#🤯┃augmented-reality

1 messages · Page 8 of 1

dawn moat
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@unborn swallow Hey VPS stands for Visual positioning system. Meaning instead of relying on the GPS to find the corresponding location in the world you would use phone camera to capture image of your location. Then that image gets sent to the point cloud which holds the information of pre-captured environment map in our case all city which looks like this:

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Once the image data sets have been compared it gets returned to user all this happens usually 2-3 seconds over 4g network and gives you localisation currently at 0.5 - 1 meter distance.

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On average GPS accuracy at best will be around 5 meters in any direction (radius), at worst 20 meters which is not precise and reliable at all especially if you trying to place augmented reality content. And signal can bounce off as well. VPS give you that precision and whats more now your augmented reality content can actually be experienced by multiple people as it is anchored in exact position.

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@unborn swallow Let me know if that makes sense 😉

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I guess another question is that you might have so what is difference from ARKit or ArCore? ARKit or ARCore allow you to track the position of a device relative to a random starting position where is VPS that Scape provide gives that location an absolute position on a global reference frame

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Hope this answears all

unborn swallow
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Looks like incredible technology. Best of luck to you guys! @dawn moat

dawn moat
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@unborn swallow Thanks!

copper socket
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@proud hatch Yeah ... ti's always that pop that breaks it.

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In the future, hopefully devices are just so good that it's perfect. 🤷

latent thunder
hybrid perch
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They've also recently put out several positions in VR and AR, including a product manager @latent thunder. Personally I think Apple has already committed enough to AR that they will keep pushing. But who knows

latent thunder
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Fingers crossed. If for no other reason than it will be a much needed boost to the AR market.

proud hatch
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maybe they are having trouble coming up with a plan to force users to use their proprietary iReality ™ products

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defeated by cardboard 🎊

bright holly
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this sounds more like they're dumping the AR glasses idea, which were supposed to be a bit like google glass, IIRC? hopefully they'll keep going aside from that project

raw thunder
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I wouldn't necessarily trust that blog article.

gritty sleet
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Is it possible to do WebAR with ARFoundation?

azure knoll
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no @gritty sleet

cosmic stump
half basin
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Speaking of dumped AR glasses, did anyone here ever get a chance to play with a Hololens rig? I was rather looking forward to those, but they announced them as so expensive that AFAIK no-one actually bought it. >.<

copper socket
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Nope. Just the original lol.

sonic ivy
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We need a drinking game for every time someone posts a news article declaring that the largest consumer manufacturer in the world has cancelled all of its many, many simultaneous forays into developing the very obvious next consumer product, especially while it maintains nearly a half trillion dollars in pure cash and declining sales of its flagship product.

cosmic stump
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@half basin North Star is not that expensive 🤠

hybrid perch
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We got the first generatio at work @half basin, waiting for the new one though

copper socket
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Has anyone found that the ARKit feed (via ARFoundation) is super blown out on the white balance?

half basin
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@Ole Any good / fun?

hybrid perch
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@half basin suuupse fun. Though it feels very limited with it narrow field of view and limited input system. It does feel like the first of its kind, which makes sense.
Regarding your previous question it might not seem like it has been widely adopted, but remember it’s not for consumers. With a $5000 price tag it’s for businesses so a lot of that will not be public

half basin
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Yeah. Kinda a shame, though.

half basin
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We have hololense and leapmotion at the school. I found myself comparing the hololense's refreshrate a lot. I'm unsure if this is common but the hololense we used had some serious performance issues. However the hand/finger gesture input system, while limited, worked well.
The leap motion felt more reasonable and the fov is improved, but i was more interested in vr headsets so i didn't play with it much.

low notch
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So does anyone have any luck with the current version of lwrp and arfoindation?

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I can't get the two to wanna work togehtet

patent hazel
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Hi, there.

How is your weekend?
I would like to know if I can use Vuforia Web Service apis with vuforia free license.

How can I set dynamic targets with free vuforia license?

Thanks.

hybrid perch
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@low notch no it doesn’t work. You need to downgrade to LWRP 5.2.6 or something. There is a github link I’ll try and find for you, cause you need a special version of AR foundation

copper socket
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We've been suffering through massive jittering with our app, using ARFoundation (iOS) and image tracking. We have a bunch of panels that popup around a skeleton with information on it, and reading those panels are impossible as the skeleton constantly shifts around. We assume it's because it's auto focusing (and turning it to fixed focusing doesn't actually do anything, which is a known bug apparently).

So, we've did a bit of a hack. The TrackedPoseDriver on the ARCamera is responsible for repostioning the camera, but it does so every frame and assigns the transformation directly. So, adding a lerp to this actually helps quite a bit. Of course it's still jittery in the sense it's repositioning every frame, but at least it's smooth. One thing, is that because the TrackedPoseDriver is in the packages, we had to make a custom TrackedPoseDriverCustom script and use that instead as a component on the ARCamera. It looks like this (very simple):

[DefaultExecutionOrder(-30000)]
[Serializable]
public class TrackedPoseDriverCustom : TrackedPoseDriver
{
    protected override void SetLocalTransform(Vector3 newPosition, Quaternion newRotation)
    {
         if (trackingType == TrackingType.RotationAndPosition ||  trackingType == TrackingType.RotationOnly)
            transform.localRotation = Quaternion.Lerp(transform.localRotation, newRotation, Time.deltaTime * 20);     

        if (trackingType == TrackingType.RotationAndPosition || trackingType == TrackingType.PositionOnly)
                transform.localPosition = Vector3.Lerp(transform.localPosition, newPosition, Time.deltaTime * 20);           
    }
}

Hopefully that's helpful to anyone here.

Note that the 20 is just a hardcoded value for speed that felt good for our experience.

bronze silo
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@crystal dawn when does the new arfoundation come out? We waiting on ios13?

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looking to try the URP

crystal dawn
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Hey @bronze silo - we were hoping to get it out last week but identified some last minute issues with the update. Should be coming soon!

gritty sleet
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Is it possible to do WebAR with Unity at the moment? ARFoundation doesn't have it at the moment, but wondering if people have found ways to do it another way

wind acorn
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hey guys.
i develop an AR tower defense game then i build it on my phone.
on the first run it work well but when i restart the game using SceneManagement, the level loaded but the screen is black with white ARCore logo in the middle.
the weird thing is i can still play the game but the screen black no camera feed.

i tried to fix this by creating 1 new fresh scene.
i delete the Main Camera then add the ARCore Device.
i create a button to restart the scene using SceneManagement then build it to my device.
the restart method works perfectly. i can restart the scene without any problem.
im sorry if this too long but please i need your helps

bronze silo
edgy saddle
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Can Someone tell me the best place to learn AR?

sick yarrow
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Hey, anyone knows how to force landscape only mode in Vuforia?
Will this do the trick? (Unfortunately I do not have the device to test it at the moment)

sudden geyser
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hi everyone,
I am using Vuforia for AR based gameplay with unity. The problem is with devices with no gyroscope. How do I handle AR for those devices?

hybrid perch
sudden geyser
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Not really. It's written at the bottom of the page that they need to have gyroscope

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And the following are the only devices supported

sick yarrow
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@hybrid perch I tried exactly that yesterday when I finally got my hands on the device, I turned default orientation to landscape left and it stopped working

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vuforia just froze after launch no camer no tracking

hybrid perch
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Yes @sudden geyser but that's for ground planes and model targets

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Are you sure the orientation is the issue though @sick yarrow ?

sick yarrow
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it was the only thing I changed so by simple elimination - yes

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I think it should be changed in vuforia config but I didnt manage to find how

hybrid perch
sick yarrow
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@hybrid perch thanks for the link, but ithe question asks about a solution in non-unity dev

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altho it says that there are other threads about the same for unity but I havent foud any that gives a valid solution

edgy saddle
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Has anyone applied mapbox for AR games in Unity?

calm tulip
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Howdy, y'all! I've got a quick question that may or may not have an easy solution. I'm trying to get the WebCamTexture from the AR Camera in Vuforia. Since you can only have one thing accessing the camera at a time, I can't just make a new webcamtexture and be done with it. So, I used the script on the vuforia website to access the webcam data--however, this is only available in greyscale in the editor. I am trying to get the color information at a certain position from the AR camera feed (I know how to do this already using a regular camera feed) but am having trouble figuring out how to accomplish this. Any ideas?

bronze silo
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@crystal dawn arf 3 & urp is great

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in 2019.3.0b1

fierce nova
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hello
I'm a beginner in Unity
I'm having some trouble in Exporting my Unity + Vuforia project into my smartphone
While I do it this error is pop up

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I'm using 2018.4.8f1

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Guys

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Please

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It's urgent

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I don't have much time that's why

wide steeple
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@fierce nova what's in logcat?

fierce nova
wide steeple
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Did you disable Android TV checkbox in player settings?

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Logcat is a tool allowing to see unity logs from device so you could see why the app crashes

fierce nova
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Where is it ?

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Which menu

wide steeple
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TV checkbox should be in player settings somewhere around the bottom

fierce nova
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Yeah I got it

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I did it

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I was asking about the logcat

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So that I can share u the log file

wide steeple
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Try to use Google search for logcat
But first check if that setting change helps

fierce nova
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Yeah I will

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Thank u @wide steeple

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@wide steeple

wide steeple
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@fierce nova could you screenshot your player settings?

fierce nova
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yup

wide steeple
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You can try turning off multithreading rendering, set minimum API level to 25, uncheck x86 target architecture, set internet connection to required and write permission to sdcard
Not sure if will help though - you will need to investigate logcat logs if not

fierce nova
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Okay,Thank u

fierce nova
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Could you help me with that?

wide steeple
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That's Editor log, and the clue should be in logcat log @fierce nova

fierce nova
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oh

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I haven't got any result while search like that

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Is it a part of androidsdk

wide steeple
fierce nova
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ok

fierce nova
wide steeple
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Is globalgamemanagers one of your scripts?

