#šŸ¤Æā”ƒaugmented-reality

1 messages Ā· Page 5 of 1

true stag
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I believe AR Foundation has a mode to set plane detection mode to horizontal / vertical only?

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Oh, MARS itself

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I am not sure on the answer myself, but if the question here goes unanswered, you're welcome to post to the unity discussion forums in order to make sure your question doesn't get lost and never answered on discord (the nature of discord being a scrolling feed of messages makes it easy to lose questions)

robust ingot
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Yes, will do. Also, this script I posted is just to hide the vertical planes, of course is far from ideal but it works for my case... But thanks!

teal elm
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The Meta Simulator does not run when I hit the play button even the Meta XR Simulator button is enabled. The "Game" screen stays black and none application is launched in a another window or tab. I already changed to use the plugin OpenXR and lauched the synth server.

frigid copper
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Having some issues with **OVRCameraRig ** (or at least I think this has something to do with the issue)... basically I've added an option to my in-game menu that lets the user toggle passthrough ON or OFF, which is just a simple command OVRManager.isInsightPassthroughEnabled = true;

I'm noticing that if I toggle it a few times, the FPS begins to dip and the objects in my scene begin to get very fuzzy and somewhat pixelated, especially on the Quest 2. I notice this really only happens in my production builds as well, when I run from the Unity editor this doesn't happen. Any ideas?

Some of my graphics settings include: ASTC compression format, normal quality lightmap encoding, low resolution shadows, hard shadows only, Late Latching (Vulkan), defaults for Graphics tiers, 2x Multi Sampling, Anistrophic forced on... I've tried toggling a bunch of different things but the prod build never seems to be the same quality as the development builds from the editor.

warm abyss
warm abyss
teal elm
# warm abyss Dont you need the oculus xr plugin active? I think you also need to enable it in...

Thanks! In documentation is writen that I must choose between Oculus XR Plugin and OpenXR and the simulator only works with OpenXR. In the project "attention waring" point it as well. The Unity Editor é updated and the SDK is relatively recent as well, I am using Meta All in One v67. I guess Meta does not have a good channel for communication and their forum é quite abandoned 🄲

warm abyss
teal elm
# warm abyss I think that's the XRIT simulator and not the Meta one? It's a bit all over the...

On actually I do not know if the Meta one uses the XRIT under the hood, I must research more about it. I am pretty new one in this stuff of developing XR using Unity. I am using this documentation: https://github.com/Oculus-VR/homebrew-repo/blob/main/meta-xr-simulator.md#develop-openxr-app-using-unity. I am trying to know some other developers that know something about Meta SDK and MacOs being good friends but it is kind of a empty space between the other realities. šŸ˜…

GitHub

Contribute to Oculus-VR/homebrew-repo development by creating an account on GitHub.

warm abyss
teal elm
warm abyss
#

Ahh I missed the MacOS part. No experience there from me

teal elm
devout steeple
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Hello, i need help, i need unity subsystem and AR simulator in my project but i cant find them in the package manager

thin fog
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Is there anyway possible that I can connect my unity AR with react native-expo based environment?

true stag
true stag
arctic hinge
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Hi,
I have a nevigation scene and 5 AR scene and i want to switch between these scenes. But when I am doing this first scene run fine and when I click back and return to navigation scene and then move to same AR scene or any different AR scene error indicates that The object of type ā€˜Camera’ has been destroyed but you are still trying to access it.
Is there any solution for this??
Using editor version 2022.3.3f and project AR mobile

soft summit
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hello, i try to get a stencil shader to work for hololens 2, but it isnt working perfectly.
i use the mrtk3 standard shader for it.
the problem is, depending on how far or close i am to the object it appears or disappears and so far i couldnt find which settings in the shader has to be enabled to get it to work correctly...
maybe someone can help?
Edit: nvm, solved the problem with using the graphic tools standard shader.

warm abyss
faint pasture
#

how long does it take these days to put an app on teh quest store?

true stag
wanton turtle
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Just be aware their rejections or change requests aren't usually emailed to you. So you need to keep an eye on the dashboard

long glacier
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Anyone in here developing for AppleVisionPro? I have this weird issue when using the simulator, where logic is changing the material on my gameobject, but its only changing in the editor window, not the simulator window.

golden garden
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Hello, im new here xd. im a student creating our AR app for our capstone. I just wanna ask for help from yall seniors. Is it possible to make a merging system like for example theres 2 image the first one is a marker for a hydrogen atom, the second image is a marker for an oxygen atom. is it possible to mix them together to create a water molecule? im currently using vuforia engine and idk if it can support this idea

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like you just swipe the 3d models of the molecules together and they mix together*

hybrid perch
nimble fossil
long glacier
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I did finally notice some material shader console errors. so i'll look into that

compact horizon
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Guys I want to create an AR app .when I watch a video and it will pop up an AR object like in a particular scene it will pop up AR content

nimble fossil
nimble fossil
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Anyone in here worked with Personas on visionOS and how to show them in Unity? Right now, I can show them with webcamtexture support, but I am wondering if there is like a way to get the transparent one instead of those default backgrounds.

long glacier
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I am developing for the Apple Vision Pro. Porting an XR project. All these sphere's are XR Simple Interactables (and the capsules too). They are all set up the same. Very similiar heierarchys with each interactor. But, for some reason, I can't 'select' the ones with red 'x', but all the green checks are fine. If I double the collider size of the red 'x' ones, it works, but it seems like that just 'wakes' them up, because if out of playmode, i double the collider size, then play again, the selection doesn't work.

long glacier
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if i adjust the scale of the collider on the XR Simple Interactable at runtime, i'm able to interact with it. Smaller or larger. Doesn't matter.

long glacier
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if i disable/enable the collider component, or gameobject, i'm able to interact with it

nimble fossil
long glacier
# nimble fossil are you sure, there are no like double components or child components probably b...

We discovered the issue was something to do with the animator animating the scale of the objects. My guess is poly spatial didn’t know to update its links that the scale had changed. We discovered the difference between the interactors that were working, and the interactors that were not, the working ones as part of the reveal animation deactivated/activated the XR interact component. so we added those same keys to the interactors that were not working and that fixed it

nimble fossil
livid coyote
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Why is my script not running on my HoloLens when it works perfectly on my tablet? Does anyone know how to resolve the problem ?

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I only see the first step, where it says that the program is being initialized (this step usually takes less than a second). Normally, I would be redirected to the next step, but in this case, I am stuck on the first step.

nimble fossil
long glacier
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With Polyspatial, does anyone know of any examples showing multiple bounded volumes in the same app? even if its just someone showing it in a youtube video?

nimble fossil
long glacier
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Unless I missed one, they are all a single bounded volume. But, the documentation says multiple is possible

nimble fossil
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You can have different scenes with different volume cameras using different volume settings

long glacier
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So, they would appear as more than one volume cube that can be moved around and placed by the AVP? In "shared" mode, your application coexists with any other applications that are active in the shared real-world space. Each application has one or more bounded volumes (see below), but no unbounded volumes. The position and orientation of these volumes (both relative and absolute) is opaque to the app. Input in this mode is limited to a ā€œ3D touchā€ mechanism, via the PolySpatialTouchSpace device (see Input). In addition, ARKit information such as hand position, planes, or world mesh is unavailable in this mode.

nimble fossil
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If you mean the volume box, that you can move like any window on the AVP, then yes. If you use bounded volume, it can coexist with different apps

eager path
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Hey guys, hope everyone's doing well!
I have the following case in AR and could not find any solution online. What I am trying to build is an inside building navigation and I have drawn a 3D model of the location that I want to navigate inside, however I am not able to get my drawing to fit 100% in the real world based on the user rotation. So my problem in short is how to get the user's rotation so I can get proper navigation. Thanks in advance!

nimble fossil
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To all visionOS devs out there. Is there a Unity API to access the cameraframe in the latest visionos?

eager path
nimble fossil
nimble fossil
#

Did anyone ever encounter this issue here? Seems like it happened before: MissingMethodException: Default constructor not found for type UnityEngine.XR.VisionOS.VisionOSHandProvider

eager path
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the user rotation will always change, as

nimble fossil
void isle
#

is Plane classification possible for ARCore and ARFoundation?

random plume
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Greetings, would anyone be able to help me set up a basic AR system?

This is my first time working with AR, I've been trying to get something to work for weeks but I've had no success. No tutorial or forum I've followed has been of any help.

I would please just like help to come to understand how to work with it, and how to set up this system.

The system needs to do the following:

  • It should be able to be turned off and on.
  • Using the Mobile Phone's Camera, and it should look for a picture, and then project a 3D model onto where the picture is.

Please, any help would be greatly appreciated.

crisp fossil
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Hello, can someone please recommend a website where I can find free 3D models that I can use in AR? I need specific 3D models for my thesis and I have already checked the asset store and a bunch of other websites but with no luck. Any recommendations would really help. Thank you.

random plume
crisp fossil
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Thank you, the models I am looking for are the following: a trophy/award, badge, citation symbol, children, wedding rings, and something that represents scientific/academic publications. I can find all of them as 2d icons, but I am trying to utilize the 3D space as suggested by my supervisors.

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In addition to those, i am also looking for 3d models for AR/VR glasses, chemistry-related, physics-related, pretty much a wide range of models, and I find out what I need as I go. Unfortunately, most models I find are paid so I have to look really hard to find free models.

random plume
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i am unfortunately not that familiar with those types of models and where to find them. I am sorry.

In the worst case scenario, if they are not very expensive, then perhaps those paid methods you found could be worth it.

But if I find any such models, I will notify you

wanton turtle
fossil pierBOT
#

:teacher: Unity Learn ↗

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

random plume
# wanton turtle What you are probably looking for is called image tracking, the online tutorials...

I see. Though the thing is that I have looked upa few online tutorials and followed them to the letter, but they just don't work.

Though, I'll give it another shot.

But for how I learn, if I can get a simple example of a working script for AR, I would learn from it.

I was never one to like to copy work, but I want to understand how it works and why, and I like to use examples to reverse engineer it, if that makes sense.

wanton turtle
# crisp fossil In addition to those, i am also looking for 3d models for AR/VR glasses, chemist...

Unfortunately there are only a few options. Find them somewhere free, find them somewhere paid, pay someone to make them or make them on your own. My advice is to use blender, follow a few online low poly tutorials, and whip something together. You could also use just blocks and cubes but then you aren't learning as much as you could. There are also things like polyhaven, cgtrader and turbosquid if you don't mind poorly optimized or random quality free models and hunting for each one separately. It's a pretty specific list though so you'll probably need to pay at some point for it.

wanton turtle
random plume
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But thank you for your help either way, I appreciate it

void isle
long glacier
#

Anyone know of a tool I can use to access Apple EventKit inside Unity? To do things like Read/Write to the Calendar/Reminders for VisionOS?

severe fjord
#

Is it possible to build an app for AVP without a physical Mac? Using cloud mac and then TestFlight or something similar?
and if possible, is it actually feasible? or such a slow painful process that it's not worth it?
Context: I'm a Unity developer with a Windows desktop and I have a small APV project about to start, would rather not have to buy a Mac if I can avoid it.

long glacier
# severe fjord Is it possible to build an app for AVP without a physical Mac? Using cloud mac a...

Without a Mac, you're gonna have a hard time. Because:

  1. you need a Silicon Mac to even install the polyspatial packages.
  2. The simulator only works on Mac

In the past I've done iOS builds using Unity Cloud Build. And then Used a post-build script to push to AppStoreConnect. But, I don't think thats currently possible for VisionOS.

Someone suggested to try using a cloud rented silicon mac. You'd only need it to install the polyspatial packages, testing in simulator, and doing the build. The rest you could still work on in windows (is my understanding)

severe fjord
long glacier
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Perhaps. But, the simulator is the best way to make sure you have your pinch inputs set up correctly.

void isle
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hey @long glacier i see ur content on utubee occasionally, good turtorials mate!

long glacier
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TYTY

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One day I'll do more. I missed doing a new one every week. I'm just so busy now.

long glacier
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Polyspatial/VisionOS question: Anyone know of one of the sample scenes, that on build, scaling of the bounded volume works? I'm using a Volume Camera and a Volume Camera Resize Listener. But, user is only able to move the volume. They can't resize it.

long glacier
#

Polyspatial/VisionOS question: Anyone

thin fog
# true stag There may be a solution but that would be independent of it being an AR app, yes...

i didnt get this , what do you mean by independent of it being an AR app? currently i m trying to build ar using mapbox and unity , but the thing is only "AR" part of the app is in unity and the rest of the app like the map features or ui or anything else is on react-native expo , so my question was is there any way possible i build that AR on the unity and export it or display in react native app?

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if anyone else can also help me with this , it will be of great help

wanton turtle
thin fog
crystal glacier
#

hey guys can i do augemented reality just with a phone???

nimble fossil
crystal glacier
#

I mean do i need an occulus or ar,vr headset

keen kraken
#

Hello guys

nimble fossil
# crystal glacier I mean do i need an occulus or ar,vr headset

there is AR built in with most phones. Not sure we are talking about the same AR šŸ˜„ AR is just digital content on top of real world image/camera feeds aligned by the motion sensors or image detection of the phone. Headsets are mostly VR or when using a decent passthrough, AR phone hardware with a headset strapped on

true stag
wanton turtle
#

Thats just a default AR Foundation restriction though. There are also other frameworks built with unity (easyar, maxst, vuforia, opencv) that opens it to all devices. And other engines like aframe/mindar if you don't want to be restricted to unity or want to work in webgl. There is also a mindar for webgl for unity you can use.

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There was also an OpenCV for AR Foundation plugin at some point you could use as a fall back.

But yeah, what Unity has built in by default is just arkit/core devices (some android and ios mobile devices).

warm abyss
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Unity 6 (and some instances of 2022) have no soft shadows when XR is enabled. I would like to ask if people could vote on the issue to get some publicity, as it is hurting many projects. It happens with both ARCore and Oculus/Meta plugins.

https://issuetracker-mig.prd.it.unity3d.com/issues/android-urp-xr-soft-shadows-not-working-in-the-player-when-using-arcore-xr-plug-in

nimble fossil
#

I am getting this error here and there seems to be no .1 version of vivox but the visionos package from backend is trying to get it:

  Package com.unity.services.vivox-visionos@file:/Users/nsynkjohannes/Downloads/com.unity.visionos.vivox.unityVisionOsSdk-16.5.1.tgz has invalid dependencies or related test packages:
    com.unity.services.vivox (dependency): Package [com.unity.services.vivox@16.5.1] cannot be found
jolly notch
#

hi guys, i went through the old texts but am still not clear what i should use for object decetion in unity for android(later ios and windows tablets). So far my option seems to be tensorlite or mediapipe as I want to detect a custom object and anchor its position if the real object is lost in the real envionemnet(using arcore or arkit later). Would this be a good approach to start? Unfortunately i have not worked with both mediapipe and tensorlite, is there something i should keep in mind or approach this differntly?

nimble fossil
nimble fossil
#

For anyone having issues. you can add the folder structure to your packages/ and just change to the .0 version for now until Unity fixes their dependencies

robust ingot
#

Hello everyone, I'm having trouble with the AR Raycast Manager after I change scene and then go back into an AR scene.

