, and see something from Singularity_1 from nearly 2 years ago - at least it seems he was as confused as I am - but I'm not sure if it's appropriate to ping someone who's had a similar issue or not yet

#

In the example code, they define
ImageSource _source = null; for what I believe is the image input, and
UI.RawImage _webcamPreview = null; for what I imagine is the output to the screen

But i'm not sure where these are defined - when I open the example project and try to find where ImageSource is defined there's nothing, and it throws up a missing namespace error in my code with the same includes - in fact I don't really understand how it works as in the example project there's no gameobject (I have only Main Camera and Directional Light gameobjects) that these are attached to, which I understand is necessary to get the scripts to run in the first place.

ivory pagoda
inner mortar
visual scarab
# visual scarab hey there, do any of you transform images you get from `ARCameraBackground` ? I...

The point why I started asking here , is that iOS has this convienient displayTransform(for: interfaceOrientation, viewportSize: size) which when applied to the flipped image that we get from the camera, does the cropping the same way it's presented on screen.
I.e. most phones in portrait mode, the camera raw image is wider than the phones screen width, so the sides are cropt of to fill the screen.
On iPads, it would be the opposite, with the top&bottom cropped of

#

so I was wondering whether there is a similar convienence function like displayTransform I could use in ARFoundation

wooden mantle
# wooden mantle In the example code, they define `ImageSource _source = null;` for what I belie...

OK, so I managed to get something that I think should work. I have a script attached to the Main Camera (alongside AR Camera Manager) but I'm still stuck trying to grab frames for processing.

When I try to use the texture readback example provided by Keijiro

static class TextureReadback
{
    // Texture readback as Span with AsyncGPUReadback in a synced fashion
    public unsafe static ReadOnlySpan<Color32> AsSpan(this Texture source)
    {
        var req = AsyncGPUReadback.Request(source);

        req.WaitForCompletion();
        if (req.hasError) return ReadOnlySpan<Color32>.Empty;

        var data = req.GetData<Color32>(0);

        var ptr = NativeArrayUnsafeUtility.GetUnsafeReadOnlyPtr(data);
        return new Span<Color32>(ptr, data.Length);
    }
}``` 

it throws me a segfault and kills the application on Android
#

I assume this happens because AR Camera Manager isn't writing to a texture anywhere ... except there has to be a texture somewhere as in AR Camera Background script it does do this. I just have no idea what i'm looking at trying to figure out where this happens or what texture it writes to, other than _MainTex

wooden mantle
#

i feel like i'm treading new ground that hasn't been done before - publicly anyway šŸ˜‚ for everything else in unity there seems to be a tutorial or step-by-step somewhere lol

sonic finch
#

Anyone familiar with MetaXR Spatial Anchors?

Trying to have a persistent singleplayer environment

wooden mantle
#

I finally got the AprilTags library/plugin to work with ARFoundation (and if anyone searches for messages in the future don't be afraid to ping me - I'm happy to share how I got it working just don't want to clog up here any more than I already do)

#

I do have one issue, and I'm not sure how to approach it other than it's some kind of transformation

It's for a personal project so one-off solution is fine. So the screen on the device (Note 20 Ultra) is 19.3:9 ratio, but the camera used by ARCore is taking images at 640x480 (4:3). It appears that it's actually larger resolution than this when rendered by ARCore, but who knows and its not so vital. Anyway, it's scaled upwards to fill the screen, and cropped at the edges (the orange bits)

So when I am seeing the camera displayed onto the screen, the actual detection area is much larger and when I'm trying to get the Apriltags to draw properly, they are referencing their position on this larger image but rendered on the smaller screen area, so they don't line up.

Add on top of this that the frames provided by ARCore are rotated by 90 degrees and flipped (that flipping was part of the problem why it wasn't detecting), and figuring out how to properly transform things (i have an XYZ position vector and a WXYZ quaternion describing the box locations from the AprilTag plugin) so that the boxes are drawn in the right spot is kind of mind boggling.

#

So far, I've tried making a new vec3 that changes the XYZ position to YXZ position, and this seems helped somewhat with the positioning (still it's not right), but I feel like there must be some better approach to it, because I'm sure this substition means that the quaternion no longer accurately describes the rotation

gaunt mesa
#

I have this classroom model in Blander I want to render it into unity. instead of this cube? how can I?

#

simple drag and drop is not working

#

I have a camera inside the model itself and one main camera on the scene how I can synchronize both to focus on the same point?

true stag
#

I would recommend learning unity a bit more as this feels like something that might come from more general tutorials as opposed to AR tutorials, also you can't move the XR camera because it's a camera with a tracked physical real life position, moving that to give it an offset wouldn't make sense. You may want to look into how the session origin works as well, as in, how the game decides what (0,0) is for the AR camera.

sonic finch
# warm abyss What's the issue?

Hello Dylan šŸ˜„ Thanks for the reply,

I'm trying to recreate my spatial data into a 3D render in Unity - I haven't been able to do this myself but I found a usable resource from Meta's 'Discover' Sample on GitHub - I'm able to use that to create a digital twin of my play space. Now what I'm trying to do is anchor an NPC spawner to a certain part of one of the rooms (my spatial data has 2 bedrooms and the hallway that connects them) so that it can consistently place an NPC there who will be able to navigate in the XR environment using the floor mesh from the 'Effect Mesh Building Block' and take cover behind objects in the room and try to shoot the player.
Basically the game will look like a CQB room clearing scenario.
I reviewed the documentation for Spatial Anchors on the Meta resources site and also looking at the scripts Meta used in their 'Discover' Sample and honestly I'm still lost - I don't know how to instantiate, manage, and link anchors. I don't understand the basics..

I'd greatly appreciate if I could have 10 minutes of your time in a discord chat to help me figure this out šŸ™‚

violet ferry
#

hello everyone, I need help , i want to build a function part of my 2D game in unity , my game is to teach math to children , the function must be build using AR augmented reality , the function simply : front camera is open when pressing a button in my previous page , then it appear a text question like( where is number tow?) and 3 buttons , each one of them is a number , and the child shall be able to move his hand over the button he want , then the system choose this button as the selected one , if it is tru the be colored green and if wrong will be colored red and give him another chance to retry automatically.

#

I want someone to guide me😭

fickle maple
#

hello everyone, I need help , i want to

copper dirge
#

Hey everyone. Has anyone done any geolocation AR ?

wanton turtle
sonic finch
#

Hey y'all -
How do I record Mixed Reality (Virtual & Passthrough footage) with Boundaries DISABLED on the Meta Quest 3?
I have a huuuge spatial data playspace mapped out and want to record the gameplay - I need to have Guardian boundaries disabled in order to play the game, currently the default for recording Mixed Reality Capture requires boundaries enabled - I imagine there must be a work around, does anyone know?

cunning sequoia
#

Developing for Apple Vision Pro.
Real life fantasy world in your dining table.

A miniature fantasy world on a tabletop. Players take on the role of a deity, manipulating time and weather while observing NPCs living within this spatially projected cubicle. It's an immersive experience blending AR technology with god-game mechanics.

ā–¶ Play video
#

Been trying to port some VR work done to Apple Vision Pro and realize vision pro stuff is only handled by actual light in the room and none of the light system in Unity seems to work

sonic finch
#

Anyone here work with Spatial Anchors in Unity?

warm abyss
#

Just ask your questions instead of asking if someone can help.
Saves everyone time

true stag
#

With a chat as slow as this particular channel is, yeah, generally just straightforwardly asking the question is best, in more active chats I can understand how asking if anyone can help is safer to avoid interrupting anything else, but yeah there isn't much going on in this channel at any given time.

compact horizon
#

Hi guys, I recently watched this video on YouTube and I think this is very cool. You guys know how to build a device like this that can show AR content.
https://www.youtube.com/watch?v=UWXictuN0wI

Subscribe to ITN News: http://bit.ly/1bmWO8h
Members of the public waiting at a busy London bus stop were pranked using Augmented Reality technology as part of a campaign for Pepsi MAX. Augmented Reality technology gave the illusion the bus stop advertising board was see through, allowing unexpected scenes to be 'mapped' over the live feed. As p...