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Try checking its metadata file if so, and maybe reimport it

fierce nova
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no

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I haven't wrote any scripts yet

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It's just a test project

wide steeple
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Try reimport all?

fierce nova
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All that have is an image tracker

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u mean the assets

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Do u find any issues related to the version I'm using

wide steeple
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There's such an option there to reimport all - assets, scripts, etc

fierce nova
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What about the version I'm using

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Is it stable

wide steeple
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As per the logs unity may be complaining about version mismatch of some metadata

fierce nova
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2018.4.8f1

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Okay

wide steeple
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Yeah, it should work

fierce nova
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So I will reimport everything

wide steeple
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BTW did you enable Vuforia supported? @fierce nova

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In XR settings

fierce nova
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yes

lusty briar
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Anyone managed to find a wire frame solution for the quest that doesn't use compute shaders? Since it's not supported

fierce nova
lusty briar
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Sorry geom shaders, lol

fierce nova
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Still it's the same@wide steeple

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Idk what else to do.

wide steeple
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@fierce nova try asking on Vuforia forums and maybe in #📱┃mobile with all details you've got

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It's weird that sample is not working

fierce nova
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Yeah it is

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Anybody know any better introduction tutorial for unity 2019+vuforia for android app, from the setting up phase?

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complete beginner

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@wide steeple I will say it step by step that what all I have done
First I installed unity 2018.4.8f1 via unity hub
Then I installed Android studio
Activated Vuforia supported on XR settings
Added Ar camera
Added image target made it as the child of AR camera

Then replace the mars image with the image I download as my database in Vuforia
I took a Barbarian model from unity asset store, parent it to image target
That's it
opened build settings
Switch plaform to android
Took player setting
renamed com.prodcutname.company to something else
and clicked build
and exported .apk to my phone and installed
Does anybody sees that I missed something

fierce nova
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@wide steeple my problem solved. That was a version incompatiblilty

wide steeple
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@fierce nova of what components?

fierce nova
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I uninstalled 2018.4.8f1 and installed 2019.1.0

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@wide steeple

wide steeple
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Got it, thanks

bronze silo
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2019.3.0b1 is a game changer

crystal dawn
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How so, @bronze silo ?

bronze silo
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arkit 3 access and LWRP has been unusable on a sdk i was using until 3.0 (placenote)

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pose estimation

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image target at runtime

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shadergraph

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hoping for vfxgraph soon

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using URP now, but a HUGE fan of lwrp

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Shadergraph is just so incredibly powerful

bronze silo
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been following along past 2 years on all the ios AR updates, building all kinds of aps

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17 so far

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from upwork

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i post as Blarp, lol

modern sparrow
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Hey, I have a problem using ARFoundation (or rather ARCore, this is only on Android), when I first run my app and go to AR scene it asks for camera permission, but when I allow it, the camera remains black as if it did not refresh with the new permission. Switching between the scenes (back to menu and AR again) does not work, you have to close the app and run it again for the camera to start properly.

Do I have to manually request permission before entering the AR scene or should this work when done by ARFoundation/ARCore ?

copper socket
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Hm, no. If you allow it, it should work.

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And you're sure you have the AR Session and AR Session Origin prefabs, with the ARCamera as a child of the origin and assigned?

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Also, if you're using LWRP, I believe there's a step you need to do for rendering a custom background?

hybrid perch
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Yes there is, unless you're on the ARFoundation 3.0.0 preview

dawn moat
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Quick Demo showing the power of Scape Technologies... "Don't see the place for what it is, imagine for what it could be"!

Start building your location-based AR in London today!

Check out www.scape.io

bronze silo
shadow zephyr
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Good morning. I'm having an issue with a Vuforia project upgraded from Unity 2018 to 2019.2.0f1. Some of our AR content is .webm videos with alpha transparency. The alpha transparency works in editor but not when building to Android. Has anyone encountered anything like this? Edit: The content worked correctly prior to the upgrade

slow badger
toxic arrow
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Hi,
I need some advice for an app on Android and iOS. I'm using ARFoundation, and I enabled the ambient light. When deploying on the device the models are always really dark. So I tried to add some more lights in the scenes, but nothing changed... Does ambient light prevent other lights in the scene to work ? How can I make my models being brighter ?

wide steeple
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@toxic arrow if you are on lwrp and Linear color try switching to Gamma

green widget
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Where can i set how far ARKit should be rendering the depth and stencil texture for me? It gives me textures to use, but I don't know how far it's calculating things

toxic arrow
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@wide steeple Nope I'm not on lwrp :S

fierce nova
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Guys, is it possible to detect a ground without a specific image target in Vuforia + Unity

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I mean ground detection generic

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Not a specific ground

wind zinc
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Sure it is possible, but I don't know how. Try read the Vuforia code. It may help.

fierce nova
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@wind zinc I found it.Anyway thank you for your response

fierce nova
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Guys I'm a newbie in AR foundation I was following this tutorial

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I'm not having any logical errors or syntax errors in my code

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But it's not actually tracking a plane surface as mentioned in the above video.

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Instead my placement indicator stands still in the mid air

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It's not actually tracking any plane as in the video

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Could somebody help me with the code

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Or actually in figuring out my problem

fierce nova
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Could anybody please help me with this issue?

hybrid perch
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What device are you running on? Not all of them support plane tracking

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And make sure you have all the necessary components on your AR Session object

fierce nova
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I'm using an android device Hello AR example of AR Core runs pretty smoothly in my phone. I don't think that my smartphone won't support plane detection

hybrid perch
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I believe the tutorial you linked is outdated so I would recommend getting the latest version off github and look at the example scenes instead

modest badge
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Hi @fierce nova I don't know if you managed to find a solution to your problem, so here goes. I was also having problems a while ago trying to get it working on my android device. What I did to get it working was add the following components to my AR Session Origin:
-AR Raycast Manager (Sript)
-AR Plane Manager (Script)

wooden atlas
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Hello

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Is anyone here familiar with vuforia?

glossy willow
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has anyone here implemented the ARFoundation LWRP support on iOS? I'm running into issues with long boot screens on projects but theres no errors or even logs coming from xcode - it's taking 5+ minutes to load a simple AR scene if it does even load

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running xCode 11 beta and iOS 13 GM

hybrid perch
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Yeah I have @glossy willow but I didn't have any of thise issues. I used iOS 1 and Xcode 10 though. So tge beta might be the issue

wooden atlas
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Hi everyone. When i scale multiple objects to fit within a meter, I run my AR app and my objects float in the air and not on the ground plane. I created an empty game object and made the objets chelidren of the gameobject and then scaled that down to say .1 and still they float in the air. The first method i place everything on the ground aswell as the second method. I can scale one cube and that works fine but more than one object they float. Any Ideas what the problem. I also cant make n prefab of all the object because then I for some reason I lose my lightbake. Any ideas ?

toxic arrow
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Hi, How do we detect if any plane as been found using ARFoundation ?

hardy ocean
fierce nova
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Hi @modest badge thank you for responding to it. I was fed up with ARFoundation due to lack of updated tutorials and in the end Switched into Google AR core. AR Core is now giving much more neat outputs

half basin
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Hi @everyone
does any one have any idea how to use a GPS device (U-blox 7) on unity (I'm not using ANDROID or IOS it's for Project North Star it have to be on WIDOWS 10)
I hope all what I found on internet is not true i need this for my Project
https://stackoverflow.com/questions/38704125/unity-isnt-allowed-to-use-location-windows-10?answertab=votes#tab-top

hybrid perch
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Do you need a precise location @half basin? As far as I know PNS is not meant for outdoors use and as such lacks the tools for location services. You can probably use C# classes to get the location but it's not gonna be very precise

half basin
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i tried the device on other software like Google Earth and it's own Software (U-Center) i got a good reesults, it was enough good for my project.
But when i try this script here https://docs.unity3d.com/ScriptReference/LocationService.Start.html
i get this an error message that location service is not enabled
so I think unity is not even getting Data from the device

hybrid perch
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That’s correct @half basin, it specifically says that the location system is only available on mobile

half basin
polar sleet
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any ML devs around? 🙂

bronze silo
sonic jungle
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Can anyone link or suggest any course on multi-player AR game using unity. It would be greatly appreciated.

obsidian coral
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Hello guys, one of my clients wanted me to use something similar to the ARCore Portal in a project, but for lower end devices.
https://www.youtube.com/watch?v=g78hQB8UKEM&t=77s
I managed to make something almost there using extend track but the maintece of the code will be hard later on. Does anyway know another solution to this problem?

P.S: I have no rush I am just studying the case.

In this tutorial you will learn how to create an augmented reality application for Android using Unity and ARCore. In this part we will start by a quick intr...