Autoconnected Player "Autoconnected Player" No active UnityEngine.XR.ARSubsystems.XRRaycastSubsystem is available. This feature is either not supported on the current platform, or you may need to enable a provider in Project Settings > XR Plug-in Management.

So, I'm assuming when changing scenes the AR session breaks and the XRRayCastSubsystem loses references to the MARS / AR Session?

I go into a UI Scene into an AR Scene (All works well), I go back into the UI Scene and then back into the AR Scene and the planes are being detected and all, but the AR Raycast is not working.

Anyone have any insights into this ? It's kind of driving me mad.

#

Also, anyone know how to deal with changing scenes in AR ? Like, how to properly dispose and re-start a AR Session, I feel like it breaks on any scene change.

robust ingot
#

For anyone suffering with this, this fixed it.

molten eagle
#

I am getting this error here and there

pure pewter
#

Hey so I have a problem in mixed reality multiplayer on the meta quest 3. I am trying to develop a mixed reality project with multiplayer using netcode for gameobjects on unity. The issue that I have right now is that since both headsets won't have the exact same boundary, the position of the objects won't be in the same location across headsets. I was wondering if anyone can shoot me in a direction to look for a solution or give some thoughts or inputs into this issue because honestly I am at a loss.

warm abyss
quasi seal
#

Hi everyone,

I'm currently working on an AR project using Unity with AR Foundation and ARCore, and I'm facing an issue where AR assets start drifting from their original positions when I move or rotate my phone. Even though the assets are parented to an anchor, they seem to lose their correct positioning and drift after some time or when the phone’s orientation changes.

Has anyone experienced this before, and are there any known solutions to prevent this drift?

A bit more context:

The assets are anchored using AR Anchors.
The project involves placing models based on real-world coordinates.
The drift occurs after I walk around or rotate the device, even though the environment has enough visual features for tracking.
Any advice or suggestions on how to improve anchor stability or minimize drift would be greatly appreciated!

Thanks in advance for your help!

warm abyss
#

If it's very reproducible you could file a bug report, but I am unsure if that will get through

wraith crystal
#

Can I build a WebGL application using The ARCore Geospatial Creator for Unity?

I've been exploring the ARCore Geospatial Creator for Unity but am having trouble understanding the documentation. Is it possible to build WebGL applications with this package, or is it limited to Android platforms only?

warm abyss
wraith crystal
warm abyss
wraith crystal
tough kayak
#

Hey, Using Mobile AR with Face Tracking, is it possible to render a mesh behind the human head?

crisp fossil
#

Hello, I am trying to pinch to scale, when I searcher for how to do this, most results suggest using ARScaleInteractable, but when I added this component to my cube there was a warning that it is now deprecated and that I should use XR grab interactable. I am now using XR grab interactable, and I can transform position and rotate but I am unable to scale. I am unsure if I have the wrong settings used for "track scale" or if i should be interacting in a specific way for the pinching to be detected as a scale up or scale down. Any thoughts?

#

Here is a phot of my XR grab interactable:

austere cave
#

hey there, i've been bashing my head into a wall trying to figure out why my project will build but not deploy to my device and i've hit a dead end

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i've messed with api levels, clearing device cache, different devices, different unity editor versions, etc

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the app shows on the device but every time i open it im met with this

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just using ar foundation and arcore to build ot android

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i had gotten it to work once yesterday and ever since it has failed

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build alone succeeds just fine

austere cave
#

nvm solved it. for anyone searching this same issue it was on an s22 ultra and i had to disable verify apk/abd over usb. patch/patch and run still doesn't work but build and run from build profiles does work on the device

wanton turtle
true stag
# tough kayak Hey, Using Mobile AR with Face Tracking, is it possible to render a mesh behind ...

this basically requires the user-facing camera to have depth so you can simply place it behind the user's head, or you make an invisible mask and then have that "mask" literally mask the object, so you're getting a basic shape that erases objects behind it, this is a more shader-focused approach and may be more difficult to exactly define "correct" here, but it would be a decent idea if you're without any ideas.

tough kayak
true stag
#

that's... not what I meant by depth, chatgpt can only help if you already know what you want, because it it doesn't work, you're going to get talked in circles

#

AR Foundation supports depth in most world-facing cameras, which allow you to occlude objects in your scene with real objects, but I don't think many, if any at all, phones support depth in user-facing cameras

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which means my next best guess is to make a game object like the face mask sample scene, but instead of it being visible, the face mask is invisible and it's cutting out the objects behind it, which then allows you to place objects behind the mask in your scene and they will act like the face is occluding them

tough kayak
#

I'm not new to graphics, but I'm new to Unity, therefore am not sure how to exactly implement it via unity

true stag
#

I forget the exact keywords to accomplish this, I haven't tried it but I am sure it's possible, maybe search for something like stencil masking, or make "cut out shaders" or something, you're looking to find a way to make an object make another object behind it simply not render through it, while also not rendering the closer object at all.

#

tutorials online may help, sadly I don't have any easy ones on hand

tough kayak
scarlet coral
#

Hello, I'm currently using the Unity Learn pathways and I'm on the face filter tracking part of the segment. I tried doing it and it didn't work, so I went back to the first mission which was a simple block floating around. But now it seems like nothing works. Can someone help? The errors relate to xcode expecting angular brackets over quotes, and unity framework. I'm assuming this has to do with xcode not being able to detect or use the unity packages.

nimble fossil
scarlet coral
#

Sorry, could you elaborate?

nimble fossil
#

The errors relate to xcode, thwat errors? You need to provide some information for people, otherwise, we could just be doing guess work on all the thousand error codes and information xcode can give you šŸ˜‰

scarlet coral
#

Ah! Haha sorry about that.

#

They look like this.

nimble fossil
#

First easy steps, clear the build folder in xcode (google for the shortcut, becomes handy) and make a build with clean build, so little arrow next to the build button, clean build... and try again to rebuild. also google for the bitcode error. Might just be the unity tutorial being a bit outdated or not covering it.

scarlet coral
#

Okay! Tysm. I’ll try it.

west loom
#

Can someone help me out with a vivox query?

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I am trying to use vivox with Hololens 2 in unity. Will bringing the UI component, VivoxVoiceManager and AudioTapsManager component from the package's main scene be sufficient for it to work with Hololens?

west loom
#

I tried it but the button interactivity is something to work on now.
Meanwhile, what would be the easiest way to make a unity UI button intearctable in Hololens?

nimble fossil
west loom
#

ok

#

The login is to convert any UI button into one usable by Hololens. I will be making builds for testing purposes (Not the remote testing thingy).
Do you know how I could convert a UI button into intearctable button?

nimble fossil
west loom
#

Thank you so much :3

west loom
#

Hey all,
I know this a sneaky way but
Does anyone have access to dissonance and could lend it to me somehow? As I have explored Odin and Vivox. So far, none of them are working out on Hololens and I hope to god that dissonance helps me out 😭

frosty hound
#

Hello, I'd like to create this effect in apple vision.
It's a project to show visual deficiencies, in MR.
The idea is to have a spot that follows the user, and where we would see through the blurred and distorted environment. My problem is that since the scene is in MR and I want to retrieve data from the environment, I can't use a Scene Color node in Shader Graph. Do you have any ideas? Do you think I can use the Polyspatial Environement Radiance node with a distortion node like Twirl to achieve this effect?

nimble fossil
frosty hound
#

You can generate a mesh of the environment, but you can't be sure of recovering the textures and lighting, which is precisely what you need to achieve this kind of effect... What's more, I'm not sure the Apple vision can handle it.

One of the big problems I'm having is that the camera data isn't available, so it would be easier to modify the camera rendering using a shader...

warm abyss
frosty hound
frosty hound
wanton turtle
#

You should be able to get a refund if it doesn't support it though

#

For hololens we just created our own though. It's just packing of bytes and adding a small buffer. Works well for us. But off dissonance is likely going to be better at scale.

You could also see if they have a discord to inquire about it

west loom
#

Sure thing. I will see if they have a discord and also I will email them for a trial version

#

If it works out, I might as well give the 100 dollars.

nimble fossil
#

Anyone in here working with Unity on VisionOS and knows how to implement Shareplay into the exported xcode project?

sterile stump
#

Hello everyone, I'm new here. I want to ask a question. So I'm working on an AR Project to place posters on the wall but encountering some problems.

When Instantiating the prefabs my poster is sticking out of the wall

I'm using this code :
void PlaceObject(Vector2 touchPosition)
{
if (raycaster.Raycast(touchPosition, hits,
TrackableType.PlaneWithinPolygon))
{
Pose hitPose = hits[0].pose;
Instantiate(placedPrefab, hitPose.position,
hitPose.rotation);
InteractionController.EnableMode("Main");
}
}

#

I followed a tutorial from this PDF, and now my poster is in the correct position, but the picture doesn't appear.

#

void PlaceObject(Vector2 touchPosition)
{
ARRaycastManager raycaster = GetComponent<ARRaycastManager>();
if (raycaster.Raycast(touchPosition, hits,
TrackableType.PlaneWithinPolygon))
{
ARRaycastHit hit = hits[0];
Vector3 position = hit.pose.position;
Vector3 normal = -hit.pose.up;
Quaternion rotation = Quaternion.LookRotation
(normal, Vector3.up);
GameObject spawned = Instantiate(placedPrefab,
position, rotation);
FramedPhoto picture =
spawned.GetComponent<FramedPhoto>();
picture.SetImage(imageInfo);
spawned.transform.localScale = new
Vector3(defaultScale, defaultScale, 1.0f);
InteractionController.EnableMode("Main");
}
}

#

Anyone know why my picture is not appear?

wanton turtle
# sterile stump Anyone know why my picture is not appear?

For image tracking only AR, I don't use Unity anymore. But my guess would be either your picture is backwards and that's the back, or you configured your material wrong.

It's common to have a Base > Pivot > Frame structure in your prefab to be able to resize and rotate the model

#

I'd try using the AR simulator to see in the scene what the rotation is doing, or add a 180 rotation on the child model and blind test it.

sterile stump
wanton turtle
#

Just because there are other possibilities (I.e. Z buffer)

sterile stump
#

Yes I did, but my poster is not on backwards

wanton turtle
#

I don't have enough information to help you, but maybe someone else will chime in

sterile stump
#

Anyone know how to get RawImage from this ImageButton object?

crystal hedge
#

anyone thats interested in building tracked devices with the MX Ink, I did an IR coverange map, and tracking tests with the device: https://www.youtube.com/watch?v=OfGSaZKiaCI

We finally have the first trackable object for Meta hardware . . . So now we have to build a new pistol controller for Augmented Defender.

Part 1 focusing on tracking, mounting, and initial testing.

Game:
https://www.meta.com/experiences/augmented-defender/5128569437244342/

Discord:
https://discord.com/invite/GgQy6qugZU

ā–¶ Play video
keen thicket
#

Can anyone recommend me a good tutorial for AR Fundamentals? I am planning to make an AR game but I have no idea how that works?

wanton turtle
#

!learn should have one

fossil pierBOT
#

:teacher: Unity Learn ↗

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

nimble fossil
warm tundra
#

Hello, is this the right channel to ask for help? It's for my AR Sign Language Research. Thank you 🄹

nimble fossil
warm tundra
#

I just wanted to ask how to put speech to text and text to speech in my AR. I followed a YouTube tutorial first but the code seems not to work.

#

If it's alright I can send my codes. I just really need someone to guide me because I'm a beginner ಄⁠‿⁠಄

warm tundra
nimble fossil
#

I am not sure, how AR and speech recognition have to do anything in common. If its not AR related, you mgiht get faster help in any coding channel #šŸ’»ā”ƒcode-beginner #archived-code-general and so on. And if you want help, you should explain, what "seems not to work" mean. Just not working does not help anyone helping you šŸ˜‰ Write down, what you have tried, what the errors are you get. And your git repo is private i guess, because I get a 404 on it

wanton turtle
#

AR Foundations fairly pointless beyond plane and image tracking. Face etc is all locked to only iOS.

#

Ah correction they finally support face tracking on android it looks like.

warm tundra
proud garden
#

Hi guys, really new to AR, im having a problem with things being imported from blender, i was testing with this little cube, i exported it as .fbx, and when i try to place it on a surface, suddenly this shows, its just that still image, any idea if its related to how it is being exported from blender or any camera setting i need to know for these? With built in models of AR it works perfectly (built apk)

warm abyss
proud garden
quiet flume
#

hello I need help, I'm kinda having a problem in my game rn. the plane detection in AR scene are having a problem detecting plane I dont know ehats the problem

#

the thing is at first when I only have one cat to use it did a good job detecting plane. but after a while I added another cat,its now having a hard time making a plane in AR scene

#

Im using Niantic for the AR

lime arrow
#

Hi, i have made a test project for my Apple Vision Pro and added XR Hands to it. I want to grab a ball by a grab or a fist gesture not by a Pinch which feels not naturally by throwing a ball. I have implement XR Hands 1.5.0 and the grab gesture will be detected (the sample text will show that) but I don't know how to step further, how to grab something with this gesture.
I do not have much experience in Unity so it's hard to step in. Is anybody able to give me a hint how to realize that?

nimble fossil
compact horizon
#

Guys I want but AR/MR device but I don't know which one is better 😭

warm abyss
lime arrow
nimble fossil
lime arrow
# nimble fossil Well, maybe game dev is not for you then. Putting no effort in will outcome in t...

@nimble fossil I don't know how you came up with this, but I've already invested days in this topic. The thing on Unity is that you learn something and two weeks later all is deprecated. I know, I can add an Collision sphere to my hands, on Gesture Event, I can read get the Object which is in collision and add it to my tree to simulate the grab. But I guess there must be a build in solution with visionOs, XR integration Toolkit and XRHands and that's what I'm asking for. Thx

#

I have seen the "Unity VR/XR Developer: Make Immersive VIRTUAL REALITY Games" course from Udemy but I'ts complete different as in my Sample from visionOS.

nimble fossil
# lime arrow <@144387642140655616> I don't know how you came up with this, but I've already i...

You are better off trying out things and testing instead of doing those udemy courses. Especially with a quite new hardware that gets updates on OS side and unity side with each package update. But I am working on the visionos for months now and I can tell you, its not, that everything gets deprecated all the time. If you watch old tutorials, then I agree. But if you stick to the docs, you usually get either quite stable APIs OR your IDE is already giving you results for those issues when something is marked as deprecated.