ā–¶ Play video
sonic finch
#

Hellooo
How do I link an object to a Spatial Anchor in Unity?

I have created/saved/loaded some anchors I placed and want to have an 'NPC Spawner' prefab be automatically linked to those Spatial Anchors - so I can predefine where each NPC should be spawning

fickle maple
fickle maple
sonic finch
#

@fickle maple Yeah I'm building a script attached to an empty object prefab that handles NPC spawning. I'm using raycast to select an anchor position directly onto the floor mesh, and I want the NPC to spawn exactly on the anchor position. Then it will be able to move around the mesh as it sees fit after- but the initial spawn point MUST be directly on the placed anchor position if that makes sense

#

So on game start you select anchor points for where the NPC's will spawn, then on game start it should link the spawn objects to each anchor

heady sparrow
#

Hi all, I'm attempting plane detection with a Quest3 in Unity 6, AR Foundation 6.0.1. The ARPlane "classifications" bit masks are wrong. Almost everything is marked as ceiling, a table is marked as a doorframe, etc. Any ideas what could be wrong?

#

The code is simply: foreach (var plane in _planeManager.trackables) { string clfs = plane.classifications.ToString(); Debug.Log($"Plane ID: {plane.trackableId}, Clfs: {clfs}"); }

heady sparrow
#

Hrmm, supportsClassification is false, so maybe that has something to do with it. Strange that the youtube tutorial I'm following uses it successfully on the quest 3.

true stag
true stag
summer marsh
#

Hello guys i want to make an AR app and link it with a flutter app can someone please tell the steps on how to do that or what do i need for it ?

wanton turtle
summer marsh
#

im working on AR game and since tutorials on youtube are old some things changed, how do i add an AR camera is it included in the XR origin ??

true stag
summer marsh
#

Helllo guys as a beginner i want to create a simple unity AR app that detects images and spawn 3d objects just above these images can someone please guide me through there arent enough new AR tutorials thank you in advance

wooden mantle
#

Those are the most common tutorials!

#

I hope it's just that you didn't check, because these are like the first two results and both of them are really quite good and easy to follow. The lightsandclockwork one is an entire series. If you use a newer version of unity in the Playful technology tutorial then it's just renamed to XR instead of AR but otherwise it all works the same.

I followed both of these to get my feet wet in unity before making my own application

https://www.youtube.com/watch?v=02YRwQsaFeg
https://www.youtube.com/watch?v=gpaq5bAjya8

Unity Augmented Reality Tutorial Lesson 01
Setting up Unity
Setting the Scene

Needed Packages
com.unity.xr.arfoundation 5.0.7
com.unity.xr.arcore 5.0.7

ā–¶ Play video

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

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

ā–¶ Play video
fickle maple
#

So on game start you select anchor

fickle maple
# heady sparrow Hi all, I'm attempting plane detection with a Quest3 in Unity 6, AR Foundation 6...

using meta open xr feature pkg or starter repo? it's a good starting point. Btw, i used Valem's video for classification and it does identify table, cieling, floor (only that's supported, check docs) but i too faced the issue that if I try to Destroy the renderer or even turn it off based on the chosen classification, it is not happening. Earlier it was. Also, if i reload the scene, it starts showing all the planes istead of the chosen classification. I supose these r some bugs with the very mature api.

I have attached the scripts above.

fast robin
#

anyone here know about how to cancel the AR from vuforia?

#

Vuforia AR Furniture

heady sparrow
fickle maple
oblique cipher
#

Hi guys, does anyone know how do scale and rotate an ar image? I used image target btw

wanton turtle
#

I'm assuming you mean the object you are placing on the target? There are a few ways, but the easiest is to create an empty parent as a pivot that gets instantiated then resize the child.

fickle maple
#

I m using this to request room setup in unity MR temlpate (using ARF 5, xrit 2.3.2 with meta openxr feature 1.0.1). Working fine.
But the problem is that it runs everytime even if my scene is already setup. (I am calling this in start).

How do i call this only when the room the user is currently in is not setup for MR? I could do it the hardcoded way to show a UI on start to capture or not but this should be done automatically as is done in many apps.

https://docs.unity3d.com/Packages/com.unity.xr.meta-openxr@1.0/manual/features/session.html#code-sample

true stag
willow ocean
#

I’m looking to hire a dev, if you are looking for wood dm me

fossil pierBOT
wanton turtle
#

Although I'm not sure if trading for wood counts or not šŸ˜„

nimble fossil
#

Did anyone in here find a workaround for the AVP simulator not supporting ARKit features? I am still hoping, there is a fix or hack to not need to always use and have the actual glasses in place while developing for it.

shadow mantle
#

Hello, Iam making a game with vuforia, where you scan a chess board irl and the possition of the pieces gets stored and an AI will tell you the next best move. I have 3QR codes at the corners of my chessboard which are used to determine the size of the chessboard and thus size of the tiles. When you than scan the pieces (which are image targets), you can calcute by their possition, which tile they are in. But my problem is that i cannot seem to get the possition of the tracked images correctly. For the QR codes i use the vuforia barcode scanner. The possition of the QR codes is something like (199.21, 174.90, 1977.32) and the tracked image is like: (-0.59, -0.06, 5.38) even when i put them right next to each other.

true stag
true stag
fickle maple
true stag
heady sparrow
wet heart
#

so i just made this Sound button where when it gets pressed while the obejct matching the marker shows it should play an audio

#

but for some reason i get error and i am confused where it is located

true stag
#

The errors give you line numbers, assumedly one or more of these errors is in code or caused by code that you have control over, so you should be able to find the error and determine what logic or math error is occuring somewhere, based on the null reference error and index outside of bounds error

wanton turtle
wet heart
#

but now i am facing a harder to find error

#

so the UI should be shown

#

for some reason it dosent show on my laptop but shows on the phone

#

and the sound button wont work either

#

this is the script if you been wondering what is the code like

nimble fossil
wet heart
#

I have good news

#

It works

#

But my UI is kinda horrible

quaint ravine
#

Currently creating an asset to make AR dev. with AR Foundation or Lighthsip faster. It's called AR Magic bar and it's a drag and drop solution to have a placement bar that lets you spawn and manipulate any assets in your project. It works with meshing, plane detection and even in normal 3D scenes. What do you guys think?

true stag
#

Looks cool!

fickle maple
#

Anyone here participating in Niantic lightship vps hackathon?

fickle maple
#

It should. But it isn't.

true stag
warm abyss
fickle maple
#

Cool. Let me in if you may, I have similar conditions

tawny mango
#

Hey All! Me and some ex-Niantic buddies just dropped our first mixed-reality Unity game on App Lab. Best served on a Quest 3. Would love any feedback while we're in private beta!

https://www.meta.com/s/55HZT9byE

fickle zephyr
#

Has anyone worked in Nvidia CloudXR?
If, please guide me to developing a VR app for oculus quest ?

warm abyss
fickle zephyr
wanton turtle
#

This is for questions / help related to AR

slim steeple
#

Hi everyone, I would like to have any recommendation about toolkits with prefabs and functionalities like VRIF but I want this for MR too.

slim steeple
#

do you mean this one? XRI Starter Kit

#

mmm because into asset store I just saw this

warm abyss
#

I just mean XRIT from Unity. It has most functionality you would need nowadays. A lot better than before and it's free @slim steeple

serene pasture
cunning sequoia
#

https://www.youtube.com/watch?v=jWPV5PYPxnQ

Been developing for Vision Pro recently and even went to a webinar yesterday to figure this out. but still couldn't figure out how to cast a shadow between environment objects that is using shader graph shader with nodes that support directional light in AR Space.