▶ Play video
hybrid perch
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Hey @jagged patio just watched your Siggraph presentation on AR and VR, super good stuff :) Even in the middle of production you make me want to upgrade to the very latest version

woven rivet
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Hi! I just wanted to ask how to imitate this one without actually making it tilt(from left to right)

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I'm using this code

woven rivet
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if anyone knows some solution i'll be grateful, thanks guys

wide steeple
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@woven rivet try zeroing out euler angles Z

atomic badge
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How many people here use project North Star? 🤔

merry aurora
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hi @wide steeple

wide steeple
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Hi @merry aurora !

merry aurora
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😄

chrome crescent
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Heyo! So, Preview 3 of ARFoundation 3 came out recently. We're trying to get an AR-project out the door here. Need IL2CPP to be able to publish for Android, so we needed the IL2CPP-support that came with Preview 3. Great stuff.

Buuuut... the ImageTracking seems to be borked now? The ARTrackedImage instance pops into existance at the cameras position now, not the tracked image position.

lament whale
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waaa waaaa
turns out it was just physical size not matching the marker
move along developer, nothing to see here

dawn moat
hybrid perch
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Pretty cool @dawn moat! Do you have the meshes loaded and identify them based on the camera input? Or is there something else going on>

dawn moat
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Pretty much... Basing it on localisation parameters returned to me.The precision of geo location is key. I am using Scape Technologies VPS ( visual positioning system) and open street map data meshes... Once localisation has taken place i.e gives me correct position in terms of lat/long allowing me to load correct chunk. Then I align the meshes based on returned heading and then just raycast out which returns the names.

hybrid perch
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Cool :) We've done some tests but we struggled with the precision of the GPS, especially when you get up close

dawn moat
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@hybrid perch Yeah Gps is big issue thats why I rely on VPS gives me precision of 0.5 - 1m for AR content and also returns me with 2 degree accuracy North location. Its very awesome.

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Lot of things that were not possible before can now be done no more seeing object sort of in vicinity now it stays in exact location!

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Now just brainstorming of good use-cases ^^

hybrid perch
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Very interesting indeed! How was it to work with in Unity @dawn moat?

dawn moat
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Straight forward in all honesty ARFoundation is now supported

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so makes things even more easier. SDK its self is very simple in general it give you lat and long heading ect.. what you do with those params is up to you pretty much

hybrid perch
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Awesome, thanks for sharing :) I'll be sure to look more into it

dawn moat
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the localisation you looking around 3-4 seconds on 3g , 4g

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and there is mocking capability too

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have a peak see what you think and let me know

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👍

hybrid perch
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Deffo. Only issue I see here in Norway is the ground being covered in snow for a few months of the year. Not sure what that does with the VPS

dawn moat
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It really is dependant on features around you need to localise against buildings so as long as they not covered in snow should work in theory

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Here is localisation working in extreme weather.. Computer vision struggles usually with reflection, rain, lights ect...

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but its been solid... You can see GPS being way off but VPS is pretty much spot on

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For your case you will have little more difficulty in Norway as the service not available right now so mocking is only one way to work with it for now but you can always request availability if you got big project..

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Unless you visit London 😉

hybrid perch
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Yeah I'm very jelly of you Londoners :(

lament whale
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is there a way to help image tracking find smaller (on screen) images?
currently it needs to take up about 40% of the width (in portrait) on both iPhoneX and Galaxy S5
with a 5m x 5m marker it seems to be roughly 20m max distance :/

hybrid perch
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I doubt it, maybe check out Vuforia though

lament whale
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too bad, I'll check out vuforia though, thanks! ^^

lucid ember
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I am trying to get a simple ARFoundation app to run on a Pixel phone. How ever the screen is black and nothing shows. Using ARFoundation 2.1.1 and Unity 2019.3.04b. I can build and install and I see the Unity splash screen when the app starts. I say "ok" when asked for camera permissions.

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I see that there are many early references to this issue but I have tried several tips to fix this. Still not working. Does anyone have an idea they can share?

copper socket
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If you're using LWRP, you need to create a custom background material I believe.

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We just wrapped a small project up, but we didn't use LWRP. But we did try at the start, and that was what we determined after facing the same issue.

hybrid perch
half basin
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Hey! Has anyone here tried to get Android AR working with the new Unity as a Library?

lucid ember
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@hybrid perch Thanks I will look

wooden atlas
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Hello. Is there someone here?

tiny hornet
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Filled out the application and still haven’t heard anything back from project mars. Would be nice to be apart of the growth of the tool 🥽

tranquil light
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Hey guys!
I am currently having difficulties developing an AR application with Vuforia in Unity.
Everything works pretty much fine but I am not able for the live of me to get the 'spatial' sound to work.
I want to attach audio sources to my tracked targets so that moving/facing the phone away from the target would make the audio more quiet.
One thing I have found so far is that in my audio settings I do not have. Spatializer. But apparently that is only needed for VR projects and not Vuforia?
If someone could help me out our share their experience with that I'd greatly appreciate it!

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Currently I am just decreasing and increasing volume based on the distance of the camera - but this is not at all my preferred solution. I would have thought just using a Spatal Blend 3D Audio would work, but it is either way too quiet and does not seem to get more or less quiet despite trying out different rolloffs.

wooden atlas
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Hi Andre, This youtube tutorial was quite useful for me. Hope it helps.

tranquil light
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@wooden atlas
Hey man, thanks for trying to help me out here!
Thing is I do know how to get sounds to work in general, just in this specific case it does not seem to work. This case being:

  1. I have a Vuforia Tracker on the floor.
  2. I have an audiosource on one gameobject, pretty much on top of the tracker with 3d spatial blend and rolloff etc.
  3. I move my phone closer or further away from the Vuforia tracker

-> Expected outcome: The source gets louder or quieter
-> Actual outcome: Sound stays the same and is way too quiet.
This seems to be pretty independant of the rolloff as well.

wooden atlas
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Hmmm I was going trough some tutorials the other day and there was definitely mention that unity has the doppler effect. Im not currently at the sound part of my project yet but perhaps search for the "Doppler effect" in unity\

tranquil light
#

Hey! The doppler effect as far as I know it, would just "warp" the sound when moved, you are right though, I might check it out and see if that works at all, but my guess it does not.

wooden atlas
#

i'll quickly go through my history and see if i can find where they make reference of that. Its quite relevant to my project too

#

have you change your spacial blend in the audio settings from 2s to 3d?

#

2d*

#

Hey Andre so I found what I was refering to. In your audio source there is a 3d Sound settings drop down and within it that you can change the doppler settings\

#

but you have to change the spacial blend form 2D to 3D

tranquil light
#

Hey man, I did change it to 3d :)
My theory was that I might need a spatializer? Do you have one of those?

wooden atlas
#

Sorry Andre I still need to learn about a spatializer. lol One other thing i heard was if your audi listener is on your ar camera and your sound source on your objects.

tranquil light
#

That is correct, AudioListener is on the ARCamera provided by Vuforia and the sound source is on the objects :) Anything wrong about that?
Also dude no need to apologize, you are trying to help :] I appreciate that

wooden atlas
#

Thats how I understood it. I've change to ARfoundation to weeks ago and having alot more success with my AR. Especially with the scaling dilemma. Cool no apologies

tranquil light
#

You did? I tried out Arfoundation and for my usecase (Mainly printed 2d images with overlaid animations) the tracking was just awful!

#

it was all wobbly and shaky and I for the life of me did not get it to be stable. Vuforia on the other hand was super stable from the get go ~

wooden atlas
#

Vuforia's image tracking is good but ground plane detection I feel ARfoundation that uses ARcore is superior

tranquil light
#

That could very well be, I do not need ground plane detection though.
Also just fyi you can connect the two of them, as I found out recently in the VR configuration

wooden atlas
#

ah yes i saw that

#

The main thing for me is I have anitmations and baked lighting and you cant scale objets or objects with animation in Unity to small otherwise it wont work. Same goes for the physics in unity

#

Things start to go very wrong. So i needed a solution. And vuforia has one but its quite abit of coding. Whereas ARFoundation worked a charmed in this regard.

crystal dawn
#

@lucid ember

I am trying to get a simple ARFoundation app to run on a Pixel phone. How ever the screen is black and nothing shows. Using ARFoundation 2.1.1 and Unity 2019.3.04b. I can build and install and I see the Unity splash screen when the app starts. I say "ok" when asked for camera permissions.
If you are just trying to get something simple up and running, I suggest using the latest released version of Unity and not an early beta. Unity 2019.2 and ARFoundation 2.1.1 is a good start. You also need ARCore support (the package is called "ARCore XR Plugin" and the latest stable release is 2.1.2). You mentioned getting camera permissions, so it sounds like you probably have that already, but make sure it's the latest verified release. If that still doesn't work, check the logcat output (cmd line adb logcat) and see if there are any relevant-looking warnings or errors.

#

@chrome crescent

Heyo! So, Preview 3 of ARFoundation 3 came out recently. We're trying to get an AR-project out the door here. Need IL2CPP to be able to publish for Android, so we needed the IL2CPP-support that came with Preview 3. Great stuff.
Buuuut... the ImageTracking seems to be borked now? The ARTrackedImage instance pops into existance at the cameras position now, not the tracked image position.