For your issue, you get from visionos INSIDE unity the tracking of the hands. When checking out the XRHands samples, you also get gesture recognition. So not sure what you are still asking for, as you got all the tools you need. If there is a visionos native support, it would basically do the same. Check your hands palm collider against items in the scene and grab it when hit and detected grab gesture. But as we are working in the Unity environment, you just have to mimic that with your system. There are maybe some grabbable scripts already somewhere, did not investigate everything in the sample packages. Also the unity vr multiplayer template gievs some scripts that MIGHT work with visionos, something to investigate too. But "invested days" is like the minimum you hhave to understand, what you are using anyways. As said, I am working on this for a very long time and had to hack my way around a lot of things because it was not yet supported or only partially and so on. Thats dev life šŸ˜‰

scenic osprey
#

Hey, to anybody who's developing for Vision Pro in Unity, is dynamic lighting from the real-life environment supported in some way? Also, I've seen some demos with dynamic shadows on real-life surfaces which was nice. I'm really bummed about the lack of support for VFX, I hope this gets resolved in the future.

nimble fossil
sterile stump
#

Hello! Is anyone familiar with AR Foundation Planet Tracking? I'm working on it right now, but I've encountered a problem while trying to detect more than one card planet. The prefabs are not instantiating. I'm following a tutorial where I'm setting the Tracked Image Prefabs to None Game Object and using the Planet Main Mode Script Mode. Does anyone know how to resolve it?

nimble fossil
glad linden
#

Hi I'm making AR with Vuforia
I made a hand dance but had problems because there was an area of ​​the hand that came out
I've made a simple masking, in the editor it works well but after I installed it on Android the area that should disappear instead appears in black
Is there another way to hide objects that come out of the area I specify?

reef rapids
#

Hello. Does passthrough in unity editor work for you? I'm trying everything and don't see it in editor but works in build or in HMD during play. Or cant I see it in editor?

nimble fossil
reef rapids
nimble fossil
reef rapids
nimble fossil
# reef rapids Expectation. It would help me with testing. But if this can't be done, I'm ok wi...

How to set up Oculus Quest Link for Unity's play mode. Go in and out of play mode for your VR game without needing to build and deploy to your device!

I'm taking a 1-video break form shader tutorials this week to briefly talk about Quest Link in Unity. If you are doing Quest development in Unity this is huge to iteration. Especially if you a...

ā–¶ Play video
reef rapids
gleaming ether
#

any free alternative of WebXR plugin. So that AR can be used in IOS web?

wanton turtle
wanton turtle
gleaming ether
#

ok will check thanks for pointing out ā¤ļø

#

will it allow ground placement without any image track or anything?

#

like AR foundation?

wanton turtle
#

There are some webar plugins for unity, we bought em all, but I haven't seen one work overly well

gleaming ether
#

yeah it sucks i lost a big project cuz unity does not support web xr that well

rose herald
#

At Unite in Barcelona Meta showed the Quest 3 build profile. Have we heard any update on release for that?

fresh echo
#

Hi,
I'm currently working on a project in Unity where I'm using Kinect to animate a clothing model in real time. I've successfully imported my clothing model from Blender, and in Blender, the armature correctly moves the clothing, including the sleeves, in Pose Mode. However, after importing the FBX file into Unity, I noticed that the sleeves of the clothing are not moving when the arms move. The rest of the body seems to be moving well, but the sleeves are static. Can anyone help?

true stag
#

So if you move the bones of the arms, do they move the shirt?

fresh echo
#

Yes the sleeves should move along with the arms, but now only the shirt moves the sleeves remains static

nimble fossil
fresh echo
#

Default

true stag
#

For a mesh to move with bones you need a skinned mesh renderer that's set up by importing a model with a skeleton

#

The regular renderer component can only move the position of the object and render it without bending anything

rancid kettle
#

Hey everyone šŸ‘‹ . Does anyone know if there is an AR tool/framework for Unity that supports foot detection (or body detection in general) that also works for Android (i know about AR foundation body tracker, but it only works on iOS, i'm looking for one that works on Android, too, if it's possible).

fresh echo
crisp fossil
#

Hello everybody, anyone have an idea how to make the background of a video player transparent? I have multiple video players in my AR project and the videos they render have a transparent background, but the background of the player itself is black which makes it seem like the video has a black background. Instead, what I want to have is a completely transparent background so that it looks somewhat like a hologram. How can I achieve this?

crisp fossil
#

thank you, i already have a transparent video as i mentioned, so i already went through this documentation, what i am trying to do is different but i think i might have figured out what the problem is and how to fix it. thank you.

nimble fossil
sonic finch
#

How do I set up Multiplayer XR in Unity?
Meta Quest 3's -
It requires an OVRCameraRig to be in the scene to even start the application, right?
But if the player prefab is the OVRCameraRig - how do I start the application and connect players to eachother?
Do I have to have an 'initialization' scene which has the OVRCameraRig that then transitions to the real 'game scene' that instantiates the player prefabs? I'm not sure how the specifics of that work I can't find a guide online either - its for XR specifically.

nimble fossil
crisp fossil
# nimble fossil ah okay, why would you let anyone know then, what your fix is šŸ˜„

Okay so let me explain maybe someone would need this, I have a canvas that has a scroll view that has multiple video players. At first, my videos did not have a transparent background because they did not support the alpha channel, so I used Shotcut, a video editing software, to remove the background and export the video with the WebM extension as in the Unity documentation it is mentioned that this format supports alpha channel. So that was the first step towards achieving a transparent background. Now the issue that remains is that the background of all the parents of the video player, including the scroll view and the canvas is not transparent. So, the solution I came up with is to change the sprites used by the scroll view viewport and the canvas to something that has just an outline, and any other components that have a background color bring the alpha down to 0. I have some issues when changing the sprites, but this is the cleanest solution I could think of. It is a very specific case, but I need this transparency because I need the person in the video to be as if they are sitting or standing in the real world. I hope this is clear enough.

silver nebula
#

Hello guys. So I'm sort of new to AR but I've worked a little on manomotion for a bit.

I am building a lab simulator showcase for school using hand tracking on android.
Would mediapipe be a good choice for hand tracking on android or should I use any other library?

#

I dont want to use manomotion again as its a bit unstable

wanton turtle
#

It's good for up to 6feet. From there I move it to skeletal pose tracking and that's testing well for up to 40 feet or so.

silver nebula
#

Or a repo maybe

wanton turtle
#

You'll see once you get into it

#

I don't really fault them. It's converted from camera to screen to world coordinates. And you can tell they are more academic and less of an experienced Unity dev. It's enough to get the basics working though

silver nebula
wanton turtle
#

The existing OpenCV from Enox has an example with all of that working, you just do a normal android build

silver nebula
#

Im able to run base mediapipe but it just seems to be a 2D video relay. The 3D stuff seems to be based around OpenCV from Enox which seems to be paid

silver nebula
#

https://youtu.be/RQ-2JWzNc6k?si=bWr4JYCKZ8_00frv

this guy seems to be running hand tracking with opencv in python connected to unity via UDP
would it be possible to export something like this to android?

Visit http://brilliant.org/Murtaza/ to get started learning STEM for free, and the first 200 people will get 20% off their annual premium subscription.

In this video, we will learn how to track hands in a 3D Environment. We will write the Hand tracking code using python OpenCV and CVZone. From there we will transfer the data to our unity 3D Env...

ā–¶ Play video
oblique jungle
#

Anyone know if passthrough works for PC VR

hallow pollen
#

Does anyone have advice for implementing large animations in AR?
I have this animation that I want to place in an AR environment but because I want the video background to be transparent (and I don't know of a way to implement a video with transparent background), I'm having to load thousands of pngs with transparent backgrounds, each representing a frame of the animation. Right now, I'm trying to break the animation down into smaller chunks and dynamically load the pngs as needed, but my app still keeps crashing from memory overload.

I would appreciate any advicešŸ™

warm abyss
warm abyss
hallow pollen
#

Yeah ok. Thank you

merry lake
#

Hi, I'm stuck with a problem I never seen before on Unity. Maybe you have some suggestion to give me ... I found no solutions for now ...
I'm working on a Mixed reality app for Meta Quest 3 using Meta XR SDK.

I started the project on Built-In pipeline, but after few days I decide to convert it to URP so I do:

  • install URP package
  • create URP assets
  • bind it in quality settings (I delete all quality preset exept medium)

And now ... when I start my app, I have no render except canvas ... all mesh renders not render at all...

Do you ever eard about a problem like this ? In 5 years of developping on Unity, I never see a problem like that 🤯

warm abyss
wanton turtle
# silver nebula Im able to run base mediapipe but it just seems to be a 2D video relay. The 3D s...

If you have the pose positions from the 2D video relay and their respective camera coordinates, you don't really need OpenCV anyway. It doesn't really do a very good job on world position translation. We figured that out the hard way (depth Z based on scale of the subject). It's not the best AR solution (as it doesn't really support culling etc without a lot of heavy processing) but usable if you are in a bind.

merry lake
warm abyss
#

Then I think it's best to update Unity if possible, maybe switch graphics API, and check logcat

merry lake
jolly notch
#

Hi guys, has anyone heard of merge cube (https://mergeedu.com/cube) , i want to replicate the implementation of such a cube using Unity using arcore and arkit(without depth). How shoudl i start to approach this? Thanks in advance!

nimble fossil
#

I am currently getting this weird error in Unity, when building for AVP: Thread 1: Swift runtime failure: Unexpectedly found nil while unwrapping an Optional value along this thread part and also this error in the logs:

/Users/bokken/build/output/unity/quantum/Packages/com.unity.polyspatial.visionos/Source~/PolySpatialRealityKit/PolySpatialRealityKit/MessageHandlers/PolySpatialImplVideoPlayer.swiftCan't show file for stack frame : <DBGLLDBStackFrame: 0x34b060bb0> - stackNumber:1 - name:PolySpatialRealityKit.resetVideoPlayers(_:). The file path does not exist on the file system: /Users/bokken/build/output/unity/quantum/Packages/com.unity.polyspatia
#

Looks like there is a bug in Unity/visionOS. Whenever I got the visionos video component running, take off the headset and set it back on, it breaks the app. Only happening with an active video player

silver nebula
#

its just the 3D nodes and the position of the hand on the screen not matching
unsure how to fix that

wanton turtle
# silver nebula its just the 3D nodes and the position of the hand on the screen not matching un...

Yeah, we went through that too.

The problem's a bit complex, the first problem is camera to screen. .. you usually have a 640x480 (or something other) camera feed, but the phones screen resolution is different (1920x1080 for example). You need to calculate that first to get the camera-to-screen ratio for offsetting the position. If using the OpenCV package, discard everything they are doing with bone tracking - it all doesn't work - and get the numbers from the raw camera feed. I used some small cubes to track key bones, until I had it tracking perfectly on the screen.

Now that you have the positions tracing properly, you have the second bigger problem, and need to determine the depth. In our case, I only had 3 days to work on the project, so I guessed on the Z depth based on the length of a bone versus what the average length should be. It gives me a rough percentage of scale, which can be used for a Z depth that was accurate enough. I tricked this by adjusting the objects scale instead of the actual Z position - but that's because the scene was also setup orthographic which would discard Z depth anyway.

Finally it all is very jittery for Z depth, scaling, etc. So I added a 6-10 frame "average" where it would have a target destination, and target scale, and smooth towards it. That seemed to really round out the rough parts. And by then we were done day 3 and go-live went well. Still, very easy to understimate the effort. And it wouldn't have worked if I didn't tear it into bits and work through it ... It's not a trivial task

#

But it did turn out great and was very impactful at the end

silver nebula
#

By default its based around a canvas with some annotation layers and a raw image with a camera feed

wanton turtle
#

You can use the arfoundation camera and pass it into opencv or media pipe if you want, I know there is an opencv example that does that. I did do that once a long time ago, and ended up downsampling the camera before submitting it to opencv

silver nebula
rocky dragon
#

Hi, I am getting some compilation errors in unity scripting, can anybody help me? I am a beginner

nimble fossil
rocky dragon
#

Ok

#

Noted

rocky dragon
#

Hi, I am facing these errors while running an AR Project. Also, I tried to build it in build setting and then tried on my android mobile device. However, the camera didn't work and the screen of my mobile was all black with one button option for which I created UI

#

Like this , my mobile screen went black

#

Please help me with build and settings where I went wrong?

half basin
#

Anyone have experience using 3D height maps for large scale worlds (I’m talking the entire country or Ireland at 10m per pixel)
Im making an AR app which overlays tapography over the real world

true stag
rocky dragon
#

Everytime I try in any updated unity version, there are always different errors and some of the new errors comes out

fresh echo
true stag
true stag
fresh echo
#

When I run it without the arms armature, the garment can follow the user’s body position, but the sleeves remain static. When I run it with the arms armature, the garment deformation looks like a butterfly. I can see that the arms are moving, but the garment behaves like it’s scrapped or mangled.

true stag
nimble fossil
sage cargo
#

Hello, trying to register AR vertical planes (walls) to hide stuff behind with opaque planes. However, I'm noticing that plainly speaking the vertical recognition is not the best when I test it. What settings should I tinker around with, and are there any additional tools I should use as well? Currently building to android and using the ARCore package. Thanks in advance.

nimble fossil
vocal sentinel
#

Hi everyone! šŸ‘‹

I'm working on a Unity WebGL project and need to implement functionality similar to Unity's Input.compass.trueHeading API. Specifically, I want to retrieve the device's compass heading on mobile platforms (both Android and iOS) when running a WebGL build.

I’m looking for a custom .jslib plugin that:

Retrieves the device's compass heading using DeviceOrientation or related APIs.
Ensures compatibility with both Android and iOS browsers.
Handles iOS-specific permission requests for accessing orientation data.
If anyone has experience creating such a plugin or knows the best approach to achieve this, I’d greatly appreciate your guidance or examples! šŸ™Œ

Thanks in advance for your help! 😊

#

I am using this functionality in webgl ar

oblique jungle
warm abyss
vocal sentinel
wanton turtle
# vocal sentinel Hi everyone! šŸ‘‹ I'm working on a Unity WebGL project and need to implement func...

It's a lot of work to do it that way, not impossible, ive had to do a few custom plugins for things related to our WebXR. But because it's webgl, you can pass some of that information in from Javascript to the application.

https://stackoverflow.com/questions/52594247/how-do-i-return-a-compass-heading-in-javascript

https://docs.unity3d.com/2017.3/Documentation/Manual/webgl-interactingwithbrowserscripting.html

green stag
#

How to fix AR Foundation black screen when built and run.?

old garnet
#

hello, can ar foundation used for location-based ar?

vocal sentinel
vocal sentinel
harsh goblet
#

hi guys is this note still applicable today?

#

and would you recommend ar foundation 4 or 5? it says 5 is still in beta

warm abyss
# harsh goblet and would you recommend ar foundation 4 or 5? it says 5 is still in beta

Check Unity docs. AR Foundation 5 and 6 are both out of beta.
Use the latest version that is compatible with your Unity version. For Unity 6 that is ARF 6 (or 6.1 preview if you need any of those features, it does have better render graph support)

And yes BiRP and URP both are supported. Since Unity will phase out BiRP support, I recommend to start using URP

warm abyss
ionic leaf
#

Does anyone know of a good plugin or something for recording a rendertexture or even the camera directly to file?

Im currently doing it through code taking the frames every fixed update (changed to 0.04 for 25fps) putting them in a buffer and then sending them all to ffmpeg to build a mp4.

Problem I'm getting is that sometimes what's being displayed lags a little bit, but my capture is still constant, so the content in the video then speeds up after its stitched into a video.

I'm trying to work out the most efficient way to do this.