Also is there any sample project that uses windows view? all of the unity samples are either VR or MR but can't seem to find windowed one similar to that dinosaur app default to AVP.

Polished main menu, and added character display table with
button to play various animations.

ā–¶ Play video
flint basin
#

Hi folks of AR, I am currently struggling with something mundane. I have implemented Image Tracking within my AR Unity project for Android and have developed a fully fledged game with the help of the XR Simulation Environment. Now as I tried using the application on my phone, it is absolutely impossible to track ANY of the images set in my ReferenceImageLibrary. You can see the markers on the attached image, they are printed out on paper.
I remember the tracking only worked once for the complex markers on the bottom row, but only when it tracked the image from my computer screen, not the printed marker itself. Any suggestions on what I could improve or change? I am only using ARFoundation and haven't considered using Vuforia, etc. yet.

true stag
flint basin
#

Super interesting, I will look forward to improve my markers, thanks a lot!

true stag
#

Glad to help! Good luck!

wooden mantle
#

I used this library for a robotics/AR project since I wanted to track apriltags ... although getting it to work nicely on a cell phone was a pain in my butt (also was/still am new to Unity so that didn't help)

#

I'm not entirely sure why there's not a built-in library to handle arcuo/apriltag/qr in ARFoundation, but it is what it is

slim steeple
warm abyss
#

If it works it works

austere sluice
#

Hi guys, is anyone else having problems with the availability of augmented reality apps for Android devices? I'm receiving feedback from customers who are unable to download my apps and I've noticed that the number of compatible devices has significantly reduced in the Google Play Console.

sonic finch
#

oh oops just read its an android app for your phone

unique lintel
#

Hi guys. I've been struggling with finding info on this for a bit now, hoping someone here can point me in the right direction.
I'm looking to upload an AR game (made in Unity of course :P) online, so that I could access it via a QR code,..
Finding plenty of places offering paid for hosting, and making AR using different engines,
Also seeing WebAR banded around, assume I need to build it as a WebGL type game for upload.
Also seeing that Unity isn't good/set up to deal with WebGL build with AR foundation etc (is that right?)
Any thoughts and suggestions please on achieving goal of hosting AR game for access via a QR code.

warm abyss
#

Webxr from depanther is your best bet.

Unity has very poor web ar support.

8th wall is really strong for that @unique lintel

unique lintel
#

Awesome, thanks for that, I’ll check them out šŸ™‚

night oasis
#

High guys I have issues with making mixed reality application on the quest 2 or quest 3 but when i spawn a particle, all the virtual objects starts jumping around

nimble fossil
night oasis
#

i removed some of the effects , still same result

nimble fossil
night oasis
#

i maintain 72fps in headset but havent profile in unity, there are no other objects in the scene just the fire

#

and a stick

#

and canvas

nimble fossil
#

So with the fire, its 72 fps? Hm, thats wird.are you able to record it?

night oasis
#

i dont even see the fire when i build on standalone not sure why yet, suspecting i need to deactivate boundary somehow, everything works fine in playmode in unity, but when i build in headset, i dont see the fire but i can hear it, the other objects jump around once it appears, i get a minor frame drop when the fire is instantiated but fps is fine after that. Testing on quest 3, it should be powerful enough to handle it

#

noticed it on quest 2 first

#

using vefects free fire vfx from asset store

#

for URP

nimble fossil
#

Is the fire VFX graph then?

night oasis
#

no it isnt using vfx graph from what i can see

night oasis
#

and the gpu on the quest isnt tasked

balmy forge
#

Issues Deploying Unity AR experience to iPhone - Can't Verify App?
When I try deploy my AR app from a Macbook Air using Sonoma 14.4.1 to an iPhone 14 Pro, it fails at the VPN & Device Management stage. When I click 'Trust' it works but when I click 'Verify App' on my phone it fails. I've tried this while connected to wifi and while on mobile data, both when plugged into my Mac and when not but I get the same result each time.
The project itself is from Unity's AR for Mobile Pathway and is the initial trial project you download with just a spinning cube. I followed the configure instructions exactly.
I've attached the following:

  1. a video of what happens on my phone 2. a screenshot of the failure message on my laptop
  2. more information on the issue can be found on the subreddit:https://www.reddit.com/r/Unity3D/comments/1cr9f4m/issues_deploying_unity_ar_experience_to_iphone/
Reddit

Explore this post and more from the Unity3D community

fluid grail
#

Morning. We're doing a simple experience in VisionPro (Fully Immersive). We need to duplicate a room many many times to mimick an infinite mirror room.

#

Even two or three instances of the room are breaking the frame rate.

#

I feel like we're not really doing proper gpu instancing. Is this a RealityKit limitation or something? Is there anyway to do proper gpu instancing in VisionPro?

inner mortar
#

Are you doing a fully vr app? Or an immersive mr app?

#

Reality kit is not a very efficient renderer imo

#

If you want to do lots of instancing like this you’ll want to do it fully immersive and use urp with a native metal app

fluid grail
#

We're doing fully immersive with URP

#

but even with 5 instances of the geo, we're dropping the frame rate really significantly

inner mortar
nimble fossil
#

What is that geo actually including? Polys, materials, any effects? Because from my research the visionpro is quite capable of rendering huge models

fluid grail
#

no effects a simple cube room with a sculpture in the middle that's playing back a video as a texture.

fluid grail
#

@inner mortar thanks we'll look into those suggestions

nimble fossil
fluid grail
#

Actually it was the 2k sq video that was causing the issue. We turned on mipping for the video texture and instanced the rooms using proper instancing in a c# script and things improved quite a bit.

#

Speaking of which, does immersive audio work in vision pro? I just turned on the built-in spatial audio settings and there is no spatialization

night oasis
#

please guys i have issues with particles in unity using vfx graph or particle system, it causes a weird warping issue in mixed reality, everything else works fine, I have noticed the issue happens when the camera is too close with the vfx

nimble fossil
fluid grail
#

in fully immersive mode though, youre just going through Unity audio right?

nimble fossil
#

Should be, but havent tested it yet.

wooden mantle
#

How would you guys render a bunch of (streaming) point cloud data? I did a custom solution but it's very slow on a phone :\

nimble fossil
wooden mantle
#

I am using DrawMeshInstanced() to render a bunch of cubes with the position/color I would like - which isn't very efficient

nimble fossil
#

Yeah sounds like it. One approach can be a dynamic mesh where you place vertices. Or simple sprites with lightweight shader

wooden mantle
#

I heard that I could instead put all the points into a single mesh with Points topology and vertex color, then render it all at once and use a geometry shader to draw a quad for each point

#

But when I tried to implement it nothing was working :\

nimble fossil
#

Well that is another issue. Its possible but getting it to work might be something for other channels to ask for like shaders.

wooden mantle
#

I just wasn't sure if there was a method someone else had used before in the context of AR/mobile since it's very resource limited compared to a PC. I also crossed my fingers for something like a pre-built package, but it appears all the work is based around point cloud files not streaming data, and i couldn't wrap my head around how any of the ones I looked at worked in a reasonable amount of time

wanton turtle
# wooden mantle I just wasn't sure if there was a method someone else had used before in the con...