Image tracking on Android with IL2CPP was fixed in 3.0.0-preview.3. However, I wouldn't recommend using a preview package for a production app. The latest stable release is 2.1. Is there something specific you need in the 3.0 preview?

wooden atlas
#

Hello does anybody here know coding quite well?

lucid ember
#

@crystal dawn Thanks for the response. I ended up with removing the Universal Render Pipeline and was able to clear the black screen issue. I am uding the latest ARFoundation and ARCore XR Plugin. Seems to be working now.
I am having a little issue with relating to the Pose results I get from a Input.Touch.Begin event. The Vector3 for Pose.position is giving me a spot -3 on the Y and -6 on the Z. But, the point that I am looking at is a -.25 Y and -.2 Z. Basically a spot on the table infront of me.
Trying to find out why this is.

crystal dawn
#

Input.Touch doesn't deal in poses, so I'm not sure what you're referring to. Could you post some code?

lucid ember
#

Sorry for the confusion. I am using a target to indcate the position that I am looking at. Using RaycastManager I and getting a hit pose as the target for where I instanciate my GameObject.:

var screenCenter = Camera.current.ViewportToScreenPoint(new Vector3(0.5f, 0.5f)).normalized;
var hits = new List<ARRaycastHit>();
raycaster.Raycast(screenCenter, hits, TrackableType.Planes);

        placementPoseIsValid = hits.Count > 0;
        if (placementPoseIsValid)
        {
            placementPose = hits[0].pose;

            var cameraForward = Camera.current.transform.forward;
            var cameraBering = new Vector3(cameraForward.x, 0f, cameraForward.z).normalized;
            placementPose.rotation = Quaternion.LookRotation(cameraBering);
        }
#

From the placementPose I get the position and rotation. This is the information that I do nto clearly understand. Is +Z UP or Forward?

wide steeple
#

Z is forward unless you have some rotation other than zero on parents

#

@lucid ember

lucid ember
#

Thanks for the clarification.

wooden atlas
#

Hi guys, I dunno why I cant get this to work it seems to be a simple thing to do. Can someone just check where I'm going wrong with this. I just want the sound to sart with the spawned object.

#

[RequireComponent(typeof(AudioSource))]
public class ARTapToPlaceObject : MonoBehaviour
{
public GameObject objectToPlace;
public GameObject IndicatorHolder;
public AudioSource Audio;
public AudioClip NatureSound;

private ARRaycastManager arOrigin;
private Pose placementPose;
private ARPlaneManager planeManager;
private bool placementPoseIsValid = false;
private GameObject spawnedObject;

void Start()
{

    
    IndicatorHolder = GameObject.Find("IndicatorHolder");
    arOrigin = FindObjectOfType<ARRaycastManager>();
    Audio = GetComponent<AudioSource>();
    spawnedObject = GetComponent<GameObject>();
  }

// Update is called once per frame
void Update()
{
    

    if (spawnedObject == null && placementPoseIsValid && Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began)
    {
        PlaceObject();
    }
    if (spawnedObject == null && placementPoseIsValid && Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began)
    {
        Audio.Play();
lucid ember
#

If you are spawning the spawnedObject in PlaceObject then the if surounding the Audio will be false and not call the play.

#

put the Audio.Play() in the same if clause as the PlaceObject call.

#

Has anyone been able to get the scaling of the ARSessionOrigin to work with two finger touch and scale with the pinching gesture?

autumn hare
#

What version of unity and render pipeline would y'all recommend for doing AR stuff for ios or android phones? I'm just diving into researching and seem like there's a lot of different suggestions/recs/etc

hybrid perch
#

i've been having various issues with LWRP and ARFoundations @autumn hare. So I would be hesitant about using it in production. But ARFoundation 3.0 mostly works so if you wanna get into it that's what I would recomment. Think you need 2019.1 for it at least

wise sun
#

Hello There,I'm new to this and having 2 question. First is I would like to know how to put effects on Mask Filter.Second is I need some guide to make face deformation for my AR software (Face Morphing Filter on Snap chat).Thanks

#

Morph face — change face shape making it slimmer, wider, changing eye size, the shape of the nose and head proportions.

autumn hare
#

Thanks @hybrid perch - this is super helpful info

hybrid perch
#

No worries. The only major issue I've had with it is image tracking, so be aware of that if you plan on using it

fair estuary
#

Hi guys, has anyone been creating instances of RuntimeReferenceImageLibrary in ARFoundation 3 preview?

In short, I want to be able to download an assetbundle of trackable images to be used at runtime with the app having no prior knowledge of them. Is it possible to do this by bundling an XR reference image library? At the moment it seems that (on Android) it still depends on the .imgdb file that the arcoreimg tool outputs, but this is written into the StreamingAssets folder. I would also require it to work on iOS too.

On the other hand I noticed an API call that can add images dynamically with a mutable reference library. I haven't tried it as of yet, but I was under the impression this might not be practical for a database with hundreds, maybe thousands of images. Is this correct?

lucid ember
#

@crystal dawn What Happened to the ARSessionOrigin.Scale property? I do not see it in the current ARFoundation 3.0.0-preview3

crystal dawn
#

@lucid ember That was removed over a year ago in a very early release. All it did was uniformly set the scale of the GameObject's transform, and it's weird to have 2 ways to do the same thing.

crystal dawn
#

@fair estuary All XRReferenceImageLibraries must be built into the app; they can't be downloaded later. However, as you noted, you can construct new reference image libraries at runtime.

but I was under the impression this might not be practical for a database with hundreds, maybe thousands of images. Is this correct?
I don't think that would be practical with a XRReferenceImageLibrary either; neither ARCore nor ARKit would accept that many. It's expected to be a dozen or two, not hundreds.

lucid ember
#

@crystal dawn Thank you for that explanation. I have only been looking into implementing in the past few weeks. I am would really like to get into the MARS project. From what I am doing and what I want to do, MARS looks like a great solution.

#

My biggest point of irritation is the need to build and Run on my Androids.

fair estuary
#

@crystal dawn alright, thanks for clarifying that. We could actually consider just building that image library into the app as normal. I don't actually have hundreds of image targets haha, I was looking towards a worst case scenario as it is research for a production app to replace one that currently uses Vuforia's Cloud Reco for image targets. The majority of the content will be based on plane tracking now, I was just hoping for a (scalable) way of replicating the ability to use downloaded image targets

#

But obviously, wouldn't want to have it struggle if the size of the library grows!

lucid ember
#

Does anyone know if the ARFoundation will work on the Windows Surface Pro 4 device? Is there a Plug-in for that or could I use the Windows Mixed Reality plugin?

half basin
#

Can AddressableAssets handle files accessed during runtime from a different location than the project directory?

sonic jungle
#

What's the difference between Normal AR and Military AR?

mighty lagoon
#

I guess glasses and hardware that is produced for the public verses hardware developed for military

unreal kettle
#

@half basin for my university project we actually got the hololens 2 reserved but I've heard that even Microsoft Netherlands doesn't have it yet (since my university is in the Netherlands). We played a bit around with the first one and was pretty cool just the actual display you can interact with is a bit small

hybrid perch
#

You guys got any info on when you will get it @unreal kettle? We're waiting too, I'm excited

unreal kettle
#

We were supposed to get it in June but we haven't heard since

half basin
#

I didn't even know it'd gone into production yet.

#

Also, wow, that conversation was a while ago xD

unreal kettle
#

Yup I was trying to look to see if there were other people who were working with the hololens and Unity

#

Unforunately the Holo lens 1 that was reserved for our team for testing has gone missing so I can't do testing 😅

dawn moat
#

I am absolutely proud to show this what was achieved with Scape Technologies AR- Cloud

hexed locust
#

This looks really cool!

mossy marlin
#

That's really incredible at that scale, and on Mobile. Excellent work!

quaint flint
#

Hey guys so I am doing this school project and I have a couple questions because I am completely new to ar here is what I am trying to do basically I am trying to detect a color and play a video any suggestions on how to do this I am struggling to find an answer

wide steeple
quaint flint
#

thx

normal osprey
#

Hey guys, I'm new to this discord. I have made a couple of AR-applications in the past, but it's the first time that I have a problem that keeps on persisting. Would one of you guys be interested in a quick videochat to resolve the problem. It's stuck at the creation of the pipeline state. (Or do you have any advice?) Greetings, Maarten from Belgium 🤔

strange fossil
#

I am using Unity ARfoundation and ARKit. How can I enable feature points?

#

The little yellow dots that show where 3D objects are

strange fossil
#

Thank you

crystal dawn
#

yw 🙂

strange fossil
#

Would I add this script to the camera? I’m not going to be doing anything special with them right now, I just need them to show.

#

@crystal dawn

#

I’m guessing the way this works is, the prefab that I input will be created for each and every point?

#

If so that’s perfect

crystal dawn
#

No, you must put it on the ARSessionOrigin.

strange fossil
#

Ok

crystal dawn
#

It creates one instance of your prefab for each point cloud (not each point in the point cloud). ARKit and ARCore will only ever produce exactly one point cloud.

strange fossil
#

Also what is the AR Point visualizer

#

Ok

#

What I’m trying to do is, take all those dots made by the points and make them never disappear

#

So they always stay

#

Is that possible?

crystal dawn
#

The ARPointCloudParticleVisualizer visualizes a point cloud using a particle system. The ARPointCloudMeshVisualizer visualizes a point cloud using a single mesh with MeshTopology.Points.

strange fossil
crystal dawn
#

Both visualizers will only draw the current set of feature points

strange fossil
#

Can they be made to stay

#

Ok

crystal dawn
#

if you want them all to persist, you'd have to do that yourself. Each point in the point cloud has a unique id.

strange fossil
#

Oh I see

#

A point cloud is all the dots

#

A single point is one

#

To explain this better, there is a game called Scanner Sombre were you map out a cave with only these little dots

#

ARKit does this automatically

#

So if the dots never go away

#

As in save them

crystal dawn
#

What do you mean

ARKit does this automatically

strange fossil
#

Then you could (in theory) scan your room and have a 3D map of a room made out of dots

#

It’s a built in debugging feature

crystal dawn
#

Does what automatically?

strange fossil
#

Creates feature points from the camera to sort of map out it’s nearby environment

#

You can hide and Unhide the dots

crystal dawn
#

ARFoundation uses ARKit for its backend on iOS. I'm not really sure what is being done "automatically" that is different.

strange fossil
#

Nothing is different

crystal dawn
#

So is your goal to save all the feature points over every frame?

strange fossil
#

Yes

#

Exactly

#

I was thinking each point could have an object attached to it on creation, that will not vanish

crystal dawn
#

Right, so each feature point (point in the point cloud) has a unique id. By looking at the list of feature points each frame, you can build up a map.

strange fossil
#

Yes

#

Would this lag out the device after too many were generated?

crystal dawn
#

The docs I linked above provides 3 parallel arrays: the positions, confidence values, and identifiers. You could have a map of identifier to 3d point and update it each frame from those arrays.