My project is an augmented "mirror" that has a camera feed in and a character that walks on and the user interacts with.

fickle maple
#

Guys has anyone been able to make a unity instant android app with ARF?

nimble fossil
#

Anyone knows of a particlesystem custom component that converts to a polyspatial realitykit particlesystem?

#

Oh I guess repliacte properties should be working better now

sacred pasture
#

hi y'all, a quick question on AR and programming. I am trying to make an AR app on the Quest 3 to display a wireframe cube around a person. The coordinates of the person are obtained with an external system (optitrack), and all the app needs to do really is to make this cube. Ideally it would be great to have also some debug information displayed as a HUD, with distance, range etc. But so far I am unable to draw a wireframe cube (I can draw a cube with material), and also I can't draw text on a HUD (I have tried with a Textmeshpro object but it doesn't display anything (not even on the dev window))

#

I apologize for my cluelessness on this, I am working in transportation. This is for a transportation safety project

#

(in passthrough)

rancid cliff
#

hi anyone facing login issue on vuforia website?? I recently created a new account, the support link is also not working anyone got any solution for this?

wooden mantle
#

Thanks to whoever is responsible for updating the Unity package for ARCore support to take advantage of the Vulkan support, it's really helpful šŸ™‚

quiet flume
#

hello does anyone here has used the ARCore XR before or even now? I kinda need a help. Im looking for a way to make the cat wander around the mesh its kinda hard to find a youtube tutorial in how to make it. does anyone can help me out on how to do those?

#

Im looking for a code or a way to make the car wander/walk around the navmesh

iron geyser
#

anyone here use vuforia i want to create a image target with buttons in where when i hover the camera to image target it will show my scene 1 animation then if i click next it just show only page 2 animations and so on

jolly steeple
#

hello can someone help me with my project for developing simple project using vuforia for hololens 2?

iron geyser
#

im using vuforia i already figured out how to play specific sound when image is track but my problem now in my prefabs there multiple animation controller cause when i play my image target 1 it show scene 1 prefab animation but when i show now my image target 2 the animation in scene 2 is already finish i thought i could use how the sound works but its look like isnt is there way to do this?

jolly steeple
#

can anyone help me my image target child wont show up, idk why

#

the image target itself is tracked but the child not show up

tight wind
#

Just wondering if some of yall have used the Meta XR-all in on with the build blocs. Also I wanna know what do you need to add to make a button fonctionnal on a UI. I try to find some information about it online but wasn't able to find any that is related with the Meta xr-all in one

nimble fossil
#

Anyone having issues with referenceimagelibrires being null when trying to access the texture of the referenceimage? It is read write enabled and keep at runtime is true.

warm abyss
nimble fossil
true stag
nimble fossil
# true stag did you load with asset bundles or addressables? Or some other method?

Just straight from the project file structure. I checked the docs, also tried to create a runtime mutable library, but still the texture is always empty or has an id of 0s. The image detection is still working as always. I checked the docs of apple about it and they do not even cover a texture there, so maybe it is just not implemented yet?

#

Thanks for reaching out btw!

loud compass
#

does anyone know any web ar platforms?

nimble fossil
#

You should be more specific about what you want to do

#

Like, what do you want to do with it, as there are so many to chose from

true stag
warm abyss
loud compass
nimble fossil
# true stag Hm this is strange, I don't think there should be a problem if you're loading a ...

Packages are all latest versions, but I also had this issue before with previous versions. ARF is on 6.0.3. The issue is only happening on visionOS runtime and I guess, there seems to be some hickup in the conversion, because also the order of the images is changing when building to the device. So I have 5 markers called Marker1, Marker2 and so on and they are fine in editor, but as soon as I build, its 2, 1, 4, 3, 5, for no reason at all šŸ˜„

#

a log created on runtime gives me this order for example:

[{"referenceImageName":"Marker2_FF9EDA81-4E28-7B4D-8F13-BA20AD3DCE4E","trackedImageID":"","trackedAnchorID":""},
{"referenceImageName":"Marker1_93C4CA59-C7FE-3B49-B3F4-2395B537C26C","trackedImageID":"","trackedAnchorID":""},
{"referenceImageName":"Marker4_2C4D5ED7-DAC3-4744-A156-9940D14BAD9C","trackedImageID":"","trackedAnchorID":""},
{"referenceImageName":"Marker3_9B713856-55E4-D440-B471-BA02912AE094","trackedImageID":"","trackedAnchorID":"474664A3B7C8F747-F2F9ECA3BFED859E"},{"referenceImageName":"Marker5_3BB965F8-FAAB-0541-8DAC-232CE07F550F","trackedImageID":"","trackedAnchorID":""}]}

You can see it starting with marker 2 and so on. But on editor, its logged just fine (screenshot)

wanton turtle
loud compass
wanton turtle
loud compass
wanton turtle
#

Anyway, hope it helps, that's the best I can suggest with the requirements - I wish you luck in your journey

full cradle
#

Hi, does anybody who is using Unity OpenXR Meta and AR Foundation knows a way to filter only the Planes in the Space (Room) you are currently in, for some reason all the Spaces you have setup are loaded (a bit annoying). We want to show a preview of the current room you are in

jolly steeple
#

hello i have question related to vuforia image target, is hololens 2 have maximum image size for image target? because when i use my original size image target the child of the target wont show up, but when i change the image target size from xml file, the child now show up

jolly steeple
true stag
true stag
#

Alternatively, check if your build has any logs saying the images are low quality images, it's possible they may be removed depending on the platform if they are "low quality" (determined by platform), but I'm not sure about which platforms do what.

nimble fossil
true stag
wanton turtle
#

I think that's the first time I've ever seen someone say thanks for the industry plan

full cradle
true stag
nimble fossil
austere cave
#

hey! my partner and i have been developing an ar poker app and all was going well until tonight. i've gone through and checked my entire ar rig as well as our render pipeline, but cant seem to find anything out of the ordinary? it only happens on mobile as well, in editor the game runs just as expected

#

the devices camera view isnt even being displayed in the scene. that happened to us before, but setting our render pipeline back to URP Performant fixed that

nimble fossil
true stag
#

Yes it sounds like you need to enable background rendering feature in your scriptable rendering feature asset by adding it as a component, you can't just swap render pipelines without any changes unfortunately, after that if that didn't fix it, check your camera rig and make sure it's set up to clear the background with a color or something, but that's only after we confirm you have the ability to render the background at all

loud kelp
#

Hey guys, has anyone successfully built a standalone gaussian splat player for quest 3?

austere cave
#

@nimble fossil @true stag i ended up finding a solution, saw that color space was set to linear instead of gamma, so i swapped it and set the ARCameraManager's render mode to after opaques

#

for reference, was unity 2022.3.47f1 with the mobile ar template (ARFoundation & ARCore) running on URP

hearty widget
#

I'm currently having an issue finding tracking in AR. Anything suggestion is appreciated!

warm abyss
#

@loud kelp

hearty widget
warm abyss
#

For iOS?
Android doesn't have this natively afaik @hearty widget

warm abyss
#

Maybe via OpenCV or some external plugin

#

Or switch to something like Snap Studio

hearty widget
#

🫔 I'll look into it

edgy sigil
#

Is it possible to make a mobile AR VR setup? I am able to create a game that uses just AR using Uinty XR plugin. I have also separately set up google cardboard VR. How can I make an app that uses both? I want my AR game to be seen like the way you see two cameras on youtube videos

nimble fossil
edgy sigil
#

This is augmented reality

#

I want the AR scene to be shown like this

edgy sigil
nimble fossil
eager nimbus
#

Hello, I am new to unity and I would like to ask you guys about something. I want to create an augmented reality scene where I can detect a door or a window and replace it with a new one from an image from a database. How complicated would it be?

nimble fossil
eager nimbus
nimble fossil
wanton turtle
wanton turtle
#

But the good news is that's what opencv is exactly built to do

#

I'd argue though you maybe don't need to use Unity at all, and use a web based opencv approach.

eager nimbus
wanton turtle
#

Not necessarily, id probably use aframe & glb files.

#

You can use Unity if you want though, just need to use it via opencv

eager nimbus
wanton turtle
eager nimbus
#

Can I import in a flutter app or in a react native app?

wanton turtle
#

It even has better cross platform compatibility than Unity for AR

wanton turtle
eager nimbus
wanton turtle
#

There are some workarounds that let you add afrsme to your unitywebgl project. But at that point, you don't really need Unity at all.

wanton turtle
#

OpenCV is just open computer vision. It let's you extract information from camera feeds, videos or images.

#

Such as body posing, hand posing, what an object is, the shape of doorways or windows etc. It's used by a myriad of platforms including robotics

eager nimbus
#

Yeah I know about OpenCV, I used it before in the university.

#

Thank you very much for your help

wanton turtle
#

Cool, that'll help

#

Unitys default ar is arfoundation. Which is pretty much just here is a floor, here is a wall, here is an image. With the image one being a bit buggy.

#

Beyond that the features start working on only one platform, etc. So it becomes less usable for consumers.

eager nimbus
#

Alright, understood.

eager nimbus
#

The reason I asked this question here is I have a potential client that wants to create a mobile app with AR. What he wants is to replace a door with another one, and to paint walls with different colors. I told him I had to dig into that and see how complicated those tasks are because his budget is quite low.
So I now if he only wants to implement painting walls or floors would I better go with Unity or stick to OpenCV?

wanton turtle
wanton turtle
#

It's just a question of with unity as your engine or aframe as your engine

#
  • Unity/aframe can do floor and wall tracking.
  • OpenCV will let you find the shape of objects and identifying objects in the camera.
#

Keep in mind though, if it's a non-game application of AR, unity will require you to use Pro (no personal edition allowed). And if that client has over 1m in revenue, you need to buy Industry. The best documented OpenCV for unity is also a paid asset, but has provided free updates for ~6 years, so worth it (especially if you can get it on sale)

#

I saw more indies getting their licensed disabled on bluesky over this recently, so figured it's worth cautioning.

eager nimbus
#

Thank you very much for your help and time.

half basin
#

hey guys, im making an ar app which displays terrain over the real world. i have tiled my map, but need to load the user on a specific part of the tiled terrain to be accurate with their real world loaction. However, im unsure how to grid my unity object with real world coordinates. anyone have prior experience with this that could help? thanks.

nimble fossil
mighty lily
#

hey guys, I'm working on a project as a complete beginner. I'm trying to build a webAR service for which I'm facing a lot of issues in XR plugins and to integrate AR part in the unity
can someone personally connect over and guide me with the same, it would be really helpful for me. thanks in advance!

normal yacht
#

Unity Learn has a pretty up-to-date course you could try following.
https://learn.unity.com/project/get-started-with-ar?uv=2021.3&courseId=6346b7e5edbc2a7caec0f8fc

Unity Learn

In these initial tutorials, you will get ready for AR development. First, you will learn about the field of AR and hear from established creators in the AR industry. Next, you will download all required software to get started and configure a Unity project for AR development. Finally, you will deploy a test project to your mobile device to make ...

mighty lily
# normal yacht I don't think anyone has the time to personally guide you through your problems,...

Thank you for taking the time to address my queries.

I’ve tried various methods to integrate XR plugins, but some of them, such as WebXR Interactions and WebXR Export, resulted in numerous log errors.

I followed the instructions from this video for the above methods: YouTube Video.

I’ve already created an environment (a museum structure) that I need to augment on my website, but I’m currently stuck with the plugin setup. I’m unsure how to proceed without relying on paid services.

mighty lily
normal yacht
#

Oh, WebXR, sorry I completely missed that. I'm not aware of any first party WebXR solution. As far as I know, Unity doesn't support AR for Web at this time (Although I might be wrong).

mighty lily
#

ohh

#

yes I've also came across the same understanding
there's this third party AR support like zapper, 8th wall but they are paid services

normal yacht
mighty lily
#

Can I host my project on 8th wall's basic plan and later on can upscale it to the pro plan if needed

nimble fossil
#

Or just try aframe and threejs

#

Or stuff like needle

half basin
#

So depending on the users real life location, the terrain loads correctly to that area and is accurate

true stag
#

Are you wanting to provide the ability for people to zoom out and see the terrain around them and the like?

wanton turtle
wanton turtle
# half basin So depending on the users real life location, the terrain loads correctly to tha...

It's going to depend on how you are doing your terrain. Unity uses meters, but whatever you are using for terrain generation should accept GPS coordinates or you can convert them if you know your terrain positioning...

Just keep in mind the GPS can be wildly inaccurate for AR overlays (limitation of GPS) and some android phones return very different base values for their altitude.

There is a (rough) AR GPS package for sale in the store. But at least it's an attempt to tackle the feature if you need a hand up. I think mapbox may have a sample as well.

nimble fossil
nimble fossil
half basin
#

I’m just focusing on coastal waters so gps should be fine. But will look into it

half basin
mossy swift
#

Hey all. I would like to know how to deselect a XR Grab Interactable via code. I am using AR Foundation where these interactables are spawned inside the ObjectSpawner. Now I would like to iterate ower these and deselect them so they're not highlighted any more. But I can't find a method for that.

#

found the solution: public void DeselectAll()

    {
        XRGrabInteractable[] interactables = objectSpawner.GetComponentsInChildren<XRGrabInteractable>();

        foreach (var interactable in interactables)
        {
            interactable.focusMode = InteractableFocusMode.None;
        }
    }
amber sail
#

Hi. I;m following a MR course for Unity and Quest. I've come to a part in the tutorial where its saying to add a room model block. Yet in my version of Unity 2022.3.511/1 it's not there. Is it called something else now?

primal arrow
#

Hi, is there a proper way to get phone GPS location using the new Input System? Because right now whenever I build the app using both input systems I need to press ignore button to acknowledge something might break.
But I couldn't find replacement anywhere.

warm abyss
#

Also no effect mesh?@amber sail

amber sail
warm abyss
#

It changes often

amber sail
warm abyss
#

Unless if I'm mistaken or if it's renamed again šŸ˜…

tiny cosmos
#

Hey, I have a project where I want to track the roof of a car (while you are inside) and cover the roof window with a plane/portal (portal from the samples). I use the apple vision pro and the unity presets for that. Since I am new to unity, C# and Apple Vision Pro I can't get it to work to spawn a plane or any object on top of a tracked surface. Has anyone already done something like that and could help me with it?

warm abyss
tiny cosmos
warm abyss
#

Ahhhh it got the mesh of course!

You could iterate over all triangles, then check if the surfase is both above the user and is (mostly) horizontal.
Those traingles are the edges of where you can place a virtual window. 'Simply' place something within those bounds!

tiny cosmos
#

Okay that's a good starting point I will give that a try as soon as possible thank you!

warm abyss
#

Good luck!

fiery sky
#

where can i find a help channel? im starting ar game for uni proj. needz some help thx

warm abyss
fiery sky
#

oh thanks. right first thing is vuforia. since my phone samsung galaxy a15 doesnt support ar core, i had to switch to vuforia. but vuforia doesnt appear in the XR plugin management system but it clearly shows that i have already installed it in package manager, via git hub url. any help? thanks

woeful ice
#

Hello šŸ™‚ i'm trying to get started in augmented reality development, do you have any tutorials or project for beginners? Thanks you šŸ™‚

nimble fossil
# woeful ice Hello šŸ™‚ i'm trying to get started in augmented reality development, do you hav...