I have an old video on our company page for point clouds in AR. I used pcx at the time
https://github.com/keijiro/Pcx

We did a big point cloud project though and ended up rewriting Potree to unity, and used that in VR. It worked really well. We loaded the points to a shader and managed it there.

GitHub

Point cloud importer & renderer for Unity. Contribute to keijiro/Pcx development by creating an account on GitHub.

#

Keep in mind that was all 6-8 years back. Last interactive project, we used the visual effects graph instead which also worked really well

wooden mantle
# wanton turtle I have an old video on our company page for point clouds in AR. I used pcx at th...

yeah I just found out about visual effects graph and it honestly seems easiest to change over to

https://www.youtube.com/watch?v=P5BgrdXis68

Learn how to use the Unity VFX Graph to create a Point Cloud Renderer.

if you're having issues following along here's the C# script I wrote: https://pastebin.com/SaiTrQ0k
And here is a git repo for unity 2022: https://github.com/Renge-Games/UnityPointCloudTutorial

Sick of downloading assets one by one into a new project? Get my free package As...

ā–¶ Play video
wooden mantle
#

ah but it requires vulkan and ARcore unity edition doesn't like vulkan although it's been added to the SDK - I assume it will still be a little while

warm abyss
#

Can't wait for vfx graph in AR

wooden mantle
warm abyss
wooden mantle
#

Meh, considering its been asked on forums for a while now, Frankenstein may be the way

#

Ill let you know if I pursue that route get something working but it would certainly not be production compatible. I dont use much of actual arcore set

warm abyss
#

Sure! would love to see what you can get working

nimble fossil
#

Have you guys worked with XRHands and were able to sync the pose over network?

warm abyss
nimble fossil
#

I guess the last suggestion of compressing data might be the smartest.

pseudo garnet
#

Hallo everyone,

#

I have the problem when I succesfully do an image tracking in ar core then afterwards CameraFacingDirection.User crashes my app

nimble fossil
#

Also what platform, what device and so on

trim snow
#

Hello guys I have issues integreating mediapipe with unity

#

for AR

warm abyss
wooden mantle
#

Unless anyone happens to know something that can give pose information from camera/IMU and integrates nicely with unity and is vulkan compatible, I think rendering a dense point cloud just isn't feasible for this project. Some demos I ran I can go several million points on the device in vulkan and their opengl ES shaders just don't function ... but since I need to track the pose of the phone and I don't have the time to make a custom project (eg could use something like ORBSLAM3 ported to run on it) then it is what it is

#

Mali GPU is a curse!

wanton turtle
#

Back in the Quest 1 era, we were also using Intel realsense cameras with a custom quest mount to generate realtime point clouds (room scale laser tag). They worked great and I needed to rebuild their Android library. But that was ages ago and definitely overkill these days.

queen ferry
#

Hi guys, I want to know if it is possible for a prefab that is spawned from image tracking to be able to be rotated and scaled?

lost silo
#

Hi guys, https://www.youtube.com/watch?v=WzfDo2Wpxks&t=38364s can I go for this tutorial for now? asking this cause its from 2022

Learn about Extended Reality / Augmented Reality from both a theoretical and practical perspective in this full course for beginners. Learn to develop AR mobile applications and AR Filters for Instagram and Facebook from scratch. Learn concepts from scratch such as XR Fundamentals, Unity Engine, C#, Markerbased AR Development and AR Filter devel...

ā–¶ Play video
nimble fossil
lost silo
#

Im wanting to land a job and found my in interest in AR so thought it was a good idea to go with this tutorial @nimble fossil

nimble fossil
lost silo
#

yeah okay! Thank you for your time brotha šŸ˜„. But still do you reccomend anything for me from internet, more than this? @nimble fossil

wanton turtle
#

In most cases we do XR not AR though. So you would also be expected to have the same experience or more with VR and usable knowledge at least of AR

#

--- assuming that is that you don't want to just be competing with 300 other resumes with no tangible AR experience for an entry level role

#

Its possible to get hired without it, but it's a luck thing at that point.

lost silo
#

I'm confused in one or the other way here, I get that I need to have a very good knowledge about web dev? lets say I need to learn XR and of course there is a lot of free courses available in internet, so can I get guidance in which can I go 1st so I don't waste my time. What about this Coursera course : Extended Reality for Everybody Specialization - University of Michigan

wanton turtle
# lost silo I'm confused in one or the other way here, I get that I need to have a very good...

I cant really advise on courses. But VR and AR have a lot in common, and clients usually want one or the other, and the frameworks blend together a lot. So usually you want to learn the grouping.

Knowing a bit about web is important, as it is getting more common.

I'd encourage learning about:

  • arfoundation (and arkit and arcore by extension)
  • how to build to both platforms, manage developer accounts and all that jazz

You want to get comfortable with plane tracking, images tracking, and the mess that is location based AR.

Now, avoid doing work for non games. Unity licensing is such as that your revenue in non games is based on your customers revenue. So if you build something for a museum or non profit as a free experiment - you need to buy a 5k a year unity license. Yay unity industry.

Anyway, sorry side tangent. After that, there is vuforia, easyar, maxst that are worth reading about. You may want to look at 8thwall and all those pay per view AR services.

Last, if you get into OpenCV that'll definitely push you ahead further.

From there, a working knowledge of OpenXR and Quest 3 support at least will get you a pretty solid foundation.

From there you should be set to start looking for internships, imo

#

I should add though, others may disagree. This is just what I'd strong recommend for a process.

#

And I think !learn will walk through that all for free.

fossil pierBOT
#

:teacher: Unity Learn ↗

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

nimble fossil
#

good morning everyone. From what I have seen and read, human tracking/occlusion is not part of the visionOS ARFoundation framework now. Did anyone test it from your side and it probably worked even if not supported with the AROcclusionManager probably?

shut narwhal
#

Anyone has a problem of players rotation, position randomly teleporting?

#

I have a game where I only use rotation of device, but the rotation sometimes randomly changes significant amount, any way to make it more stable?

nimble fossil
proud canopy
#

I'm not sure if I can just ask for help here but I wanted to know, this is smth v simple but I can't find how to do it, all I need to know is how to have a UI button appear when an image target is detected but the things I've found so far seem outdated

wanton turtle
#

What I do with some of our bigger projects though is I instantiate an empty gameobject as a custom class. And I use that as a series of trackers followed by a general purpose prefab manager. That lets me abstract away the interface and environment from the AR images a lot easier (and lets you use say 5 or 10 images of varying lighting for a single interactable).

#

But the short answer is, you can create a UI prefab. And just instantiate it when the Image Tracker recognizes the image.

lost silo
#

Good morning, Do I need AR glass as well to start with Mobile AR development unity course

wanton turtle
nimble fossil
wooden mantle
#

Does ARKit support compute shaders / VFX graphs on an iphone 8?

I'm considering to port my long-suffering thesis project to run on a little bit older iphone, but I'm not sure if it will have any better luck since ARCore on android is stuck using OpenGL ES and only supports compute buffer in compute shader and frag shader, but not in vertex where its needed to either use VFX Graph or a custom renderer.

A bit of googling didn't help me much in making that determination unfortunately :\

nimble fossil
#

I highly doubt iphone 8 can support that performancewise.

#

Id say, just test it. Simple vfxgraph and export

wanton turtle
#

I'm using vfx graph for point cloud rendering on both ios and android. None of the default shaders worked through so I had to rewrite that. But that was quite a few years back

wooden mantle
#

yeah in vulkan it works great, i'm just stuck with opengl

I did manage to get a simple point cloud renderer working on android by shoving all the points into one mesh and rendering that though finally, so at least i have something better than i started with, can get to like 250k points before it starts to bog down somewhat at 3000x1400 resolution, so going to lower resolution should be able to push a bit further

wanton turtle
#

I was able to get to about 3m on mobile, 10m on quest2, with this:
https://github.com/keijiro/Pcx

I had to do some small shader optimizations for it and kind of went to town with stuff. But its highly adaptable as a starting point.