#

Would this lag out the device after too many were generated?
Depends on what you do with them. But each frame, you typically don't get a huge set of new points; it updates existing points.

strange fossil
#

So the identity of each point stores it’s location?

#

Ok

#

That might be a problem

#

Thank you for your help by the way I’m new to AR stuff and only slightly used to Unity

crystal dawn
#

So it's like this:
Frame 0
Identifiers [0, 1, 2, 3, 4, ...]
Positions (x0, y0, z0), (x1, y1, z1), (x2, y2, z2), ...
Frame 1
Identifiers [5, 0, 1, 7, ...]
Positions (x5, y5, z5), (x0, y0, z0), (x1, y1, z1), (x7, y7, z7), ...
and so on. Over time, if you map a room you might get a few thousand points total. It really depends on a lot of factors though.

strange fossil
#

Maybe a script that attaches a game object to each point when it shows up, and lets the point disappear but the game object stays

crystal dawn
#

If you try to create a different gameobject for each point, that isn't going to scale well.

strange fossil
#

I guess I thought this would be simpler

#

The idea is simple

crystal dawn
#

I don't think it would be hard to store a Dictionary<ulong, Vector3>, update it each frame, and visualize it using a particle system.

#

That should scale pretty well

strange fossil
#

Ok. So now I need a bit more basic help like, I make a script that does this right? I then.... attach it to a random game object in the scene so it runs?

#

I really need to take programming courses or something

crystal dawn
#

You'll have to write a bit of code to do this. We don't provide scripts that do exactly this, but you can do it using ARFoundation's API.

strange fossil
#

Thank you

#

I will do that

crystal dawn
#

@strange fossil if you create an "AR Default Point Cloud" and replace its point cloud visualizer with this one, I think it should do what you want.

#

Seemed to work pretty well even with lots of points

strange fossil
#

I can't thank you enough, I will try it asap!

#

does the AR point cloud need to be a child of the AR Session Origin?

crystal dawn
#

It needs to be on the same gameobject as the ARSessionOrigin

strange fossil
#

OK

#

Also it is worth mentioning that I am going off this:

#

I havn't applied it to anything yet

#

'NativeArray<ulong>' does not contain a definition for 'HasValue' and no accessible extension method 'HasValue' accepting a first argument of type 'NativeArray<ulong>' could be found (are you missing a using directive or an assembly reference?)

#

Am I missing an AR library or module?

#

I put it on the AR default point cloud visualizer (replaced what you said) and it still says the same thing

#

@crystal dawn

#

What does your scene look like I probably messed mine up

#

You still there?

crystal dawn
#

@strange fossil sounds like you're using an old version of ARFoundation. What version are you using?

strange fossil
#

The latest I think

#

The one that shows up

#

@crystal dawn

crystal dawn
#

Just remove .HasValue and .Value.

strange fossil
#

I've got AR Foundation, AR Kit XR plugin

#

from the script?

crystal dawn
#

So like pointCloud.positions[i] instead of pointCloud.positions.Value[i]

strange fossil
#

ok

#

what about all the if (!identifiers.HasValue)

#

make it if (!identifiers.[i])

crystal dawn
#

Just get rid of those checks

strange fossil
#

altogether?

#

arent they important?

crystal dawn
#

In later versions, I made those properties nullable since they might not exist on all platforms. But they should both exist on ARKit.

strange fossil
#

ok

#

I'm removing them now

#

Ok. I removed those and put it in the assets folder

#

no errors yet

crystal dawn
#

In the picture you posted of "my scene is set up as:" -- you don't want the "AR Default Point Cloud" in the scene. You need to make it a prefab and assign it to the point cloud manager.

strange fossil
#

Okay I think this is it

crystal dawn
#

you have two session origins

#

your ARPointCloudManager should be on the GameObject named "AR Session Origin" (which also should have an ARSessionOrigin component on it)

strange fossil
#

oh

#

Ok so this is my setup

#

(the missing game object is fixed)

crystal dawn
#

Now you've lost your ARSession 🙂 Just re-add it from the GameObject > XR menu

strange fossil
#

Ok lol

#

it has returned

crystal dawn
#

And you also need to assign your Point Cloud Prefab

strange fossil
#

I did

crystal dawn
#

Oh right you said that

#

cool

#

Make sure the "AR Default Point Cloud" is the one you just created, and not the one included in the samples (if that's how you started)

strange fossil
#

I have to borrow a family members Mac to use xcode and upload this to my phone

#

I think it is

#

it's a prefab with custom script on it

crystal dawn
#

If you have an Android device it will work there without any modifications

strange fossil
#

I don't

#

sadly

#

I have an iPhone 8

crystal dawn
#

Alright then I guess you'll have to hunt down that Mac

strange fossil
#

yeah

crystal dawn
#

FWIW I tried it on my Pixel 1 and it worked pretty well. I don't know how many points exactly but it looked like hundreds

strange fossil
#

can you post a screenshot?

#

I can't get the mac right now but I have a virtual mac in virtualbox

#

the problem is my Iphone won't passthru to the virtual machine

crystal dawn
#

A static screenshot just looks messy. It's more compelling when you look around and see all the points. Probably even more so if you turn off the pass through camera and just seen the points.

strange fossil
#

EXACTLY

#

thats exactly what I am doing

#

you have been soooo helpful

#

google scanner sombre and look at images

#

this is the goal

#

then I will make it google cardboard

#

so VR, dots

#

@crystal dawn you don't have a mac do you?

crystal dawn
#

I do

#

I do most of my development on a MacBook Pro.

strange fossil
#

It's probably not possible for me to send you my .xcodeproj file and you send me the .ipa file it creates?

#

it normally sends the app to a phone plugged into it but it can also output a ipa

#

I'm gonna try the virtual machine again

crystal dawn
#

I guess it's technically feasible, but I think you should try to get ahold of a Mac or an Android device 🙂

strange fossil
#

yeah

#

I have a macbook here but it's not got any OS on it

#

I'm trying to make a bootable usb installer

crystal dawn
#

I'm going to step out for a bit. Good luck; lemme know how it goes 🙂

strange fossil
#

I'm being thwarted at every turn

#

ugh

#

Okay

#

thanks so much for your help

quaint flint
#

hey so I finished my game and I want test it on my phone but i need the camera to work on my phone not webcam does anybody have any solutions

dawn moat
#

@quaint flint Dont quite understand what is your question

#

Are you asking how to enable permissions on your phone to use camera?

strange fossil
#

@crystal dawn Update: I finally got a mac and I imported it into Xcode, and it went sorta smoothly. The problem is The app opens, I can see the camera but there are no feature points visible!

strange fossil
#

@crystal dawn you there?

crystal dawn
neat grotto
#

Does anyone has any luck with azure spatial anchors with ios? I can't get the samples built with xcode 11. I have installed pods and everything, but there's 100 errors like this: Undefined symbol: ssc[different_function_name]

strange fossil
#

@crystal dawn thanks!

#

What’s the name of the sample?

#

I see stuff like eye laser visualizer and stuff

strange fossil
#

@neat grotto probably won’t fix your problem but try running the .xcodeworkspace file instead of the .xcodeproj

#

I just read about that

#

I’m having a linked command error

strange fossil
#

@crystal dawn It says the last commit was 8 days ago

neat grotto
#

@strange fossil yes, I tried to run with that workspace file. I'm somewhat familiar with those things, but couldn't get it working. In the examples they mention xcode10, but I've Xcode 11, so it might be that..

strange fossil
#

@crystal dawn can you help?

strange fossil
#

most people that come here don't end up getting help

strange fossil
#

@crystal dawn

crystal dawn
#

@strange fossil Slow down; I haven't added it yet 🙂

strange fossil
#

@crystal dawn are you availably right now?

crystal dawn
#

@strange fossil I'm currently preparing the next release of ARFoundation, which will also include some new samples in the samples repo. I'll add a sample showing how to visualize all the feature points either with or shortly after the release.

strange fossil
#

OK thank you

#

also quick question

#

I enabled unity vr mode and it's keeping my AR camera from moving

#

I tried attatching the camera to a parent object and giving the parent the tracking script

#

didnt work

crystal dawn
#

Are you trying to VR and AR at the same time?

strange fossil
#

@crystal dawn yes

#

Apparently VR disabled camera movement

#

And putting the camera as a child of an object doesn’t make it work

#

So what ends up happening is the feature points move wrongly and the dots don’t line up with the camera view

#

because the dots are moving around the scene but the camera is not

#

@crystal dawn I'm gonna try without the AR, then try and have the feature points added later.

crystal dawn
#

Okay, ARFoundation does not support VR, so that would not be expected to work.

strange fossil
#

Is there any possible way to make the AR Camera render in 3D sidebyside?