There are tons of templates and some unity learn videos. Id say, play around with the templates and read about the scripts they are using in the docs to understand, whats going on. Depending on the platform, also that specific docs help to understand how for example ARCore and ARKit are working. Also what AR are you going for. web ar, which is a different story making you depend on other frameworks.

vagrant loom
#

Hi everyone, need some general advice, cause I'm kinda lost by now panda_dumdum

I'm working on a small AR Unity project and have been exploring how to implement Shared Anchors in AR. I’m aware that the ARFoundation team has plans to add Shared Anchors on their roadmap, but the feature isn’t available yet. Does anyone know how long such features typically take to roll out based on Unity’s development cycle?

In the meantime, I’ve come across recommendations to use the Meta SDK, especially since it supports Shared Anchors on Quest devices. However, I’ve noticed a lot of negative reviews (stability, documentation out of date etc) about the Meta SDK in the asset store. Is the Meta SDK really as bad, or is it manageable for a project that primarily targets Meta Quest?

I also heard about building your own solution to synchronize anchors using Photon/Cloud Storage, but I’m not an advanced developer. How realistic is it for someone with moderate experience to implement such a system? Are there any resources, tutorials, or best practices you'd recommend for syncing anchor data across devices?

Any advice greatly appreciated! ^^

warm abyss
nimble fossil
# vagrant loom Hi everyone, need some general advice, cause I'm kinda lost by now <:panda_dumdu...

Meta also released a shared space scan that creates a scan of environments between different devices if you wanna google for it. About the timespan of ARFoundation picking up, the problem is also, that things like meta and probably apple will start to implement their own systems to share it (like visionis groupactivities) which could cause the shared anchors to be obsolete. But thats just assumptions. Fast changing topic which I am part of right now myself, trying to figure out the best practices for bigger events and shared stuff.

normal yacht
#

For mobile AR, on iOS you can use worldmaps, otherwise I think Google's Cloud Anchors are the most robust and widely used, but they're hosted on Google's servers with a max lifespan of 365 days which is a bit of a shame (Whereas Apple's worldmaps you can serialize and host / transfer yourself between clients).

vagrant loom
# warm abyss There are some systems that do have Shared AR, Like Lightship from Niantic For ...

Oh, I think I kinda buried a key detail – my app is basically Quest only, and the anchors just need to persist within a single session so I hope that makes things easier. šŸ˜… Thanks for the responses so far! I’ll give the building blocks another shot.

When I checked them out yesterday, it felt a bit annoying that they still seem to use the old OVRRig instead of the new OpenXRRig that Meta highly recommends. I couldn’t find any samples using the new rig – did I miss something? Or is it quite easy to just replace the Rig while still still using the building blocks?

warm abyss
#

It can just be that Meta hasnt updated some blocks... Common issue sadly

nimble fossil
#

Did you Check on the new unity 6 vr multiplayer samples? Not sure they make use of it

timid kindle
south lion
#

So I'm trying to figure something out...

I created a regular app in Unity 2022 for the phone where the buttons reacted when pressed on. I just used "OnMouseDown()" for that gameobject and it worked fine. It worked for both testing in Unity and on the phone.

I'm right now creating an AR app using Unity 6 using AR Foundation [XR Origin (Mobile AR)] that comes with Unity and I'm trying to make a gameobject do something when clicked on just like I did with the other app and it's just not registering. Anyone have any idea what I may be doing wrong or if there's another way I should go about it?

south lion
#

Experimenting around and reading the error logs, I think it has something to do with the Input System because now there's Old and New. Going to have to figure that out.

nimble fossil
gilded hull
#

How can I make an app like this using Unity? Is there any unity SDK available for this? its scanner app to generate 3d models for rooms.

nimble fossil
gilded hull
#

I have tried plane detection but it's not like that. this app generate mesh as we scan the room

nimble fossil
gilded hull
#

@nimble fossil find and install ARkit SDK from package manager but can not find any samples about ARkit for unity. do you know any resources for this?

south lion
#

I made an AR app and want it accessible on a browser. I tried uploading the webgl file to Unity Play, Itch and also uploaded the the index and files to page on my website. They all load the Unity loading screen along with the Unity splash image, but then all I get is a black screen on each. It doesn't even ask me for permission to use my camera on any of the browsers. Anyone know what I have to do?

south lion
#

Reading around I see there's a way to do it with a WebXR plugin.

gritty heron
#

Idea for Placing a 3D Object on a Real Table

With the Meta Quest 3, I want to place a 3D object on a real table. I'm using Unity and the Meta SDK.
I know Meta provides the MRUK (Mixed Reality Unity Kit), which allows room scanning and semantic labeling of real-world objects, but I'd like to achieve this without relying on that step.

Does anyone have a cool idea on how to do it?

What I’ve built so far lets the user define four points (the table’s vertices) by pinching with their Index and Thumb. My 3D object then spawns at the center of these points.
It works fine, but it's quite difficult to be very precise. I’d love to hear if anyone has ideas for improving this process.

nimble fossil
gritty heron
# nimble fossil Why do you want to reinvent the wheel, I am wondering?

Because the step of 3D scan, draw a table and select the right semantic label is not friendly for people that never use a headset.
Plus, if someone didn't use the right label the application doesn't work:

I think create an application that depend from another to play isn't a great experience for the users

nimble fossil
marble coral
#

I can't get rid of the "scan surfaces" and "tap to place object" instructions I get on my phone. Does anyone know where and how?

#

I don't need those for what I'm trying to do anyway

nimble fossil
marble coral
#

@nimble fossil I believe so yes. But I'm new to Unity so I have no idea where to find it.

nimble fossil
fossil pierBOT
#

:teacher: Unity Learn ↗

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

honest vortex
#

How do i instantiate gameobjects randomly on the generated planes.
In other words what i want is once the planes are detected i want to stop any new plane detection and once user clicks on "done" button i want to randomly spawn n objects in the generated planes. Can i please get some suggestions on how do i do it?
Btw I'm just learning AR right now so sorry if it's a dumb question.

nimble fossil
#

Might help you unterstanding and visualizing

devout pasture
#

any devs in here

#

dm papi

nimble fossil
lean kite
#

Hey was wondering if anyone is familiar with the Meta XR SDK. Im trying to implement grab and toss and while the grab function works using Meta's building block Grabbable, tossing does not work

azure lion
#

Hi, I'm a beginner to Unity and was trying out AR Foundation Pathway. When trying to build and run my AR Experience (Simple Box in my room). There is this yellow background (image attached) that comes instead being able to look at my room. My project is set in URP 3D. I'm using an Android device.

#

This yellow bg is also present when I test the game on my PC

warm abyss
warm abyss
azure lion
warm abyss
crystal oar
#

It's interesting that we can't simply use androidXR on Android phones

heavy vigil
#

Anyone know how to fix these

tawny vine
#

Is it possible to make Quest 2 use my phone camera instead of its own cameras for a AR game?

#

I need the colors and Quest 2 doesn't have color cameras

quasi seal
#

Hello Unity Community,

We’re facing an issue with accurately placing 3D models at ground level. Since scanning the entire environment isn’t feasible due to the large space, we’ve tried using predefined elevation data to position models. However, we’re encountering inconsistencies—sometimes the models are placed slightly above or below ground level.

Has anyone dealt with a similar issue? What would be the best approach to ensure precise placement without real-time scanning? Would raycasting, terrain sampling, or another method be more reliable?

Any insights or recommendations would be greatly appreciated!

Thanks!

fossil flower
#

@crystal hedge There's no advertisement on the server.

warm abyss
nimble fossil
neon tusk
#

I need help setting my scene for the meta quest 3, and the only thing I wanna apply is night vision using post processing

jovial horizon
#

in xr simulation the image recognition is broken , why is this ?

silent egret
#

Hi everyone! I need to create two apps with hand tracking, a trivia and a puzzle game. I was planning to use manomotion sdk for it but i have two doubts
1- if i pay manomotion sdk pro on the asset store i can use it all i want?(i will use the games on events in a screen)
2- can i use it for windows games?

warm abyss
scenic grove
#

Error Unity DllNotFoundException: Unable to load DLL 'UnityARCore'. Tried the load the following dynamic libraries: Unable to load dynamic library 'UnityARCore' because of 'Failed to open the requested dynamic library (0x06000000) dlerror() = dlopen failed: library "UnityARCore" not found

Error Unity DllNotFoundException: Unable to load DLL 'arcore_unity_api'. Tried the load the following dynamic libraries: Unable to load dynamic library 'arcore_unity_api' because of 'Failed to open the requested dynamic library (0x06000000) dlerror() = dlopen failed: library "arcore_unity_api" not found

Need help on this. I am building an Unity AR project for Android. I am facing this issue. The app open but there is no camera feed from the Mobile. The mobile supports AR. But Idk how to solve this issue.

warm abyss
scenic grove
#

I have sorted the issue. Thanks!

#

I had issue with the plugin duplicate loading. Cleared it out!

gritty heron
#

I'd like to do a colocation app but without internet connection with Unity and Meta Quest 3.
Is possible do it in P2P? And I bet I need a workaround for colocation because SSA doesnt work without internet.

Anyone ever try do it?

nimble fossil
magic sparrow
#

SSA does need internet to sync the id, but that’s an example of automatic co location. The manual style would be to put your controller down in the same position/orientation as the other users and sync based on that point, and that would work without internet.

Between you and me the meta spatial anchors aren’t particularly space accurate so manual sync might be better anyways šŸ™‚

lyric breach
#

Hi everyone noobie student here ! Do you know which product will be good for a simple pokemon go like with unity 6 ? (Map, POI trigger AR screen, scores) I tried mapbox and niantic but they seem not to be up to date notlikethis

warm abyss
#

Unity 6 support will be added in ARDK 3.12

lyric breach
fickle maple
#

@warm abyss you practically know everything. How?

#

Are you Unity discord's secret AI?

nimble fossil
nimble fossil
warm abyss
#

For some reason with new information about game dev my brain is a sponge haha

warm abyss
#

I wanted to add, I definitely don't know everything! I only wanted to share how I got the knowledge I do

compact horizon
#

Hey may I know Unity Human Body Tracking support ARcore?

warm abyss
true stag
quaint ravine
wanton turtle
#

It also does hand tracking, object identification, etc. It's good to know as an alternative.

stable estuary
#

hi guys! i was wondering if anyone could help me figure out how to keep my tracking a bit more stable? it seems to drift off for a split second every so often šŸ˜“ this is my first project so im very new to all of this, im also using vuforia. My image shows up as 5 stars

normal yacht
stable estuary
nimble fossil
# stable estuary oh i didnt know it was older.. do you think itll be hard transfering everything ...

Its not a big deal to use the ARFoundation image library asset instead of vuforia. tons of tutorials on unity and samples. But for your drifting, as I assume, your screen is curved. The tracking expects a flat image. So to be 100% sure if your marker is working, you need it as its expected, on a flat service. The slightest bend can affect the tracking already, even printed on paper and its a bit bend. so be sure to maybe laminate it with matte finish or something if you want best performance on tracking no matter the underlying system#

stable estuary
#

ar foundation is some of the most awful stuff ive ever worked with what is this

true stag
nimble fossil
brave comet
#

I'm trying to access the trackedImageprefab which is spawned by artracked image manager to control it via a joystick
I couldn't find much info about it in the forums
can anybody help me with this pls

brave comet
#

nvm solved the problem

nimble fossil
eager radish
#

Anyone know a quick and dirty way to do that "wall slowly opening up to reveal virtual objects" effect in meta's sdk? I can't find info on how to remove a specific wall from passthrough

warm abyss
eager radish
warm abyss
#

The Pico 4 Ultra has real body tracking with custom trackers

eager radish
#

huh? i was talking about opening up a wall, not avatar movement

nimble fossil
# eager radish huh? i was talking about opening up a wall, not avatar movement

Did you even look into it? Asking for an "easier" method just makes me assume you did not as you in the end just use renderobjects rendererfeature to overwrite render params to hide stuff behind others for example. Maybe there is also a meta version of the unity builtin example shader XROccluder, which hides objects. Google for unity xr meta portal will get you several tutorials

cold onyx
#

Hi! I am attempting to implement image tracking on visionOS using ARTrackedImageManager. I have configured multiple images in the XRReferenceImageLibrary, but only the first image in the library is consistently being tracked. If anyone knows how to track multiple images simultaneously on visionOS, I would greatly appreciate your advice.

eager radish
nimble fossil
frail gorge
#

Unity Version

Problem

  • I have been following the Unity Documentation for setting up a basic AR scene, but when I hit play, I get a yellowscreen. I can control the player perfectly in the scene view and see that all the objects are there, but the game view is just a yellow screen.
  • XR Simulation also creates a new SimulationCamera that is disabled that I don't really understand the purpose of, since it's disabled explicitly.

Potential Problems

  • I'm not super good at URP so it might be borked

Update: I forgot to add the scene to the build 🤦

nimble fossil
normal yacht
gentle ginkgo
#

Hey I’m trying to detect objects using unity and yolov8n would really appreciate if someone could have a look at setup as I feel like I may have done something wrong because when I build and test the application to detect objects, my Samsung is sending black frames to the server and not actually frames of what’s being shown and so naturally nothing is being detected

warm abyss
gentle ginkgo
#

Thanks I’ll try that I think I’m also gonna try to save the frames before they’re sent to the backend server to see if the problem actually is due to the camera

timid kindle
young crow
#

how to fix this it is not showing the background using new unity 6 lts and ar template

gentle ginkgo
#

Guys I’m actually losing my mind pls someone help me im making an Ar hazard detection system to help reduce collisions involving motorcyclists but the frames being captured to be sent to server which does the hazard detection is just black please help

warm abyss
warm abyss
gentle ginkgo
# warm abyss What did you do to read the images? Which debugging steps did you take? Are they...

I just have a method which saves the frames before they’re sent to the server. The debugging steps I took was adding permissions adjusting pipelines and loads of other stuff I’m at the point where I ran out of idea so I’m js getting ai to modify my code but even that’s not working. This is leading me to believe it’s probably something to do with my unity set up

warm abyss
#

Of that's black, you're saving the frame wrong

#

Only using AI to fix bugs without understanding what's happening isn't smart

gentle ginkgo
warm abyss
#

Video doesn't load for me. But in the screenshot I don't see an image. Write it to a png or jpg. Don't immediately send it to the server when you don't know if the original image is good enough.

And paste your frame saving code here

gentle ginkgo
#

Here is the the code that saves the frames

#

debug_dir = "debug_images"
os.makedirs(debug_dir, exist_ok=True)
import time
debug_filename = os.path.join(debug_dir, f"received_{int(time.time())}.jpg")
with open(debug_filename, "wb") as f:
f.write(file)
logger.info(f"Saved received image to {debug_filename}")

#

Here is what frames I get

#

I’ve also started to get this error in the device logs

#

Texture must have width greater than 0.