We may go back to using the Unity potree conversion at some point.

GitHub

Point cloud importer & renderer for Unity. Contribute to keijiro/Pcx development by creating an account on GitHub.

inner mortar
hybrid void
#

In Polyspatial, is there a way to customize hand tracking visuals? I'm working on a Polyspatial (Vision Pro) app, and I'm trying to modify the Mixed Reality sample to do hand tracking so that a cube prefab is parented to each hand, instead of having something attached to each joint as is by default in the example scene. In Meta's SDK, it's as easy as dragging the cube to be a child of Meta's left or right hand gameobjects, but Apple Vision Pro doesn't seem to be set up that way in Unity, and maybe is more programmatic. Could anyone please help with this? Thanks!

nimble fossil
hybrid void
#

Also, in Polyspatial, is it possible to have both a bounded and unbounded volume open at the same time, so that you can interact with content in the bounded volume using Vision Pro hand tracking?

nimble fossil
hybrid void
nimble fossil
nimble fossil
#

Volumes => Unbounded Volumes => "Additional bounded volumes from the same application can co-exist with this unbounded volume."

hybrid void
nimble fossil
hybrid void
nimble fossil
hybrid void
nimble fossil
#

Ah really depends on the usecase of your app. I can imagine a lot that would work better with your approach šŸ™‚ looking forward for whats to come from unity side. I would love if at least visionOS would support the deviceName šŸ˜„

eager radish
#

I know this is likely a popular topic... has anyone recently figured out how to do "step through" portals like in this example (but assuming you're in a passthrough room and seamlessly step into a 3d rendered environment)
https://x.com/ewanrose_art/status/1787917075467616706

I've seen this asset on the store but it's pretty pricy. Anyone used it though? Does it accomplish this? How is performance on mobile?
https://assetstore.unity.com/packages/vfx/portals-for-vr-228871#description

Meta mentions stencil buffers in a sample w/ shaders, but it's for Unreal, and a Unity equivalent doesn't seem to exist.

inner mortar
# eager radish I know this is likely a popular topic... has anyone recently figured out how to ...

Stencil shaders so exist in Unity for sure. This old tutorial is a bit dated now but it shows how to do it
https://www.youtube.com/live/l7LQmJuoiBY?si=Qk_VYpiSbAirikaj

CLICK SHOW MORE FOR FILES AND INFO! We play around with stencil shaders! These bad boys can be used to create a LOT of different effects!To download the Bre...

ā–¶ Play video
shut narwhal
nimble fossil
simple elk
#

Hello everyone, I was trying to set up an AR environment for Unity with vuforia engine but I cant seem to build and run the android setup where I connect my android to the pc and use it as a an augmented reality camera. I get some quick errors before it deletes them and my android phone does not connect.
On my android im in dev. mode and my phone is recognized on unity.

The errors are the ones I screenshot at freeze image before they disappear, anyone can help me set setting up? I have an image target on a simple sphere 3D object.

#

I put an AR camera in the scene aswell ofc

#

NVM. I guess it builds but my phone doesnt connect as a camera for the AR environment

wooden mantle
#

There's a unity package

last sparrow
#

Hey so I noticed that shader support for Apple Vision Pro is extremely limiting.

#

You're basically required to use shadergraph, and even then some nodes aren't available.

#

I'm looking to do some volumetric rendering in the VisionPro, which is going to require some for loops in a Custom Function node.

#

Can you use for loops with it even >_> ?

last sparrow
#

Or am I going to have to literally copy-paste the stepping function as many times as required?

nimble fossil
nimble fossil
#

So you throw in dozens of images and generate a 3d mesh out of it through shader?

last sparrow
nimble fossil
nimble fossil
#

I mean, did you just try your current function on the vision? And can you maybe use subgraphs? currently I am not in touch with shadergraph on the vision and more on the programming side, but I can probably ask some teammembers if they know

wooden mantle
# last sparrow this type of stuff

tbh, your best bet may be using shadergraph (since it can generate you compute shaders) and a dense point cloud to visualize this in AR. You may need to write some external software to convert the data into a format you can use, but you have the advantage of (probably) not needing to process it in realtime and can prep the data before visualization (sorting/octree/etc) to improve performance

I'm hardly a professional developer, but that's how I'd approach it at first anyways, since (assuming the hardware can support it) it'll give you quite a lot of detail there. I may be having some tunnel vision as I just finished a (personal project) doing point cloud visualization in AR on a phone

quaint relic
#

Hi I need help, I have been stuck in this rabbithole for about 2 weeks now and couldnt find any solution. It will be appreciated if anyone could help me. I am trying to build an model targeting AR App for hololens 2. Which Unity version, visual studio version, Vuforia version should I use? If mixed reality toolkit is needed, which version of mrtk is compatible with the above? Please help me get unstuck 🄲

nimble fossil
nimble fossil
#

Anyone has experience with Apple Vision Pro and the Guest User or Guided App mode? It seems like its broken or bugged a lot

simple elk
#

Hello people, I have some questions relating vuforia and since there is no vuforia discord available im going to ask here.
I have such 3D plane which is bound by the position of target1 and target2, so basically based on where target1 and target2 are it draws a square, or better: a 3D plane of such size, on that plane I draw an arrow but it is irrelevant, everything scales, arrow included.
So I created this two empty GameObjects target1 and target2 which are parents each of his image_target. I have two images and im using vuforia to image target them with my phone camera.

Now the problem is that when I use my phone the plane appears way above the camera, really far away from the two placed image targets and its way bigger instead of being bound by the two images, I honestly dont know what to do and I cant find any Vuforia documentation to fix it, is this even doable the way I did it? The idea is that for any type of "square" irl, I place the image targets at the corners and the application resizes the virtual plane and so it resizes the arrow accordingly. I cant find a way to say: Hey camera check this two points and draw a square in the middle.

#

All objects when I play the scene are at (x, 0, z)

sonic finch
#

Hey I have an XR Shooter game that works in Unity Editor perfectly - the AI operate as expected. But when I build it to my Meta Quest 3 they don't work at all and I get this error in adb logcat:
06-06 18:22:38.969 25861 25889 E Unity : NullReferenceException: Object reference not set to an instance of an object.
06-06 18:22:38.969 25861 25889 E Unity : at PatrolAction.Patrol (EnemyAI.StateController controller) [0x00000] in <00000000000000000000000000000000>:0
06-06 18:22:38.969 25861 25889 E Unity : at EnemyAI.State.DoActions (EnemyAI.StateController controller) [0x00000] in <00000000000000000000000000000000>:0
06-06 18:22:38.969 25861 25889 E Unity : at EnemyAI.StateController.Update () [0x00000] in <00000000000000000000000000000000>:0

wanton turtle
#

Hard to say what though without looking at it closer I'm afraid

sonic finch
#

Thank you - I figured it out already and it was exactly that, I had to set a specific patrol point that would automatically set if it didn't exist in Unity Editor but refused on the Quest 3, so I just set a manual point in the prefab

wanton turtle
#

Awesome

sonic finch
#

Thank you!!!

wanton turtle
#

I hate those ondevice issues šŸ˜„

wanton turtle
wanton turtle
dense scaffold
#

Mayday need help here. I have a simple setup project with navmesh and completely working, so I create parent to child all objects and put it on prefab. But when I scan with AR Image tracking, i realize that my prefab is too big, unfortunately I can't resize the prefab because the navmesh agent rotation (angular speed) very inaccurate with small surface.