#

@crystal dawn

#

also, I know this is possible because I have an app (ARMix) that does this

crystal dawn
#

Side by side what?

strange fossil
#

it has VR(the camera moves) and you can see the dots

#

this

#

I need the app to render like this

#

It is possible

#

If you have time, get ARMix and see what happens when you go in VR mode

crystal dawn
#

Not with ARFoundation, no. It blits the camera image to the screen to provide pass through video for handheld experiences. Your screen shot looks like an entirely virtual scene rendered with careful perspective corrections and is probably meant to be placed behind a lens.

strange fossil
#

This was made in unity

#

It shows when you start the app

#

The camera doesn’t need to pass though

#

Only the feature points

#

The skybox in this scene has been replaced with a 360 panorama of a room

crystal dawn
#

Right, but it takes into account perspective correction for the lens (I assume Cardboard or similar)

strange fossil
#

yeah

crystal dawn
#

It can be done in Unity but that's not what ARFoundation is for.

strange fossil
#

I only need AR foundation for it's feature points and 6dof capabilities

#

not the camera

crystal dawn
#

I think there's a bit more to it than that 🙂 You still need to map the feature points to the screen with the correct distortion applied.

nocturne breach
#

Can anyone help me in 2d?

strange fossil
#

Nah nah I don't need distortion

#

that's optional

#

I want

#

screen is black

#

if you move phone around

#

feature points show up

#

the view is google cardboard

#

I've got the black screen with feature points

crystal dawn
#

Remind me again what isn't working? Is it the camera's position?

strange fossil
#

ok

#

when I enable VR support in unity, when the app is built and runs, objects do not move around. They stay still relative to the camera's location.

#

so if I walk towards a cube

#

it will move away from me at the same speed

#

this is the desired result

crystal dawn
#

How is your camera setup? What controls its movement?

strange fossil
#

XR's tracked pose driver

crystal dawn
#

And what is the input source?

strange fossil
#

umm

#

The device running the app?

crystal dawn
#

"Pose Source"

strange fossil
#

I set up a basic ar scene

#

with AR Session

#

and AR Session Origin

crystal dawn
strange fossil
#

AR Session Origin as an "AR Camera" child object

#

yes]

#

that

#

it is selected

crystal dawn
#

"Color Camera" is selected?

strange fossil
#

it works perfecly until I enable Vr Support

#

yes

crystal dawn
#

Cardboard VR is typically a 3dof experience, so that isn't surprising.

strange fossil
#

but it's stopping the Tracked pose driver from moving the camera

#

Without VR enabled: Cube will hold it's real world position(like any AR app)

crystal dawn
#

Sounds like two systems are fighting

strange fossil
#

yeah

#

With VR enalbed: Cube moves with camera(doesnt hold real world positon)

crystal dawn
#

That's not something I've tried, so I can't say what the problem is.

strange fossil
#

also I tried doing what you said with the replacing the cloud Particle visualizer with the "ARMapVisualizer"

#

and that just makes the points invisible

#

but it worked for you

#

with the screenshot you posted

crystal dawn
strange fossil
#

ok

#

I'm creating a fresh project

#

start from sratch

#

this is the setup

strange fossil
#

Feature points, and cube

#

you can move towards the cube

#

it all works

#

@crystal dawn

#

but when I add vr is messes it all up

#

can't move camera

#

can't look around cube

crystal dawn
#

Great thanks. I'll take a look.

strange fossil
#

Do you know if you can replace the “AR Camera” with another camera and just add the same components to it? Will it still work the same?

crystal dawn
#

Sure; there's nothing special about it

strange fossil
#

I know you can remove it from being a child and just have it in the scene

#

Ok

#

What if

#

The stereoscopic camera was two cameras

#

Side by side

#

Could one be a parent camera and the second a child

#

And render side by side

#

And still work with AR?

crystal dawn
#

If your goal is to get the results of the AR camera and VR camera overlayed, no that wouldn't do it

strange fossil
#

Ok

#

Gah

#

It seems like an easy enough idea

#

Idk why it’s so hard

#

No live camera feed

#

Only feature points

#

Black background

#

And then the feature points to never go away

atomic badge
#

Hey all, I’m doing some AR stuff with leap motion and I’m trying to solve a problem that I don’t really know how to solve: I’m trying to be able to grab a knob (like a volume knob in your car) and be able to twist it left/right. You can get the direction/normal of your hands at all times, and somebody suggested projecting the direction onto a plane, then getting the delta between that plane and the normals of the knob I’m grabbing in order to translate the rotation of my hand to the rotation of the knob around its local z axis

#

The question boils down to: how would you Project a quaternion rotation onto a plane so that can then be applied to the knob I’m grabbing?

#

Also yes I already tried constraining it’s rotation along the X & Y axes in the rigidbody component, but those are world axes and I can’t figure out how I’d change that to local, which is why I have to write this from scratch.

strange fossil
#

That’s really cool

#

I wish I could help

#

@crystal dawn what if I put the point cloud particle visualizer on the camera?

#

That way the camera could be frozen in the scene but the particles wouldn’t move away

strange fossil
#

How can I use arkit's 6dof functions with VR?

#

Can I simply attach a Tracked Pose Driver to the camera?

#

or the camera's parent?

wide steeple
strange fossil
#

@wide steeple Thank you!

#

how do I use this?

#

"select stereo material"

strange fossil
#

That did not help

#

does anyone have any clue how to render an ar camera in Google Cardboard format- WITHOUT using the google cardboard built in feature?

strange fossil
#

@crystal dawn So what could be preventing your ARMapVisualizer script from working?

#

You sent the screenshot, so It worked for you.

#

Can you send a pic of your unity editor and setup?

cedar geyser
#

@atomic badge rigidbody rotation constraints are in local space so I'd start with making sure the knob itself is properly constrained. From there the problem becomes a bit simpler - the hand is applying an amount of angular velocity each frame, which can be just a float (as rotation is around a single axis).

atomic badge
#

@cedar geyser that’s where my problem lies, actually. If I constrain it’s rotation to the z axis only, it rotates as if the Z axis is straight upward, but when I select the object in unity the blue arrow is pointing in the direction the top of the button is facing (something like 30 or so degrees positive on the x axis)

#

Which means somehow somewhere unity is interpreting my object as not rotated but it’s also noting that it is rotated because that’s how it points the arrows for moving it in the scene editor

outer pewter
#

Greetings, im new to AR and im trying to make different things in order to learn more about it.The issue is at vuforia because i m trying to have a target and i cant solve the problem "Invalid file format.Only 8 bit gray scale or 24 bit RGB of file type JPG or PNG are allowed"

wide steeple
#

@strange fossil that shader will work with legacy/builtin renderer only
you just need to create a material from shader, then add the script to your camera and select the material in it

strange fossil
#

Oh

#

And it will make my camera stereoscopic?

#

What will it do exactly

strange fossil
#

I think I figured it out

strange fossil
#

@wide steeple Thank you so much- this worked!

#

@crystal dawn Now I just gotta get the code that makes feature points never go away working.

#

right now it does not work for me

cedar geyser
#

Anyone had an positive or negative experience from updating to iOS 13 with ARKit-based app? Wondering whether I should update or not. I'm not encouraged by bug reports with iOS 13 so far.

strange fossil
#

What’s wrong exactly?

#

I’ve updated and use ar apps, haven’t had any problems and iOS 13 is the best operating system yet.

cedar geyser
#

Nothing wrong, just don't want to risk updating if there's a chance it will reduce AR performance with AR Foundation. It's not clear if updating makes apps use ARKit 3 instead of 2 and what that might mean.

strange fossil
#

@cedar geyser Apps use ARKit on their own, iOS won't make the app use newer ARkit. That's up to the devs of whatever app. iOS 13 has worked perfectly for me and the new ARKit 3 has some awesome features!

hybrid perch
#

Not any trouble so far @cedar geyser. Also you get access to human segmentation which is super fun

crystal dawn
strange fossil
#

Thank you!!

#

@crystal dawn can I just import the .unity files into my preexisting project?

crystal dawn
#

You'd need the entire directory for that sample. And your preexisting project would need to be on the same version of ARFoundation, 3.0.0-preview.4

strange fossil
#

So I need to create a new project and use the AR Foundation and ARKit plugin 3.0.0-preview 4 and do everything I would normally do to recreate my app, then what?

#

I want to keep everything as clean as possible

#

I think I know what to do.

crystal dawn
#

I would suggest cloning the samples repo into a new directory and build it to see if it does what you want.

#

If you're happy with it, then the only component you need is the ARAllPointCloudPointsParticleVisualizer and you should be able to adapt it to your specific needs.

strange fossil
#

Ok.