UnityEngine.XR.ARFoundation.AR CameraManager.UpdateD
Unity Exception: Falled to create texture because of invalid parameters.
UnityEngine. Texture2D.Internal_Create (UnityEngine. TextureD mono, System.in132 w, System.In132 h, System.Int32 mipCount,
UnityEngine.Experimental.Rendering.GraphicsFormar formal,
UnityEngine. TextureColorSpace colorSpace.
UnityEngIne. Experimental. Rendering. TextureCreationFlags flags, System.IniPu nativeTex, System. Boolean IgnoreMipmapLimit, System.Suing mipmapLimiGroupName) (ai <00000000000000000000000000000000>:0)
UnityEngine. Texture2D.Creale ExternalTexture (System.in132 width, System.in132 height, UnityEngine. TextureFormal formar, System.Boolean mipChain, System.Boolean finear, System.intPu nativeTex) (ai <00000000000000000000000000000000>:0)
UnityEngine.XR.ARFoundation.Updatable Texture2D..ctor (UnityEngine.XR.ARSubsystems.XRTextureDescriptor descriptor) (at <00000000000000000000000000000000>:0)
UnityEngine.XR.ARFoundation.ARTextureinfo..ctor
(UnityEngine.XR.ARSubsystems.XRTextureDescriptor descriptor) (al
<00000000C00000000000000000000000>:0)
UnityEngine.XR.ARFoundation.NoSwapchainStrategy.ResizeTextureinfos
(Unity. Collections.NativeArray'1 (T| descriptors) (al <00000000000000000000000000000000>:0)
UnityEngine.XR.ARFoundation.NoSwapchainStrategy.UnityEngine.XR.ARFoundation.JS
wapchainStrategy. Try Update TextureinfosForFrame (Unity.Collections.NativeArray'1/ textureDescriptors,
Uniry.XR.CoreUtils.Collections.ReadOnlyLisiSpan*1(UnityEngine.XR.ARFaundation.ART
extureinfo]& textureinfos) (at <00000000000000000000000000000000>:0)
UnityEngine.XR.ARFoundation.ARCameraManager.Update 0 (at <00000000000000000000000000000000>:0)

#

I didn’t have these errors before but now I get them even when I go back to my old code I hope fixing theses can fix the issue

nimble fossil
#

!code pls, even for logs, it can make it easier to read

fossil pierBOT
nimble fossil
#

And as the error states, somehow your texture is 0 width, so you do not get a correct image. But without the full code AND highlighting, at least I am not gonna try to understand it šŸ˜„

frail gorge
#

I'm going to try to just remove the skybox and see what happens

#

for context, I've just build this basic scene with literally nothing but what I show in this photo, and all it displays is the skybox:

#

I added this asset to the Quality settings as well as to Graphics. All I did was drag-drop the scriptableObjects in. Build still just displays skybox

gentle ginkgo
#

idk if this works like this but heres my code:

https://paste.mod.gg/

i have set the hight and width of the texture

gentle ginkgo
gentle ginkgo
#

can anyone confirm if they can see my code on the website?

spring stump
#

I need help on Unity Mars, I’ve one query. Could you please help me to solve

#

My query is : I want to make the object to disappear when camera stop seeing that image marker. (unity mars)

nimble fossil
gentle ginkgo
#

Ty

tawny vine
#

I'm trying to make an AR game that can recognize hand gestures like grab and lets you interact with AR objects with your own hands, does anybody know how? Also how do I use mediapipe on unity there are like no up to date tutorials

gentle ginkgo
#

Hi what’s the difference between screen capture getting black frames and getting grey frames cos I went from black to grey

#

According to Google it’s a step in the right direction

#

Can anyone confirm this?

nimble fossil
nimble fossil
gentle ginkgo
#

And also go to scene list and add the one I was working on

frail gorge
#

Unity version: 6.0000.0.25f
AR Foundation version: 6.0.5

I am having an issue with AR Foundations where, on the first time I hit play in the editor on my pc, my project starts fine, but the second time I run it, I get a slew of errors related to XR Management already having an active loader in the scene, while the XRSubsystems don't have an active loader configuration. I think that means that the active loader instance isn't a proper singleton, or the logic for it's singletonness is broken.

I have seen some solutions that require making your own scripts to de-initialize the current active loader instance before making new ones, but isn't there any better solution to fix this? One that preferably uses the functionality that already is implemented.

nimble fossil
#

You might wanna share your errors?

frail gorge
true stag
#

When you launch it for the first time, what is the error you get at the end, and how do you exit the program when you're done testing?

true stag
# frail gorge

The errors here make me think about times then I've run into a sudden crash or unexpected stop, which causes memory leaks and the domain to not reload, which can lead to the editor saying that you already have everything set up

frail gorge
#

so I need to implement a quit button into my game and that'll fix it?

frail gorge
#

Like, with the in-editor buttons

#

it's subsequent times that I hit play that it happens

true stag
#

Hm.. did you turn off domain reload at any point in your dev work?

frail gorge
#

No i haven't. I wasn't even aware that you could do something like that lol

#

Currently it's set to Reload Domain and Scene

frail gorge
#

I still can't figure out this bug so I'm just gonna report it to Unity as a bug

nimble fossil
#

Are there any plans to remove that need ot videos being in two places on visionos builds? This is just a showstopper taking the limit of app size into account and also build times.

snow python
#

hey i have some errors that i cant seem to fix can someone please help me

#

im getting this null reference exception when using arcore extensions, i want to use geospatial api for my project. im using unity 6000.0.31f1, arfoundation 6.0.3 and arcore extensions 1.48.0. i added the arcore extensions game object and added everything in the inspector, but im still getting null reference exception.

#

i really need help on this and i would be really grateful if i can get it to work

nimble fossil
nimble fossil
#

Where does your error come from when invetigating the stacktrace?

snow python
#

But when i dont have arextensions gameobject i dont get any nullreference errors

snow python
nimble fossil
# snow python Im sorry i dont exactly know what that means

stacktrace is the message on the bottom of your console when you select a message on the top view of the console. That shows blue highlighted, what script is asking for it. Is there any script from you or is it all inside the library package cache scripts?

snow python
#

I think its all inside the library package scripts, i'll recheck again in a while

nimble fossil
#

You can sent a screenshot of it. But mayb eyou need to instantiate that ar extension gameobject after getting the arsession and not load it, if its in editor. Been a long time I used geospatial anchors

snow python
#

Ok, i'll send a screenshot in like 10mins im otw to my lab, also which version did you use?

snow python
nimble fossil
snow python
#

Maybe its the version that im using, should i try downgrading

#

Oh, and do you remember if you used AROrigin or XR origin

#

@nimble fossil

#

its all inside the library package scripts

nimble fossil
#

No its not, GetLocation is your script

nimble fossil
snow python
#

but im using ar earth manager in get location thats why

snow python
nimble fossil
#

You just gotta check, if there is an active arsessionĀ || editormode and do not try to access features you cant access then.

snow python
#

wdym by an active arsession or editormode

nimble fossil
#

your error is crying about an arsession not being there == null. So you gotta check, if there is an active arsession at all. Google for that and learn the docs of ARFoundation to know, how the whole system is setup. Maybe there is also example scripts for the extension package you can look into

snow python
#

hmm okay

#

i'll do that

#

@nimble fossil ```using System;
using Google.XR.ARCoreExtensions;
using UnityEngine;
using UnityEngine.XR.ARFoundation;

public class DebugARSession : MonoBehaviour
{
public ARSession aRSession;
public GameObject _ARCoreExtensions;

void Start()
{
    Debug.Log(ARSession.state);
    ARSession.stateChanged += OnStateChanged;
}



void OnStateChanged(ARSessionStateChangedEventArgs aRSessionStateChangedEventArgs)
{
    Debug.Log("AR session state changed to: " + aRSessionStateChangedEventArgs.state);
    _ARCoreExtensions.SetActive(aRSessionStateChangedEventArgs.state == ARSessionState.SessionTracking);
}

}

i wrote this script to only activate the arcore extensions after my state is "SessionTracking" but im still getting the same errors
#

@nimble fossil dude the craziest thing just happened

#

i built it and ran it on my mobile and everything worked

#

its showing the lat lon and altitude so accurately

nimble fossil
#

Yes, because your build has an ARsession available

snow python
#

yeah im stupid af

#

ive been stuck on this for the past 3 days and i havent tried building it to my phone

nimble fossil
#

Now you know, unless you are using something like MARS or similar, you cant test AR specific features easily.

snow python
#

yeah

#

tysm man

#

youre goated

nimble fossil
snow python
#

omg

#

i didnt know

#

tytyty

#

ly

#

this would be really helpful

#

i wouldnt need to build to test it every time

snow python
#

@nimble fossil i wasnt using the development build until now, when i did that i got the development console and got the same null reference exception. my coordinates are showing on the screen but whenever i add a text and store it to my firebase my app crashes, do you think its because of those null references

snow python
#

Can you tell me how to fix it

graceful kayak
#

Does anyone have any resources for how to set up room recognition/mapping with the Apple Vision Pro? My lab wants me to create a project where I can place AR objects around a room and use the AVP headset we have, but I just cannot find any resources on how to do it. I know that it uses ARKit and I have that installed already. I have developed with unity and AR with vuforia before, but I know that it's different with ARKit, and especially different with the stuff for the AVP

Or any tips for how to align a digital twin mockup in Unity to the real world when using the AVP

nimble fossil
graceful kayak
#

I have read about scene understanding and room reconstruction, as well as world tracking anchors, but have no clue how to link it together to say that if I have a particular AR object in my mockup room in unity, when I build to my headset, it will appear in that exact same spot in the real world because the mockup is perfectly aligned with the real room

nimble fossil
#

you use the arfoundation managers to enable the feature sprovided by arkit on visionOS. But you just gotta read a lot of documentation from unity polyspatial stuff and arfoundation on visionos.

graceful kayak
#

yeah, I have been reading a lot of things, especially from the documentation itself, but haven't found much that is usable so far šŸ˜…

idle chasm
#

I have developed a small game based on a set of tutorials. The tutorials are using Unity 2022. and v68 of Meta core. Mine is Unity 6 and v74 Meta Core. Part of the development is having a Raygun in the right hand and a flash light on the left.

This was working up until a certain point and I dont know when or what happened but now even though these two items are attached LeftHandAnchor and RightHandAnchor they dont attach to the controllers.

Here is a screen recording of what is happening in game.
https://youtube.com/shorts/A5SjAeRQig8?feature=share

Can anyone suggest why this might be happening

Here is the hierarchy of the project

nimble fossil
#

I am not familar with meta core, but can you show some code, what should work but does not?

#

Or is it all setup using premade components

idle chasm
#

the flashlight is supposed to be anchored to the left controller and the gun to the right. Its currnetly appearing on the floor

#

premade i suppose

nimble fossil
#

maybe try to track the position of those objects, probably they are not used at all by the system anymore?

#

maybe its also not using the parent but one of the child objects

idle chasm
#

firstly thanks for even trying to answer. Its very hard to get support from anywhere...all i can think of is that I have added something to another component that is breaking the anchors

#

and its not a comile error, its in runtime. But because I am testing in my Quest 3 i dont see the output

#

how can i output a log file?

nimble fossil
#

I would try a simple scene. is ther elike a raw prefab from meta sdk, that you can just drag drop and see, if it works? If so, try to add a simple cube or something to the hands. go from there

idle chasm
#

Would I add it as a component to something

nimble fossil
#

what, the logging? Just make a simple UI with a textfield and set .text on it.

idle chasm
#

yeah the logging. Can I run a script that takes all the logs and outputs it to a file?

nimble fossil
#

did you check the docs I have sent, there is an example script already there. Just put that anywhere in your scene gameobject, set a public inspectorfield for your textfield, drag it and set .text

idle chasm
#

okay I get it

celest saddle
#

hey guys i have built an indoor navigation project using google ar core and ar foundation . I have a simple interface which shows the destinations where a user can go and accordingly , it gives the shortest navigable path . now I want to make it a voice recognition app , where in the user automatically says the destination and it should show that path . Any idea on how to implement this?

frail gorge
#

I'm having problems with AR Foundation again. I'm trying to get horizontal planes in my game to display. It works perfectly in XR Simulation in-editor, but the planes aren't updating their position relative to the player and aren't in the right place on my Android build. I've set the xr origin height offset to 0 and had it not specify the offset

#

Setting the xr origin offset to 0 might be an issue but the planes were STILL static before I made that change

frail gorge
#

uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh

so, I have 0 clue why the XR Origin is visually moving ONLY after I spawn a ball in

#

Like I can't even venture a guess. It's the root transform on the object. It, by all accounts, shouldn't be able to move, but SOMETHING that it's parented to(????) is causing it to move

celest saddle
#

has anyone had issues with the line renderer?

true stag
#

center will make it average the position of all children objects, it's not moving, but it's children are I assume

true stag
#

normally I set this to "pivot" and "local" because it makes everything make much more sense when debugging positions and rotations

frail gorge
idle chasm
#

Looking for some help. When I run my XR app in play mode there are no errors. WHen I run it on my Quest 3 it crashes after a second. I have attempted to add a logger. Here is loggin script. But I dont see logs appear anywhere.

https://pastebin.com/Q4ktswRM

Can someone advise the berst approach here

full cradle
idle chasm
#

@full cradle what should I use instead?

full cradle
solar brook
#

hey has anyone been able to get meta avatars to properly work in their games? Mine keep getting stuck t-posing at 0,0

woeful sequoia
#

hey guys

#

is there any way to get testing of runtime without having to build to my phone everytime?

warm abyss
woeful sequoia
#

aight thanks..

#

It kinda sucks that AR development is behind a paywall in unity

warm abyss
#

With in-editor testing being better I find it to be quite nice nowadays. But yeah remote testing should be speed up

#

But I am also privileged with a fast PC for builds

uncut kiln
#

does anyone know how I can fix this error?

true stag
true stag
hybrid perch
#

Please don't cross post, it's enough to post in this channel. I'm not aware of any tools that can do this apart from OpenCV which lets you do the heavy lifting yourself

real wedge
#

@hybrid perch Thanks for the heads-up!
I’ll make sure to keep it within this channel from now on.

Regarding OpenCV — I’m open to trying it out. Has anyone here successfully used OpenCV (maybe with Unity) to detect or track feet or foot landmarks? Even just a rough direction or resources to get started would really help me out.

Appreciate your time!

solar brook
#

I'm currently trying to make an XR experience in Unity. Right now, I have an app that uses Meta Building blocks to scan a scene. How do I set it up in such a way where certain objects (such as a table or bed) are properly identified?

brittle pelican
#

anyone know how i would go about creating an AR soccerball that is kickable with my own feet?

warm abyss
warm abyss
hexed quiver
#

im using image targets to spawn prefabs on top of an image, if I want to place a prefab directly on top of the image and leave it there even if the target image is out of vision how can I do it? Right now whenever the target image is not visible, the prefab slowly drifts away

hybrid perch
hexed quiver
#

cool cool, you set the parent to null, right?