Is there a way to automatically resize the prefab so it won't spawned too large no matter how big the setup in unity scene?
Or maybe reduce the prefab's size is the only way?

Any solution will be needed. Thank you

hybrid perch
dense scaffold
#

Ok it working, my AR now starting to look more normal even though it needs further setting on XR Origin camera scale cause the prefab still pretty big. But i found new problem here when i build the app, console give me warning as it shown. Is it really a big deal that i should fix?

dense scaffold
nimble fossil
dense scaffold
polar canopy
#

Hello, ive using virtual button by vuforia for my project but due to last release notes i can not use it anymore. Is there any other way to use it on my project?

nimble fossil
polar canopy
#

It doesnt work on my project now and im asking for another alternative way to use on my AR project

nimble fossil
#

Did you google for it already?

polar canopy
#

Thank youu

sharp venture
#

I am trying to create an AR app which has the disney/pixar like effect when it detects a human face
I am using ARCore, is there any place where I can get the textures for this?

nimble fossil
sharp venture
sharp venture
#

I have followed this

sharp venture
nimble fossil
true stag
#

it has shape keys, so you'd have to painstakingly make a mesh that uses the same shape keys

gritty heron
#

Hello everyone, I have the perfect representation of a real object on 3D.
I'd like to build a Mixed Reality where this 3D object placed perfectly above the real object.
Which are the best technique using Unity and Meta Quest 3 (Meta SDK) ?
Using Scene Room it's a good solutions? or a first manual placement and instancing an anchor it's better?

modest vine
#

Hello once again, I am developing a game for Meta Quest and looking for a correct way to make room walls **transparent ** to visibly make room bigger.
For now the idea is to write script that gets "Walls" in MRUK and apply transparency on the material but it doesn't really work for me. Does anyone have the idea how to do it?

nimble fossil
nimble fossil
modest vine
nimble fossil
fickle maple
#

Guys any free way to correctly estiate body size of the user and augment clohtes on them?

nimble fossil
#

In case of platform. Like a camera and a screen, or a headset, or smartphone?

fickle maple
#

Yeah a mobile app basically

#

Phone camera

nimble fossil
fickle maple
#

Well I need a solution that can run on both android and ios

#

I researched a lot and for sure arkit is one way to go

#

Or if I use a kinetic sensor

#

Okay so the user might stand in front of the cam and someone will scan them and augment clothes

#

Does this sound more like an ML thing? Maybe opencv?

nimble fossil
#

arfoundation is not just arkit, its both. So you could test. Still I would expect bad results with a default camera of the majority of phones.

#

So yeah, using something like a kinect camera or whatever is the recent equivalent to this would work way better. But full body tracking with a phone you probably holding in your hand? nope

wanton turtle
# fickle maple Well I need a solution that can run on both android and ios

We use OpenCV for body and bone tracking. It has a pose estimation demo, but it doesn't show the pose in world space, so you need to make a few small changes. It also runs slow so you'll need to do some optimizations. It does run on mobile, web, etc though, very flexible.

And yes, arfoundation won't help you. All it does is wrap arcore and arkit and add a framework in the middle. Their body tracking is limited to Apple only. For some reason they never bothered to try and improve the gap between those and its crazy how long it took them to just basically wrap two people's frameworks together... but I digress.

You could also get an Intel realsense camera, we've used those before, and you can rebuild their driver to run on mobile.

fickle maple
#

Ohk

#

Actually sensors r something customers won't buy

#

So have to rely on mobile camera only

#

Currently trying on arkit to get 3d pose then use the bust landmarks to fit the model mesh inside.

But again can't really morph the mesh of a model in unity directly so thinking of adding some ai that can take in landmarks and generate a mesh that can fit it properly.

wanton turtle
#

We use kinect cameras at a hospital. Intel realsense for Quest headsets doing room scanning. But openCV for theater AR based on bone movements. Sometimes MindAR if I'm doing face tracking (hats etc.).

I also usually use aframe or a derivative for AR now, as it has more functionality than arfoundation, supports a lot more devices, and you can fix things on the fly at a client location.

fickle maple
#

Yeah makes sense

wanton turtle
#

But yeah, the downside to the arkit approach is it'll be Apple only.

fickle maple
#

Yes

#

For Android same logic would Work with mediapipe

wanton turtle
#

Yeah, that's essentially what opencv is using. Is mediapipe through opencv

#

Last I checked though the mediapipe samples had the same problem, it'll show you the pose, but not the actual world position. So give yourself some time to iron that kink out as you go.

fickle maple
#

So The landmarks r in screen space. Then what is the 3d pose estimation in the ar body detection manager?

wanton turtle
nimble fossil
#

Does anyone know, if preferredSurroundingsEffect is already supported in Unity for visionOS?

leaden cargo
#

Hi i have 2 problems with vuforia.

the first one is when i play with my webcam and computer the game is very laggy
The second one is when i try on my phone colors are invert like blue become orange etc...

leaden cargo
nimble fossil
leaden cargo
nimble fossil
leaden cargo
rose hedge
#

hi guys how do i put a cube on top of qr code? like when ever it sees a qr code it will put a cube on top of it?

true stag
#

QR codes are not good for tracking, despite what you might think, check out the ARFoundation samples repository and we have basically that in the image tracking scene

wanton turtle
rose hedge
#

so adding the qr code to the image library is all thats needed?

#

what is better for ar?

#

i want to make an app

wanton turtle
#

If it's not a game, I wouldn't use Unity, as it falls under industry pricing (can't use personal edition, must have pro, and if its for a museum etc youll need to buy the 5k/yr license)

#

In which case mindar, or aframe is a better fit (they also run on non-arcore and non-arkit devices, and can be updated on the fly) or even Unreal (better pricing)

#

If it's a game, arfoundation with image tracking is probably what you want if you are using Unity. Just keep in mind a lot of the functionality is ARkit only once you go beyond image & plane tracking.

oblique kite
#

Hi there, is there a specific channel for VisionPro development using Polyspatial?

hybrid perch
oblique kite
rose hedge
wanton turtle
#

You can do image tracking with that one, cross platform, not restricted to only arcore/arkit for free from any old web domain. And you just need to edit a couple html lines.

#

You'll have it up and running faster than unity can be installed.

rose hedge
#

i will do it tonight cant thank you enough

tardy musk
#

hii folks,
so i'm creating a app where you can enter your prefered locations (for now it's hardcoded lat and long) and start the camera and you can see them in realworld in which direction they are and what is the distrance in Kms
calculation of direction and distance is done
problem is
main purpose of app is to take a selfie with front camera and show in the image that we are this much far from our desired location
once we open the app and camera mode in unity ar is set to world mode
and we instantiate the city location cards with ar anchor it shows the direction and distance correctly
but once i switch the camera to user mode
city banner are also moved from their position and stick on the screen and flipped
is there any way for camers to share the same world without messing up gameobjects postions??

here is the project link
https://github.com/JayantFuturristic/Location-Cam.git

GitHub

take selfie with your desired location. Contribute to JayantFuturristic/Location-Cam development by creating an account on GitHub.

wooden mantle
#

Likely it's due to the camera being in a different orientation - XR Foundation exposes some transforms you can use to ensure everything is rotated correctly

nimble fossil
#

Is there a way to disable reflections from camera background on runtime? I am trying to switch between two different lighting situations and just need the camera feed to be disabled and not reflect on materials anymore

dull mica
#

Helloo! I was wondering if theres a way to wrap images around body parts with something like surface body tracking in Unity AR? Preferably the App would recognise the dimensions of a body without having to make a 3D model to work with, butI'm not sure that's possible? I've been googling for days and I cant really figure out a way to start my project

wanton turtle
# dull mica Helloo! I was wondering if theres a way to wrap images around body parts with so...