#

I need to update my Unity Version it seems

crystal dawn
#

Depends. You can probably safely downgrade if you're at least on 2019.2.0

strange fossil
#

@crystal dawn Well my app is done! I could not have done it without your help. I'll post a video in a minute.

crystal dawn
#

Great! Glad I could help.

zealous bloom
#

So guys, I am trying to create an app that takes full body measurements with AR, if you have done something like this, or have an idea, please feel free to share, I'm blank😄

rough swallow
hybrid perch
#

I believe the remotes have been put on hold until Unity is deploying MARS @rough swallow

rough swallow
#

hmm ok, that could be, thank you. @hybrid perch

hybrid perch
#

I might be wrong, but that's the impression I have at this time

rough swallow
#

it's a cumbersome task, to build the app on the target device every time. But i don't know a other way to debug ar kit in the editor.
But MARS is comming with 2019.3, so i hope it comes fast 🙂

hybrid perch
#

Agreed. I've been building with development build checked lately, which speeds things up. Especially if you can check scripts only build as well

rough swallow
#

that sounds good.

dawn moat
#

@rough swallow I suggest catching the process of build targets so if you developing android / ios at least it saves time to switch between build targets

rough swallow
#

@dawn moat thanks, I work on a windows machine and the build target is ios. I build the app on windows, copy the xCode project to mac and build it to the tablet. I'm in the end of the project and play with litte variations of numbers or 3d changes, but the whole build process for just 2 second check how it look on an ipad annoys me 🙂

latent thunder
#

Need to revisit an AR app created half a year ago and wanted to update both ARFoundation and LWRP.
Without spending half a day browsing this thread
https://forum.unity.com/threads/arfoundation-v3-0.736148/

Can anyone tell me what the current (as of Oct 24, 2019) compatible and latest versions of
Unity
ARFoundation
and
LWRP

are?

Thanks!

misty berry
#

Does anyone know how to get Unity to add the Vuforia configuration asset into a new project? I've switched Platform to Android, I've enabled Vuforia AR Support in Project Settings>Player>XR settings. I know I'm supposed to get a Resources folder with VuforiaConfiguration.asset where I can put my license key but it's just not showing up and I'm so confused.

misty berry
#

Nevermind, I think I've sussed it.
Turns out in order to get it, you have to first try and use one of the game objects, then it'll give you the bloody resources folder with the config tool

dawn moat
#

Something I put together 😉 Note the occlusion 👇 👇 👇 🔥

unreal slate
#

@dawn moat what is your marker? Or do you place virtual objects based on GPS?

dawn moat
#

@unreal slate I dont use any markers. I use VPS service provided by Scape technologies. Problem with gps this would never be possible due to inprecisions. Using VPS I capture one image frame and that image gets sent to AR point cloud where features of image gets compared to surrounding data that sits on cloud and orientation and heading gets returned. In short it works like gps but with higher degree of precision and accuracy. Check it out here www.scape.io

#

Everything is ancored oto geo lat and long which means content will always appear in this exact location 😀

#

Super exciting stuff! Allowing me to have real city building occlusion! Note how car goes behind building!

#

I use osm data and then align world with returned north and able to occlude evey building in my area

unreal slate
#

Sounds beautiful but I am not in London and as I understand it is only available in London? Is there a way to scan/take pictures of the street myself and then use it as an input perhaps in a developer mode?

dawn moat
#

Not currently sadly.. There are some areas in Berlin available more cities on the way

unreal slate
#

I think they should allow people to scan their streets and add it to the package. They would grow their consumer base dramatically

floral summit
#

From what I understand, they may be going through a specific pipeline. They may need to create an entire interface to allow for user entered data

hybrid perch
#

Looking online and trying to find a way to just remove all planes found in an AR Foundations session. The ARSession Reset() does the job but it's very disruptive - I just want to clear away excessive planes. Anyone got something for this?

glacial frost
#

finally I found a discord channel that is not a wasteland

#

ar*

thin condor
#

Hello everyone, i am currently building out an indoor navigation AR app for my university, and i am here to seek some council. So i know about SDK's like ARCore & ARKit, and i also found something that is called placenote that allows for some pretty swear indoor navigation. However.. Placenote is only supporting IOS, so that is ruled out in my equation. Do we have anyone here experienced with indoor AR nav, that can council me? How can i achieve this now?

glacial frost
#

I recommend you read about cloud anchors in arcore documentation

#

btw. Cloud anchors last only 24 hours

thin condor
#

Ye i did play around with that yesterday, the only thing i dont like about the arcore anchor cloud is that it requires a host. So i want to be able to use the anchor cloud, to save predetermined routes as maps, and whenever i select a map on my phone, all the anchor data for that map should load, not be waiting for a host etc..

#

But i believe the problem with the 24 hour period can be solved using firebase cloud storage. I saw a github and get started page for that

glacial frost
#

Do you use augmented images in your project to specify the position of the device in space?

#

@thin condor

thin condor
#

So i have not come to that stage yet. I have simply built out my app that will be connected with the AR now. That is one thing i am uncertain about how i will get it to work. I need something to track the virtual image (an arrow) in real world space, so whenever i get to that real world space, the virtual image will appear. I do not know how to do that.

#

I will have a determined route map for every destination i will allow in my app, so whenever i choose a destionation, information with all the nodes in AR will be loaded for that route, if that make sense?

glacial frost
#

second post

thin condor
#

hmm gotcha, thanks

#

Damn, that will be a very unconvinient way for indoor navigation, and i can not assure that placed out "waypoints (like images)" will be there.

#

I need something that can differentiate postitions in real world to virtual world

glacial frost
#

In that case, only cloud anchors come to my mind

thin condor
#

Yep i agree. Must be a way to distract that feature out of the cloud anchor system, without hosting and all that

glacial frost
#

you could place simple qr codes

#

Well, unless the university authorities do not allow it

thin condor
#

mhm ye

glacial frost
#

yes, when it comes to ios it is much easier

#

Placenote is amazing

thin condor
#

ye im so tilted by that xd

#

Ye if i could use placenote, i would been on a good way

#

COME ON GOOGLE

glacial frost
#

I have the impression that Google deals with a lot of less important things when it comes to ar

thin condor
#

Yep i agree. More like dummy content than real world solutions. Indoor nav for example

#

I honestly dont like how ARKit keeps it bound to a specific architecture like IOS. ARCore works atleast for both IOS and Android

#

I will just have to go with ARCore anchor

glacial frost
#

Good luck, I still don't know how to configure it correctly in my project

thin condor
#

Thanks! What's your project about?

glacial frost
#

and the documentation for unity is much worse than that for native android

#

Scanning planes and drawing a map of rooms

thin condor
#

Oh cool 👍 I got the unity version with ARCore to get up and running with their sample app atleast

#

But that is nothing done from my side that is 😛

glacial frost
#

Is it possible to delete all trackables in the current session without having to reset the session (delete and add ARCoreSession object again)?

thin condor
#

I believe that works yes

glacial frost
#

What works?

#

@thin condor ?

thin condor
#

Delete all trackables in the current session

#

Check the ARCore documentation about trackables and ARSession. I believe something was in there if i remember

glacial frost
#

I can't find it, if you know something, please give an example

sacred idol
#

I don't think there is a way @glacial frost

#

I mean, you can delete manually using Destroy but they recommend against it in the docs

#

I had to end up resetting as well, wich came with its own set of problems

#

(I am using ARFoundation/ARKit tho)

glacial frost
#

destroying trackables doesnt work

sacred idol
#

yeah, no surprises there

#

I think resetting is the only way

glacial frost
#

you can hide them/stop rendering but thats all

sacred idol
#

I struggled with the same

glacial frost
#

but it really sucks .when it resets sessions all vertices of the detected planes become useless

sacred idol
#

tell me about it, if you are doing object tracking you risk a Crash if you reset while looking at an object sometimes

#

I am not sure it is on Unity's hands, maybe internally ARkit/Core are like that

glacial frost
#

I am worried that arcore developers have not added the basic functions and using opencv along with this is tragic

sacred idol
#

or it would have been a no-brainer to put a "delete"

glacial frost
#

i guess

#

and there is still no support for cloud anchors in ARFoundation

sacred idol
#

to be honest, even image tracking is a bit shitty compared with tech from 5 years ago that even works in all phones (vuforia etc)

#

so yeah, exciting about merging it all but still not done

glacial frost
#

I thought that arcore is now much better than vuforia

#

so i was wrong?

sacred idol
#

for space anchoring I guess yes

#

for image tracking for example, I dont think so

glacial frost
#

I think it would be better to stay in VR for now and come back in a while

#

ok, I think that's enough complaining, gotta go back to the project xD

livid dust
#

Hi newbie here. Just want to know, if I want to develop a huge complicated game with 4-5 person, how do I share the development environment together in order for us to build the game in the same environment?

glacial frost
#

I am not in any way an authority in this field but have you considered unity pro or enterprise plan?

livid dust
#

I prefer free things to try out before heading to paid thing. As some of us are just try to create it as hobby.

hybrid perch
#

Have you looked at Unity Collab @livid dust?

livid dust
#

Not yet. Not familiar, but will look at it.

hybrid perch
#

The free version only includes three seats I believe. But it does make it quite painless

unreal kettle
#

@livid dust You use a version control like git

livid dust
#

@hybrid perch @unreal kettle Thanks for the advised!

radiant quiver
#

can anyone help me out with an AR project using vuforia?

#

anyone? :/

strange fossil
#

@Ligma Deekum#2439 well you are going to have to provide a lot more details other then just “I need help”

outer pewter
#

Greetings,

I'm not very familiar with vuforia and AR.For that reason i have some issues.

  1. how can i make the app to recognise(dynamically) a text in a picture and turn it into a TTS?

2.I have some pages with speech balloons and i want to show a button above it so the user can press from his/her screen(Not irl).How can i do that?

wide steeple
#

@outer pewter for text recognition you'd need to use something like Tesseract
for 2. easiest would be snapping GVR plugin into the project and then using GvrReticlePointer - see how its done in HelloVR sample

outer pewter
#

@wide steeple 1. Is it really necesary the tesseract for the text recognition? Isnt the camera from the phone enough?