#

the problem im facing is the prefab slowly drifts away when I move/shake the camera

hybrid perch
#

Yeah poor tracking will lead to that

#

In my testing iOS was significantly more stable than Android

#

I did implement a feature where if you scan the image again after the prefab has been spawned, it will recenter itself

hexed quiver
#

what I want is for the prefab to jsut remain in the same position, I don't want to continually track the image for the prefab to be there

#

just spawn the target in position X and just leave it there, no matter where the camera is pointing at

hybrid perch
#

That's what I'm talking about as well. But you can rescan the image to move the object back if it has drifted

#

Essentially with drifting you're limited by the capablities of ARFoundation

hexed quiver
#

oh okay I see

#

I'll try witht he parenting method

solar brook
#

hey does anyone know how to make a collider for passthrough? I'm using building blocks to generate a ovrpassthrough layer, but I can't get a rigidbody. to properly prevent objects from falling through the floor and other objects

minor iron
#

hi guys! i'm detecting the horizontal plane for my AR. is there any way i can improve the detection since it somewhat bleeds into vertical walls when detecting?

mild sage
#

does any one here have experience working on AR apps on an iphone

#

I am having trouble getting my simple application to even begin to start plane tracking

#

it simply starts the app, gets through the splash screen, shows the camera for a couple of seconds, then crashes

#

with this in the log

#

which basically tells me nothing

#

if anyone van help me with this I'd greatly appreciate it

#

p.s.: these problems don't appear when testing on android, all my testing on android have been essentially flawless

keen mica
#

hi guys

#

can you help me, how to use annotation and line renderer in unity

keen mica
#

guys can you help me?.. I have set the object to be in front of the camera, but when I try the marker the object moves behind the camera.

formal swan
#

does anyone here know tf is going on? im returning to the original MR template but it doesnt work anymore???? i need it because apparently you cant use building blocks to: have a cube with physics and have it use the room scan - also the room scan block sometimes displays sideways room scans so i need this template - pretty sure right channel

formal swan
#

ok now im gonna try to do MR Multiplayer (i was using unity 2022)

#

also - do i need the android build tools for vr

#

if i have unity 2022 with it?

formal swan
#

hey! anyone know why the mr template crashes?

#

MR MULTIPLAYER*

formal swan
#

not even LOGCAT HELPS

#

its going at 50 messages a second basically

#

please help nothing is working ai doesnt help either it keeps going in an circle

#

why does this happen I DIDNT MODIFY ANYTHING

formal swan
#

except api min

#

because apparently u need level 24 api level

true stag
nocturne bay
#

hi guys i need some help in unity AR mobile app , with the default XR template .. i want to create an app to view my model and rotate and scale basically , drag drop ,tap to place .. which is all there in the template , so i just tried to put my own models into those , but they are bit broken , even after replication all the prefab varients and assigning them the control the , interactions are not working like the default once ...

buoyant oriole
#

Hi Guys, Does anyone knew how to make Virtual Try of ring in AR using unity? Please no paid sdks.

quasi seal
#

Has anyone successfully implemented a WebView in VR using Unity? I’m looking for a solution that allows interaction (clicks, scrolling, typing) within the VR headset. Any plugins or approaches you recommend that work well with VR input?

hybrid perch
quasi seal
#

Thank you I will try it

quasi seal
#

Is there any free plugin ?

true stag
true stag
true stag
nocturne bay
#

but nvm , i went back to unity 2022 lts

#

and used lean touch for my project

#

and its done .. and working

#

BTW is there a way to fasten the floor detection other than hardware changes maybe.. like sometime it detects in second and sometimes it take 10-20 seconds

true stag
#

on which platform?

lusty shard
#

Guys need ideas for making a project for patients with dementia vr or ar or mr any ideas

buoyant oriole
true stag
buoyant oriole
#

I want Android but it does support only iphone for finger tracking or hand tracking @true stag

true stag
buoyant oriole
hexed quiver
#

is there any decent software/site that can check how good my image target is? rn im using pictarize but it doesnt seem to be the most accurate

hybrid perch
#

I've used the vurofia portal for this before, it's years ago though so I'm not sure what's free

hexed quiver
#

I found it, its still free, thanks

wanton turtle
#

But opencv works great for us once you get used to it.

wanton turtle
minor iron
#

hey guys how do i optimize or fix plane detection spilling onto vertical walls?

#

i've already set it to horizontal detection mode, but the plane generated is not accurate

lusty shard
#

Guys suggest some material for ARcore with unreal..... I'm using unity from past year for making ar projects
.... Now want to shift to unreal but haven't found any good materials for learning AR

warm abyss
#

Maybe ask in the Unreal servers

graceful anvil
#

I'm setting up some XR stuff in unity and keep getting this error, i am using the URP, but i cannot find any mengtion of SSAO anywhere. Anyone know anything about this??

steady pier
#

i need help i followed a tutorial how to make an ar project the one where if theres a picture it gets show the 3d object well i followed it and i notice something different first the tutorial (aka https://www.youtube.com/watch?v=RKqnzIG4EsI) first he has a material module on the simulated tracked image while mine doesnt so when i put it into the simulated track image script the picture that i want it didnt visually shown both physically and simulated when i tried to play it so i got confused and someone help me i gotta finish this project for my collage

Using Unity 6 to get started with AR Augmented Reality
šŸ‘‰šŸ»Need to hide objects? https://youtu.be/TWY1oepHwis

A complete run through of setting up and AR project in Unity 6 using the Unity Builtin pipeline.
Fixing the yellow screen.

Needed Packages
com.unity.xr.arfoundation 6.0.3
com.unity.xr.arcore 6.0.3

Code can be downloaded f...

ā–¶ Play video
steady pier
#

can anyone assist me

honest vortex
#

So I'm currently working on an AR game where i have mainmenu scene and then actual game scene. Game scene has reload and back to main menu buttons, on clicking on any of these buttons missing reference error shows up.
The error says:
MissingReferenceException: The object of type 'Camera' has been destroyed but you are still teying to access it.

Can anyone please help me to do it correctly? This is my first AR project so I'm not aware of any clean way to do it.

plain kelp
#

I need help in to develop Snapchat like app need 1-2 filters with synced facial expressions for 3D model
I'll pay for it

severe fjord
#

Does anyone know if there's a way to tell/force Vuforia to use the iPhone Pro normal or super-wide camera?
Because by default it uses the wide camera, which can't focus on close objects, making the whole thing useless for small markers.

true stag
#

This is however an android tool, so may not be a "drop in and see the quality" score tool, however I believe AR Foundation does also check the score of images when you make a build with an image library, so you may be able to find some use in that if possible?

nocturne bay
true stag
nocturne bay
#

those were the plugins

#

within unity , that i used

long glacier
#

Anyone know with VisionOS and Polyspatial, if there is a way to make it impossible to close a bounded volume? Maybe the correct phrasing is 'backgrounded'

dense dune
#

Hello! If I have a 2d android game in Unity is there a possibility to launch it on Oculus 3 with AR on something like Virtual Screen? By virtual screen I mean something like this: https://www.youtube.com/watch?v=i_YegFqKSKc

If yes, what kind of tools I can use to do it? I read about some basic stuff related to launching Oculus and setting up AR, but didn't find anything about something I need.

I am just demoing the quality of pass-through as well as desktop usability of workrooms. I was playing around pretty much exclusively with hand tracking and was blown away.

Workrooms: https://www.meta.com/en-gb/experiences/2514011888645651

If you like my content, feel free to like and subscribe!

If this convinces you to get a Quest 3, make su...

ā–¶ Play video
long glacier
dense dune
#

That’s good, but the idea is to ā€˜make’ oculus ar game that actually just an android game.

Something like make a scene in Unity ready for VR/AR and launch prepared android game somewhere in this scene. Something it will be kind of oculus ar game🤣

fervent elbow
#

Hello, anyone know how to boost GPU Level to level 4 with passtrough enabled using Meta Quest 3 and Unity?
I know there are some apps that can do it despite the documentation tell different

wintry geode
#

any good tutorial that use unity + vuforia?

cerulean creek
#

I am making a mixed reality chess game using the Meta SDK and I want to use my hands to grab the pawns. For some reason, it seem that it's only grabbable from a very specific part of the pawn and when grabbed, the pawn seems to anchor/move towards the "middle" of my hand (closer to my wrist) and doesnt stay close to my fingers with which I grabbed it. Does anyone have a clue about what's wrong?

sinful frigate
#

can anyone help me with this? I opened a new mobile ar project, and im trying to build and run the sample given by unity to my phone but i keep getting these errors... i have tried reinstalling the unity editor (unity 6) but it did not fix anything (my phone has usb debugging mode on) im not sure where to go from here. im able to click build and transfer the apk file to my phone tho

autumn badge
#

Hello I am hoping someone can point me to a tutorial or something regarding a specific project I’m working on. I have already done some work building structures in blender and then importing them to work with VR in Unity. Now I’d like to build a structure in order to have it render in a large flat area utilizing the real life ground and pass through. I figured AR is the way to go but I’m struggling. Eventually I’d like to have NPCs walking around too but on the real life ground. Anyone got a good tutorial I could check out to get this started?

#

I’m using a meta quest 3, modeling in blender, and running everything through Unity

graceful anvil
#

What is the best approach for sending haptics to a controller? most of what i find is related to depricated components

minor iron
#

has anyone here used Manomotion hand tracking sdk? It's not free anymore :<

warm abyss
graceful anvil
exotic harness
#

hye , anyone specialized in using the spatial anchor? Just want to confirm . Is it possible to create an app where it can save up to 4 room with its own spatial anchor. Im using meta quest 3.

graceful kayak
#

Does anyone have any info/resources on how to have persistent world anchors using Unity (no xcode) for developing for the apple vision pro. I do have polyspatial, I just can't find anything about persistent world anchors specifically for unity for visionOS.

oblique kite
#

Hi, is there anyone I can talk to about the Unity Pro subscription requirement for developing on Apple Vision Pro? (posting in both AR and VR channels).

warm abyss
oblique kite
#

More of an issue than a question. I'm not happy with the $200 a month (per seat) cost of a Unity Pro subscription to develop on the Apple Vision Pro and think it should be based on revenue, as is every other platform, especially considering that VisionOS has a very narrow (and not growing) market share. If others are interested, I'd be happy to volunteer my time and diplomacy assertiveness to escalate this issue internally within Unity. If there is any interest from others, I'd like to know and will start a petition and additional outreach.

warm abyss
graceful kayak
graceful kayak
true stag
graceful kayak
wanton turtle
oblique kite
wanton turtle
#

(They are primarily paid on commission, so they have a strong incentive to force payment)

oblique kite
#

FWIW: I haven't had a good experience with several of the sales reps I've interacted with. My most recent experience was so bad, I asked for a replacement, which has still not happened and it's been about two weeks.

wanton turtle
#

Yeah afaik the VP of sales hasn't changed and was one of the champions of everything horrible with Unity licensing.

oblique kite
#

All I have to do is wait, tho. Every time I talk to a sales rep, it's someone different, so there's obviously a lot of turnover in that department. The last guy told me he normally worked with enterprise level clients and couldn't answer a single question.

wanton turtle
#

Yeah they mmm were poaching them from autodesk for quite a while, with a high promise on commission. So you get what you get with that.

vernal prairie
#

hi guys, does anyone has experience using XR simulator in Unity? im new to all of this and i'm having some trouble with a project that uses the XR Interaction Toolkit . Could really use some help, Thanks in advance!

echo valley
#

I'm trying to have a wall/floor mesh i create to be on my walls/floors, but i also want my meshing geometry that isn't near the walls/floors to occlude the walls/floors so people don't walk into chairs or whatever. What material shenanigans should I do to mask the ar occlusion material out when it's near the walls/floors?

burnt cairn
#

Hey guys, i have a slight problem with the MRUK. Im trying to scan everytime i enter the game im programming using OVRScene.RequestSpaceSetup(); (using Meta Quest 3). However i dont understand how i can save or import the scan as a prefab so my MRUK Script can load it. Is there an wasier way maybe? And if not, how can i always scan the room and afterwards load the room?

dreamy cobalt
#

Hey, I am somewhat new to Unity and currently following the mobile ar pathway. I had to scale down the beachside town quite far and now I'm at the spot where the tutorial wants me to add a world space canvas. However if I scale it down to the same size as the model itself all of the fonts start just becoming triangles when viewed from a close distance. I realize it is probably to the extremely small scale but I don't know any other way to get it to a size approriate to the 3D asset that it is supposed to be rendered above.

graceful kayak
#

Does anyone know how to get a full xr origin AR prefab that has controllers, similar to how the xr interaction toolkit samples have a fully built xrorigin vr rig? The AR samples from the toolkit has an AR rig, but it does not have controllers

warm abyss
warm abyss
warm abyss
graceful kayak
warm abyss
#

Poke at the code and learn then I guess

stiff geyser
#

New here how to remove this error
No active UnityEngine.XR.ARSubsystems.XRFaceSubsystem is available. This feature is either not supported on the current platform, or you may need to enable a provider in <b>Project Settings</b> > <b>XR Plug-in Management</b>.
UnityEngine.XR.ARFoundation.ARTrackableManager`5<UnityEngine.XR.ARSubsystems.XRFaceSubsystem, UnityEngine.XR.ARSubsystems.XRFaceSubsystemDescriptor, UnityEngine.XR.ARSubsystems.XRFaceSubsystem/Provider, UnityEngine.XR.ARSubsystems.XRFace, UnityEngine.XR.ARFoundation.ARFace>:OnEnable () (at ./Library/PackageCache/com.unity.xr.arfoundation@ddd5a77596e0/Runtime/ARFoundation/ARTrackableManager.cs:98)

silent sparrow
#

What component or object that can work like AR placement Interactable in XR Intreactable tool kit 3

silent sparrow
#

I'm talking about api I did with raycast but thanks.

autumn badge
#

Im having trouble with an imported .fbx no appearing in the render. Id like a structure i made in blender to appear in the landscape when using a quest 3 in an open area. I have imported it as an fbx put it into the scene, made sure it was the proper scale, and textured it. It shows up in the project view but when i hit "build and run" it doe snto show up in the headset. I am running unity version 2022.3.38f1. Any suggestions?

autumn badge
#

so apparently it was the "scene to build" setting. I dont understand why the ONLY SCENE IN MY HIERARCHY wouldnt be the one to build. Thats such a dumb oversite

slate glacier
#

I want to ask some qustion about AR in unity so if someone here who want to help me im glad to know that!

slate glacier
quaint geyser
#

no

#

just ask in chat, people dont do DM help here. if your issue requires that much space in chat then make it a thread

candid thicket
#

Hey guys!
I'm trying to make a project kind of like the one in this video. From what I can tell, it looks like it uses computer vision with AR in Unity — is that right? If it is, can someone explain how AR is linked to computer vision?

https://youtu.be/fxNhU-gLh-k?si=agSowMtW4k_7ogfS

Harness the potential of Augmented Reality for rapid and lasting value, AR use cases for service and support are easy to deploy and scale hence you can provide increased value to your customers and Service Engineers.

https://www.novactech.in/campaign/arvr_generic/?bid=YouTube

ā–¶ Play video
clear pier
#

Hey anyone who worked on AR world tracking using unity and AR foundation?

olive saffron
#

Does anyone know a way to identify a room using MRUK and Quest 3? Like I want a specific version of an object to spawn in a specific room between the ones I have scanned.