On mobile phones, ARFoundation is just a wrapper for arcore and arkit. They never resolved the gaps between the two frameworks, or creating a fallback etc.

Anyway the reason that's important is arkit (apple) can do object and even some body tracking. Arcore does not.

https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@5.1/manual/features/body-tracking.html

In practice most people don't want to build apps for only one device.

Options:

  • you can take a look at the OpenCV for unity plugin and the media pipe body tracking. It has face and hand tracking examples. The built in samples needed us to do a fair amount of rework to line that up with the 3D space.
  • some other non unity frameworks, I.e. mindar, can do face tracking for cross platform and beyond just arkit arcore devices. You can go beyond that with aframe and three.js.

But yeah, in practicality, unless you are doing image or ground tracking - arfoundation doesn't support device parity on pretty much any other features and isn't my goto at that point.

#

In my personal opinion: what you want to google is body pose tracking frameworks and look beyond unity entirely.

dull mica
wanton turtle
nimble fossil
#

I am trying to use the AREnvironmentProbeManager on iOS and cant really figure out, what I need to disable to erase that cubemap when disabling the manager. Its for switching between like a local view and the AR view. so arview should use real world reflections and local view just whatever is in the scene if at all.

fluid cipher
#

Hello everyone, I'm trying to create a AR checkers game for android and I have some problems. I used ChatGPT to help with the code since I'm mainly a 3D artist but I'm having trouble making the actions work like moving pieces and so on but the board and pieces spawn are mostly working fine in AR. Can anyone give a bit of a help with this?

true stag
#

Debugging ChatGPT code is not going to be relevant to ARFoundation code, also, chatGPT can only write code you understand how to make, because if anything goes wrong you are at it's whims. In any case, you may be able to ask for help in more scripting-related channels, feel free to post script snippets if you can manage to figure out what areas of code specifically are performing not as expected.

wanton turtle
#

To be fair, for fun, I asked ChatGPT and it generated a valid chekcers game for aframe, mindar and unity with arfoundation. It's missing all the distribution niceties (i.e. warnings about AR and safety) but otherwise is surprisingly functional in all 3 cases. The mind-ar looks the simplest.

quaint ravine
#

Looking for testers!

Hi y'all, my Unity AR Plugin for AR Foundation / Lightship "AR Magic Bar" has been published and I'm looking for 3 testers to check if everything is fine. If you are an avid AR developer with either Lightship or AR Foundation and interested, let me know šŸ™‚

https://assetstore.unity.com/packages/tools/utilities/ar-magic-bar-ar-foundation-lightship-3d-284853

Use the AR Magic Bar (AR Foundation, Lightship & 3D) from AliveStudios on your next project. Find this utility tool & more on the Unity Asset Store.

copper dirge
#

Hi
Has anyone had issues with ā€œ installing CocoaPods ā€œ ?
I’m on an Apple M3 pro. I trying to make an AR app using Vuforia .
Any suggestions?

river ember
#

Hi everyone,

I'm encountering two issues with the AR application I'm developing, and I would greatly appreciate it if you could help me find a solution.

The first issue involves instantiating dragons in the user's world. We can use a joystick to fly them around, which works fine. However, when I try to orbit around the dragon, the dragon moves with the camera instead of allowing the camera to orbit around it. I've done some research and I believe an AR plane manager might be necessary for this, but I'm not entirely sure.

The second issue is with a face filter I've created where users can select multiple glasses and masks. It works perfectly when the phone is held straight in front of the user, but when the phone is tilted, the objects don't fit properly on the user's face; their positions are offset. I'm not sure if this is due to my device, but I've noticed in Instagram filters that glasses fit properly on users' faces regardless of how they hold their phones.

I would be grateful if you could provide guidance on these two issues. Thank you very much.

balmy basalt
#

yoo does anyone can recall me, I'm about amnesiac atm

balmy basalt
#

how actually mix reality works ?

#

I mean is there any chance our AR system detects the surface on the reality as an obstacle on our AR game

warm abyss
warm abyss
river ember
#

Can anyone help me with the face filter issue?

left axle
#

I'm having an input problem while attempting to tap anywhere in my Unity XR scene's UI Canvas. I have no errors in editor, but i get this error during a build to my android. Any tips?

crisp fossil
#

Does anyone know why this error happened and how to fix it? I tried searching on google but no luck.

leaden cargo
#

Hi i use vuforia and unity to make a board game. Those token are not recognize is it too small ?

Even if i zoom the camera it doesnt work

inner mortar
hybrid perch
leaden cargo
#

I have another problem with vuforia only on my phone ( i tried on another phone ) the colors are inverted so recognition doesn't work at all

crisp fossil
inner mortar
crisp fossil
#

I am currently doing that and waiting for the project to open.

crisp fossil
#

Hello, I've been trying to fix these errors for the last couple of hours, I tried a bunch of solutions I found on reddit, unity discussion and stackoverflow. I was only able to fix 1 out o 4 errors. I am not sure what exactly is it that I did that caused this. Initially I built and ran the default MR project and everything was fine. Then I added a cube to the scene just to see if it properly renders (as I later want to add text on it) and tried to build again but it failed. I am trying to understand why such errors happen so that I can avoid them or if they do happen again I would be able to fix them.

Regarding the Gamma error, I already checked in Player settings and it is set to Gamma, setting it to Linear causes another warning.

Also, not sure if this is relevant, but I imported Vuforia to my project, as I will be using AR markers.

inner mortar
#

it probably changed some of your project settings

true stag
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Did you add an interaction profile in the open xr project settings menu?

#

Project settings > XR Plug-in management > OpenXR > Enabled Interaction Profiles

leaden cargo
#

Hello, I am at a standstill. I am being asked to detect hand-drawn sketches and handwritten text in augmented reality. I have no idea what the best way to achieve this in Unity is.

true stag
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Are these pre-determined text, like known images? or are they literally asking you to recognize any handwriting

crisp fossil
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Hello all, I have a question regarding hand pinch detection in AR. So I am new to implementing for AR and I am not sure how doable this is. Basically, I want to detect that an object is being pinched by both hands to enable rotation of that object. I am using the MR template provided by Unity so hand tracking is enabled, but I am not sure how to approach this or where to start. Any suggestions? Is there some documentation I can refer to?

leaden cargo
inner mortar
wanton turtle
#

... and if you are doing image targets, I'd use aframe or mindar.

#

Going down VR hand tracking is a different matter however, that can definitely be done.

leaden cargo
fossil flower
sonic finch
#

Player + NPC physics collision.
I'm trying to have the player and NPC not able to be 'inside' of each other. Currently the NPC/player sometimes run into each other and neither can shoot eachother. Simple fix is to add a rigidbody and collider so that they run into eachother's collider and the NPC would get pushed back. However, this is not working - I'm doing something wrong

gilded hull
#

how can I detect feet and place shoe objects with AR?

wanton turtle
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You need to go beyond arfoundation to do it cross platform unfortunately.

wanton turtle
wanton turtle
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But it does have some great out of the box hand tracking examples. The hard part is getting the right location as it doesn't translate the camera to world space very well and you'll need to write something for that last part

leaden cargo
empty portal
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I am looking into creating a AR app that would have persistent objects. I was hoping someone could help me identify the key points i need to research to implement such a thing. Generally what I want is for a user to place a object in AR space then when they come back to the same location in AR space that object will be in the same place over different sessions or even between different users.

frigid copper
# empty portal I am looking into creating a AR app that would have persistent objects. I was ho...

Different ways you can go about it, you could create a SavePositions script or something to that effect which finds all the game objects of a certain type, serializes the position and rotation data for those objects and when you come back to the scene you do the opposite, loading in the position/rotation for each object. You'll probably want to add an objectId string so you can tell what is what when saving/loading. If it's a multi-player experience, rather than saving the position/rotation data locally you'd need to read/write that data to a backend server.

empty portal
# frigid copper Different ways you can go about it, you could create a SavePositions script or s...

That was my general thought process. I will have a DB that will store things like the coordinates, and rotation now that you mention it, and other object data that the unity app will load from the server on start. I guess the concern I have because I am new to AR dev, is do i need to save things like the planes that objects are stored on as well, or even have a reference to them, or would the simple object poistion in AR space and rotation be enough data to recreate it on other instances?

frigid copper
# empty portal That was my general thought process. I will have a DB that will store things lik...

if the other elements, like a plane or a table or something are always in the same position, then you should be okay to simply load in the object at that position. However, if you're in a scenario where like... the player can move the game world around i.e. the coordinates of the plane may not be the same every time, then you want to store the position relative to the plane using myplane.transform.TransformPoint(position).

empty portal
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Gotcha that makes sense. Will prob just need to test it out to see how it works in practice. Thanks for the insight, sorry if the questions are a bit basic. I am in the starting stages with AR and didn't want to have to spend hours figuring out my initial assumptions were incorrect, when I could ask a simple question instead.

frigid copper
empty portal
#

Thankfully my idea is just a simple implementation of placing text on walls rather than a full fledged game so hopefully the learning curve is a little less convoluted

#

But I am adding complexity by integrating it within a Flutter application, so I guess I shot myself in the foot on that.

frigid copper
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Sounds dope, played around with Flutter when it first launched, was silky smooth for the mobile apps I was building. I'm sure its come a long way.

pseudo garnet
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Hallo everyone, in ARCoe when I open my ARscene and set arCameraManager.requestedFacingDirection = CameraFacingDirection.User my App shuts down. As a fix i used arSession.Reset(); but then I get a black screen hahahahaha

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Anyone experience with similar problems and any ideas to fix this

dense verge
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Hi, Can someone help me resolve this issue I have with my AR app? It's working perfectly on the Android device but when I try the same build on my iPhone the AR doesn't work properly. The objects are moving with my camera. I am using the QR image to determine the position of the object spawning. I set the correct size of the image in the Reference Image Library. I am using the AR Foundation version 5.1.1

true stag
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QR codes are not great for tracked images, they have too many duplicated pixel changes (the tracking is usually looking for known arrangements of pixels), so it's all just white-to-black and black-to-white, while ARCore may track the image, iOS may not since they have different tracking image algorithms internally that unity's ARFoundation isn't controlling.
For ARKit this discussion thread may be useful: https://discussions.unity.com/t/arkit-image-tracking-quality/921806
For ARCore: https://developers.google.com/ar/develop/augmented-images/arcoreimg

true stag
wanton turtle
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But yeah from the video it's just not detecting it often

elfin flint
#

Does anyone have the same problem here? I just simply add a menu from MRTK 3 UX component

sinful wind
#

Hello Folxs! I’m seeking a Unity expert to support the design and development of an AR Mobile App this summer (July-August 2024) as a part of my PhD Dissertation Research project. We’d need 1 or 2 Zoom calls per month (up to an hour each). Your experience with XR technologies and Unity would greatly benefit our project, involving two SU students. If interested, please reply to this message. The project focuses on designing an AR app for psychomotor skill learning, integrating mental and motor processing. We value your collaboration and any recommendations within your network.

Thank you for considering this opportunity.
Linkedln profile: www.linkedin.com/in/hemalathaaky

devout steeple
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Hello! i need to start developping an AR project but i dint have any capacity on it, can someone help me to find where can i start please?

warm abyss
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!learn @devout steeple

fossil pierBOT
#

:teacher: Unity Learn ↗

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

devout steeple
#

nice

#

i'm on it

wooden mantle
wanton turtle
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The channel is for people with questions about unity AR. Not the right place to self promo.

late dock
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what is the right place to write and ask about AVP?

warm abyss
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Probably here @late dock

mighty trail
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Hey guys, I have a question. Will it take a lot of work to go from Mobile AR to AR for the Quest 3?

warm abyss
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Depends what your app does.
If it just views a 3D model, just use the OpenXR Meta for AR Foundation packages and done

If you need interaction, it might require more work

#

@mighty trail

mighty trail
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AR on mobile is not an ideal experience for lots of interactions or am I wrong?

wanton turtle
late dock
#

I have a problem with the XR Grab and the Apple Vision Pro. Does anyone have experience developing on this platform?

thick crescent
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Hi guys,

I have been trying out the Geospatial Sample in unity , But frequently stumbles upon the error Geospatial sample encountered an EarthState error: ErrorEarthNotReady when building the app and running in my android device. But it goes away automatically after some time and re-occurs. Is there any way to fix it? or am I doing anything wrong?

It would be great if someone could help me with this issue

gentle stag
#

Hey guys,
I was wondering what are the steps for setting up SwiftUI with Unity? With the SwiftUI demo from Polyspatial the HelloWorld window works, but if I make my own window it is unable to find it. I tried putting the files in a directory called SwiftAppSupport but no luck. I am getting the error: No Scene with id ___ is defined. For some reason it is still going to SwiftUISample plugin in the Polyspatial folder. I made a copy of that file and put it in my Scripts folder
I am following this: https://docs.unity3d.com/Packages/com.unity.polyspatial.visionos@1.1/manual/InteropWithSwiftUI.html?q=swiftUI

nimble fossil
earnest bronze
#

Hey guys, I'm having a problem with an AR app made with vuforia, when installing the apk, the AR camera doesn't activate, the screen stays black, could anyone help me?
Thanks!

nimble fossil
crisp fossil
#

Hello guys, does anyone know of a tutorial or a documentation that can help me implement a pinch and swipe interaction? I want to pinch the current canvas and swipe to view the next canvas. What should I be searching for in order to implement this kind of interaction? Any guidance would be great. Thanks!

warm abyss
quiet flume
#

hello does anyone here made an AR game that have the same feature with pokemon go? just need help in some features for my capstone project

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The feature that I'm lookin for is the ability to chane between AR and in a Virtual Space(3d room)

teal elm
#

Hi there every one! Anyone got Meta XR Simulator working properly in MacOs? I followed each line of it documentation and it just does not work.

warm abyss
warm abyss
quiet flume
robust ingot
#

Hello guys n gals,
I'm trying to learn MARS and I'm kind of struggling with plane visualizer and proxies, in AR Foundation it was very simple only to detect horizontal planes but in Mars I find it kind of hard to ONLY detect a certain kind of plane, I believe this is done with Proxies, BUT I don't know how to make it so the plane visualizer only detect planes that meet the condition of a particular proxy...

Any help would be appreciated! Thanks.

robust ingot
#
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class VerticalPlaneHider : MonoBehaviour
{
    private int lastFrameChildCount = 0;
    private void Update()
    {
        if (lastFrameChildCount != transform.childCount)
        {
            GetCreatedPlanes();
            lastFrameChildCount = transform.childCount;
        }
    }

    private void GetCreatedPlanes()
    {
        foreach (Transform t in gameObject.transform)
        {
            if (!t.gameObject.activeInHierarchy) continue;
            if (t.transform.rotation.eulerAngles.z != 0)
            {
                t.gameObject.SetActive(false);
            }
        }
    }
}