#

I've tried pooling through MRUK.Instance.Rooms, but it doesn't always return the rooms in the same exact order.

long glacier
#

Anyone using Photon Fusion with VisionOS on Unity 6? I'm getting a nanosockets error. Looks like they built the library for the simulator, but not for the device.

wanton turtle
olive saffron
#

would be easier if meta just let us access the name we gave to the room inside the configuration, but alas

ionic leaf
#

I'm looking for some outdoor cameras that work well with unity for human detection (or tbh could just be thermal blob detection) to be used in lowlight situation with unity.
does anyone have any suggestions?
range around 30 M if possible, will probably use 2 in order to get some stereo vision if required to do depth estimation. but also, if its thermal, i might be able to do markers in the space to assist with depth detection to

craggy kernel
#

Hey guys, does any one had some experience with color mapping where materials behave like transparent even though i set them as opaque. The project is using AIRAR Color Mapping with Vuforia.

#

Is not even flipped normals, I've tried to flip them, set render faces to both. One good case was setting different materials in which the sorting priority was higher for the toppings and cheese, but in cases like the lady and painting frame, this strategy has no use as from the side view we can see the painting background as it was failing depth, but i've enabled depth write in another material and same results

#

Was thinking, maybe it's some problems with the plugin library, so i'm creating a branch to see with ARFoundation, but idk, seems like something not related. I have a small understanding on shading, but not enough to understand what is happening in this case.

hybrid perch
craggy kernel
#

this is the setting of elements from scene: camera, object and box

#

about the shader used in the object, i've tried many things, opaque/transparent, renderface(cull) of all types, even change sorting priority.

hollow pasture
#

If I want to create a mobile app that uses 2d ui for navigation but also utilises ar in certain features, how would I go about setting this up

glossy flare
drowsy needle
#

hey guys, I have published an AR app on Google Play that aims to teach computer networks. I did it as a teacher to help my students better understand the basics and visualize it better. I have achived good results on them, but they havent given me much feedback to where things can improve and how I can take it up a notch. Is this a good server to post my app and maybe for someone to try it out?

true stag
hollow pasture
#

How do i create just a simple tester scene where i map an image above a users face. Trying to do it from my PC and I just get a black screen

toxic stone
#

What’s the status of PolySpatial? Is it still actively developed and supported?

craggy kernel
glossy flare
craggy kernel
glossy flare
craggy kernel
#

yes, it becomes uglier as if both faces we're fighting for priority

#

i'll try to send an example

hybrid perch
craggy kernel
#

I'm currently finishing a build for the app stores that will come with this error, here is night time and really hard to make a test for renderface both. but tomorrow morning i'll mention back here šŸ™‚ Thanks so far for the help šŸ¤—

craggy kernel
#

there you go. the first image is with only front face, the second one is both faces, and the third is how the default model is in blender (notice that there are no normal miscalculations), forth is in the unity import preview

drowsy needle
drowsy needle
raven plank
#

Hello everyone,

I’m new to Unity and currently working on developing XR games for the Meta Quest 3 as part of my PhD project, focused on older adults. These games need to be mixed reality experiences, where users remain aware of and can still see their surroundings.

I’d really appreciate your opinions on which Unity version I should use: Unity 2022 or Unity 6. What are the main pros and cons of each in the context of XR development for Quest 3?

Thank you in advance for your insights!

warm abyss
raven plank
warm abyss
#

6.0 that is, I wouldn't use 6.2 atm

raven plank
tulip fulcrum
#

I recently participated in an XR hackathon, which was my first real experience exploring the XR side of Unity (though I’ve been developing games for about 2 years). I really enjoyed building for VR, and it got me thinking about shifting my focus more toward XR development.

For now, I’m particularly interested in creating AR applications to support learning in secondary schools and under-equipped universities here in West Africa, since many institutions don’t have access to proper learning equipment.

Does it make sense to switch my focus to XR development, starting with AR? And looking ahead, what does the future of AR look like — will it be sustainable as a career path?

true stag
#

For the future, that's hard to say with certainty more than most companies would say, but as for advice I'd say to look up what people have done with augmented reality things to perhaps give you inspiration. I've seen someone use a quest headset to help draw out an exact copy of an image on a wall-sized mural scale, which I thought was great.

hybrid perch
# tulip fulcrum I recently participated in an XR hackathon, which was my first real experience e...

I think a valid concern with regards to the project you're describing is whether the hardware is capable of running AR. A lot of older or cheaper Android models do not have support for Unitys AR Foundation. So if you're considering going in this direction with such a goal in mind, it might be worth doing some research into the potential for implementation.

Something else you could consider doing is get familiar with the Sketchfab application. They have a lot of models made for learning, like anatomy, natural sciences and more. And they have an AR display function. So it could be a way to trial run this tech as a learning tool

tulip fulcrum
reef rapids
#

Hi everyone UnityChanHelp
I don’t have much experience with augmented reality — I mainly work in VR, and only briefly touched on XR. I wanted to ask: is it possible in Unity to create an app for Meta Quest headsets that can recognize real-world objects and visualize them for the user? I hope someone has any experience with this problem.

I know developers don’t have access to raw camera data on Quest, so I’m wondering if something like this could be done on the shader layer or in another way. My idea is to create my own project where I implement custom machine learning for object recognition. I know the XR SDK provides some functionality in this area, but I’d like to go deeper into AR/XR on my own, and I think this project would be very interesting.

glossy flare
glossy flare
hybrid perch
limber condor
#

Hi everyone, is there an an easy guide on how to upgrade a project vuforia project unity 5 to any running project for unity 6?

warm abyss
frail magnet
#

can we track arbitrary objects in meta xr? ex: a car

hybrid perch
frail magnet
glossy flare
# frail magnet can we track arbitrary objects in meta xr? ex: a car

You have to use your own model. With access to the camera, it would be possible to integrate it using Unity's Inference Engine and a pre-trained ONNX model such as Yolo:

https://docs.unity3d.com/Packages/com.unity.ai.inference@2.3/manual/index.html

https://github.com/onnx/models

GitHub

A collection of pre-trained, state-of-the-art models in the ONNX format - GitHub - onnx/models: A collection of pre-trained, state-of-the-art models in the ONNX format

thin halo
#

Hello,
I have never used Unity before but I am doing an AR App for a book, that's supposed to track images and play videos on top. With a few tutorials I was able to use AR Foundation to track the images and have it play the videos. Though I was wondering how I can add a stop/play button and a volume slider to the prefab, so that it also pops up when the image is tracked. I tried with tutorials but I've been getting nowhere xd What I was trying to do was adding a button component to the quad where I am playing the video, is that what I'm supposed to do?
Thx in advance

true stag
tired prairie
#

Hello guys I have a question can we use vuforia and webXR extension for image tracking and host on any platform ??

mild shuttle
candid thicket
#

anyone here work AR with computer vision ?

sharp sinew
#

has anyone worked with image and object tracking in the newer versions of unity? I just bought a new mac book for faster development but I can't build my ar app to my phone. I keep getting an error related to actool. It works on my old mac book probably because I havent updated my OS

rare heart
#

I recently purchased a Quest 3S and Unity does not see it. It is in developer mode, I am using a USB 3 cable (passes the cable test) and the Meta Quest Link sees the unit. I'm at at total loss here. I have uninstalled all Unity versions and the Unity hub and re-installed, same with Meta Quest Link. The strange part is that Unity will see my old Oculus Quest 2 fine. I hope I'm just missing something simple. Any help is greatly appreciated.

rough tapir
#

Hi there, has anyone been using Maxst for their android AR projects? Google play has a new requirement with the 16 KB Page size. I'm using the latest version of maxst for multiple (on production, and live) projects and Google play is saying Maxst does not meet that requirement. I have tried contacting Maxst and posted in their forums but no response yet for a month now. Curious if anyone has encountered it and have had any luck solving it or maybe had a response from Maxst.

strange wasp
#

Is image tracking possible in web through unity ?

acoustic wharf
#

hey can someone help me with a problem I have with Unity and Vuforia with area targets ? Im using Unity 6000.0.57f1, I followed every step of videos about area targets, but it seems that when I open the app on my phone it doesnt work, first it didnt open my camera, then I erased vulkan from Graphics API settings on the project settings, then it finally opened the camera but when im at the palce of test it doesnt recongnized nothing from the scanned area target, what am i doing wrong ?

Im using an Honor 200 Pro for the test and i used an Iphone 14Pro Max i borrowed from a colleague

warm abyss
warm abyss
strange wasp
warm abyss
#

OpenCV is the more complete CV package afaik

#

De Panther on git has the WebXR exporter. No idea if that has AR support tho

strange wasp
#

You are right de panther has only one problem they dont support image tracking if I am not wrong.

warm abyss
#

Then OpenCV it is (;

#

Or use a WebAR tool like Niantic Studio/Lens Studio

glossy flare
candid thicket
glossy flare
candid thicket
# glossy flare Hi, What do you need?

I have a friend who is working on a computer vision code in Python. My question is: how can I connect this code to Unity so that I can build an AR project?

The idea is that when I open the camera, I face a problem, and I want AR to help me solve it.

First, I want to know how to connect Python code with Unity, and then I want to know how to actually start working on the project after connecting them.

neon mortar
#

Hi people. I have percilour problem and I am on my edge with this bs.
So, I have AR application (I wasn't the that originally built it, but now I am its maintainer).
And until couple weeks ago it worked totally fine.
The only thing I changed in that time is that I increased Max API level to 15.

Now, when it scans target image, it doesn't show info about it.
BUT ONLY on Android build.
In Unity Editor or iPhone it works totally fine, which makes zero fkin sense.

I am not getting any specific errors or something, at least not in Unity console.
Although, in adb logcat this error occurs few times? Could be this related?

neon mortar
#

Aslo, I was bit lying, there are some errors in console after all.

hybrid perch
# candid thicket anyone??

You're describing an incredibly complex use case, well beyond normal questions in this channel. What's your background? There might be better options than Unity if you're gonna run a custom solution anyway

mild shuttle
candid thicket
# mild shuttle Agreed with Ole. What platform are you targeting in the first place? A bit more ...

I don’t know how to use APIs, and here’s a video that explains the idea more clearly. I want to do something similar to that. https://www.youtube.com/watch?v=fxNhU-gLh-k

Harness the potential of Augmented Reality for rapid and lasting value, AR use cases for service and support are easy to deploy and scale hence you can provide increased value to your customers and Service Engineers.

https://www.novactech.in/campaign/arvr_generic/?bid=YouTube

ā–¶ Play video
mild shuttle
candid thicket
mild shuttle
#

You can google, to actually know what API is and then check, if this is the correct thing for you to work with.

hybrid perch
#

This channel is for asking questions about AR functionality in Unity. There is nobody here who would be up for guiding you through the A-Z development of a really complex application, which honestly sounds way overscoped

night wave
#

Hi,

I’m trying to implement a custom behavior for an XR Grab Interactable:

The object should always follow its parent’s transform, even while grabbed.

The user should only be able to manipulate the local X position relative to the parent.

Rotation and other axes should remain locked to the parent.

I attempted a custom script inheriting from XRBaseGrabTransformer like this:

using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit;
using UnityEngine.XR.Interaction.Toolkit.Transformers;

public class ParentRelativeXConstraints : XRBaseGrabTransformer
{
private Vector3 localStartPos;
private Transform parent;

public override void OnGrab(XRGrabInteractable grabInteractable)
{
    parent = grabInteractable.transform.parent;
    localStartPos = grabInteractable.transform.localPosition;
}

public override void Process(XRGrabInteractable grabInteractable, XRInteractionUpdateOrder.UpdatePhase updatePhase, ref Pose targetPose, ref Vector3 localScale)
{
    if (parent == null) return;

    Vector3 worldTarget = grabInteractable.interactorsSelecting[0].GetAttachTransform(grabInteractable).position;
    Vector3 localTarget = parent.InverseTransformPoint(worldTarget);

    localTarget = new Vector3(localTarget.x, localStartPos.y, localStartPos.z);
    grabInteractable.transform.position = parent.TransformPoint(localTarget);
    grabInteractable.transform.rotation = parent.rotation;
}

}

However, this didn’t work as expected: when I grab the object and move the parent, the object’s transform still changes after releasing it. I’m unsure which method of XRBaseGrabTransformer I should use or if there’s a better approach to achieve this behavior.

Would appreciate guidance on whether it’s possible to implement this fully with a custom transformer, or if there’s another recommended way to achieve parent-relative grabbing along a single axis.

Thanks!

eager radish
# night wave Hi, I’m trying to implement a custom behavior for an XR Grab Interactable: The...

I'm still confused exactly what you're trying to do, but the following components helped with similar issues in the past. Although admittedly I forget the details. the sdk's grabbable stuff doesn't really play nice with customization from my experience you gotta use a bunch of their poorly documented provided classes and hope it works

https://developers.meta.com/horizon/documentation/unity/unity-isdk-movement-providers/

https://developers.meta.com/horizon/documentation/unity/unity-isdk-grabbable#grabfreetransformer

night wave
eager radish
limber condor
#

is there a way i can get the old vuforia 8.1.11 version package?

#

when i open my project which was working before but now giving these errors

quasi seal
#

Hey everyone, I’m facing an issue with Unity AR builds on Android tablets.
When I launch the app, the splash screen flashes for a millisecond and then the screen goes black.

If I close Unity (without killing the app) and reopen it, the app works fine and everything runs smoothly.

I’ve tested with an empty Unity project and it works normally, so I suspect it’s a configuration issue in my current project.

Has anyone faced something similar or knows which settings could be causing this?

warm abyss
quasi seal
#

We’ve confirmed that both AR Foundation and ARCore are up to date, and the device itself is also updated.

Kindly check the video above for more details.

As for the logcat, we are seeing the following error:

"Skipped rendering frame because GfxDevice is in invalid state (device lost)"

Additionally, the splash screen logo is not the Unity logo (even though we haven’t added or customized any logo).

warm abyss
#
  1. Also update Unity to the latest bugfixes version
  2. Are you using OpenGLES3? If not, use that
quasi seal
#

Thanks, Dylan!

We’re already using OpenGLES3 only (Vulkan removed).

Unity version is 2022.3.62f1 (LTS).

The problem only happens on Samsung tablets (phones on Android and iPhones are fine). On the tablet the system splash (app icon) shows, then the screen goes black the Unity splash never renders.

From logcat we see:

Unable to open libpenguin.so: dlopen failed: library "libpenguin.so" not found
occasionally: Skipped rendering frame because GfxDevice is in invalid state (device lost)

An empty Unity project with the same settings works on the same device.

warm abyss
#

Same settings? So using AR as well?
If so, maybe copy over all project files to the original project?

quasi seal
#

Yes, we already tried copying the entire project files into a new Unity project, but unfortunately the build still faces the exact same issue on the tablet.

warm abyss