  1. I see VR instead of AR. will they be okay for my AR project?
wide steeple
#

🙂 Tesseract not as in Marvel lol

#

re 2 - yeah should work, i.e. you can switch to 2d mode and still have the reticle pointer

#

the pointer also works with screen tap out of the box, which is what you need

#

@outer pewter

half basin
#

Hello everyone I am trying to create my first unity project that I have created following the Donald Trump Ar tutorial. The build succeeds in unity however as soon as I try to build it in Xcode it always fails. It has four errors that come up and hundreds of orange warnings. Can someone point me in the right direction: here is a link to the unity project if it helps: https://drive.google.com/drive/folders/1FUwLHDkx0yc4fQTEC4rRR-dwfYHXFWV5?usp=sharing

strange fossil
#

What are the errors

half basin
#

Here are the main ones- I think:
Undefined symbols for architecture arm64:
"Vuforia::ViewerParametersList::getListForAuthoringTools()", referenced from:
_viewerParametersList_GetListForAuthoringTools in libVuforiaWrapper.a(ViewerParametersList.o)
"Vuforia::RotationalDeviceTracker::getClassType()", referenced from:
_checkPredictiveAndUpdateStateHolderMode in libVuforiaWrapper.a(Tracker.o)
_rotationalDeviceTracker_Recenter in libVuforiaWrapper.a(DeviceTracker.o)
_rotationalDeviceTracker_SetPosePrediction in libVuforiaWrapper.a(DeviceTracker.o)
_rotationalDeviceTracker_GetPosePrediction in libVuforiaWrapper.a(DeviceTracker.o)
_rotationalDeviceTracker_SetModelCorrectionMode in libVuforiaWrapper.a(DeviceTracker.o)
_rotationalDeviceTracker_GetModelCorrectionMode in libVuforiaWrapper.a(DeviceTracker.o)
_rotationalDeviceTracker_SetModelCorrectionModeWithTransform in libVuforiaWrapper.a(DeviceTracker.o)
...
"Vuforia::CustomViewerParameters::CustomViewerParameters(float, char const*, char const*)", referenced from:
_customViewerParameters_new in libVuforiaWrapper.a(ViewerParameters.o)
"Vuforia::ViewerParameters::ViewerParameters(Vuforia::ViewerParameters const&)", referenced from:
_viewerParameters_copy in libVuforiaWrapper.a(ViewerParameters.o)
_viewerParametersList_GetByIndex in libVuforiaWrapper.a(ViewerParametersList.o)
_viewerParametersList_GetByNameManufacturer in libVuforiaWrapper.a(ViewerParametersList.o)
ld: symbol(s) not found for architecture arm64
clang: error: linker command failed with exit code 1 (use -v to see invocation)

#

@strange fossil

strange fossil
#

Well all I can think of is to make sure you have “requires ARkit support” checked and make sure the architecture is set to “ARM64” instead of universal in the unity project settings

#

And also that the minimum iOS version is set to 11.0

#

@half basin

half basin
#

Thanks could u send a screen shot of where the requires ar kit support is @strange fossil

drowsy solar
#

Is the "Unity AR Remote" shown in the keynote, currently available? I'm having trouble finding it.
https://www.youtube.com/watch?v=DUUthDpiGiA

hybrid perch
#

I don't believe it is @drowsy solar while they're close to publishing MARS

drowsy solar
#

Gotcha! Looking forward to that. I saw some other "ar remote" like solutions floating around, is any particular one popular?

strange fossil
#

To get here go to file>build settings at the bottom there is a “player settings” button

#

Hope this helps

half basin
#

@strange fossil thanks will try it today 😊

glossy geode
#

Hi there, hopefully this is a simple one where I’m just being a tool. Is there a way to limit the amount of points the pointcloud visualiser displays? I’ve tried limiting the max amount of particles but that doesn’t work - I’m using ARFoundation

half basin
#

@strange fossil still no hope ☹️

strange fossil
#

@glossy geode when I did a project involving point cloud visualization I made it so the points would show all the points ever made

#

Try contacting @crystal dawn @glossy geode

glossy geode
#

@strange fossil cheers! Will do

strange fossil
#

He helped me a ton

half basin
#

Has anyone worked with MapBox's AR yet?
I've got it working and I like it but there's a test scene called "WorldScaleAR - Manual Allignment" but when panning/rotating the sensitivity is too much - but I can't figure out where that functionality is set. Hoping someone knows their way around better than I do

#

A single movement on my Screen is like 500m in real life and I'd tone it down for fine adjustments and not major ones

half basin
#

Hi everyone I have an error when building from unity (using Vuforia for ar) into Xcode (latest): the week says that there are undefined symbols in Xcode when I try to build. It works perfectly in unity.

frozen socket
#

Hello
I have three identical targets but only one target is detected even though I set "Max Simultaneous Tracked Image" to four in the Vuforia configuration. Does anyone have a solution for that?

fierce nova
#

Guys I was testing facial recognition with AR core sample template. But I can't see the canvas in the view port but it appears while exported to an app. Could somebody tell me where to find it?

#

especially the next button in the app didn't find anywhere in the hierarchy

fierce nova
grave basalt
#

anyone using ar foundation with latest version of the lwrp in unity 2019.2 ?

spark elbow
#

Hi, I was wondering if anyone has used AR Foundation and Wikitude? Right now I'm using Wikitude for image tracking, but I was wondering if AR Foundation is better at image tracking?

hybrid perch
#

No @grave basalt I reverted back to the standard pipeline, too many issues with LWRP and that version.

glossy geode
#

@grave basalt yeah I am, 2.10f1 with ARF preview.4 3.0.0 - you having issues?

grave basalt
#

@glossy geode are you using it with new lwrp?and shadergraph?

glossy geode
#

yeah

outer pewter
#

Hello, i am trying to deal an issue but i am stuck.I have 3 virtual buttons in an image target with that specific code that i will send.For some reason when i run my game, all 3 audio sounds are activated automatically and i dont know why.

wide steeple
outer pewter
#

the code doesnt have smth wrong.I would like possible solutions why my virtual buttons are triggered automatically

wide steeple
#

do you change "P1_S1" in each of the buttons' scripts?

#

also usually public refs allow you just to drag and drop components in Editor, so its not needed in this case to do the Find as well @outer pewter

outer pewter
#

yes i do change the "P1_S1".
all 3 virtual buttons have the same script but the only thing that changes are the "P1_S1" and the "Audio_test.PlaySound("speech1")".

I didnt know that "Find" was unecessary, but i still cant understand why they are triggered

wide steeple
#

post more code then @outer pewter if you want somebody to help you

outer pewter
#

hmmm okay okay sorry for the incomplete question

glossy abyss
#

Question fo the AR developers. What is your workflow for creating an AR app for Android AND ios without using Vuforia

hybrid perch
#

AR Foundations @glossy abyss

glossy abyss
#

Can you use AR Core Instant Preview if you are working with AR Foundation?

glossy abyss
#

How else would you debug your scene?

hybrid perch
#

Currently you can't. But Unity are working on a new thing called MARS which will include a remote app to do live debugging. It's a bit of a hassle at the moment

glossy abyss
#

So what would be the way to do it atm? In arcore I can debug with instant preview

#

But if I want to deploy it to ios

#

I got to make a new project? And build a test everytime I've changed something?

hybrid perch
#

Currently yes I believe so

atomic badge
#

Gonna look into getting this into my AR scene, just gotta pray that someone else’s HDRP port of the AR system works for me >.>

jade turret
#

I am a noob in AR, may need help.

modern sparrow
#

@crystal dawn ARFoundation when 😂

latent thunder
#

Hi
Currently tasked with updating a 3 year old Unity 5.6 Vuforia based project to make use of latest version of Unity and ARFoundation.
Really don't know how to tackle this.
Whats the best way to approach this?

drowsy solar
#

I'm looking into ARFoundation right now, besides the Unity github with the foundation samples- are there any other good sample projects to look at?

wide steeple
atomic badge
#
Intel® RealSense™ Depth and Tracking Cameras

World's smallest high-resolution LiDAR camera from Intel®. Low power and low weight, open-source SDK.

#

That's some beautiful looking depth tracking right there

cedar geyser
#

@latent thunder stick with Vuforia for a while if you're using image tracking. ARFoundation is not as good yet.

latent thunder
#

@cedar geyser thanks... now if I could just get Vuforia working properly with 2017.4 LTS 🙂

hybrid perch
#

I'm trying to make it possible to restart my AR Foundations scene, but reloading a scene just makes it black. This is a known issue but I can't get a workaround up and running. Anyone got this sorted? I'm on ARFoundations 2.2.0 preview 6

drowsy solar
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Thanks for the link!

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I'm using ARFoundation, basing my work on the samples. I see the sample 'planes' that are detected are always convex, does anyone know if that is a limitation, or just an issue with the samples?

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I would love concave shapes but It's not clear if that's a limitation or just a bug

drowsy solar
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When spawning an object that ought to be on a plane, is it best to spawn that object in world space or parented to the plane it's being spawned on? It seems planes can move / rotate.

glossy abyss
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Im having problems with stable image tracking in AR Foundation for iOS. I notice that when I have tracked the image the object spawns and stays perfect in position as long as I keep the tracker out of the camera view. When the image is in the view it looks like it constantly tries to RE-track the image which causes my model to jump around. Is there a way to stop the RE-tracking process?

hybrid perch
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Which ARFoundations version are you on @glossy abyss?

glossy abyss
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3.1.0 preview 1

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the latest version

hybrid perch
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I haven't had good results with image tracking with v3 yet. I'm still on v2

glossy abyss
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tried to move back to v2 but that caused a lot of error for me with all the other packages

hybrid perch
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The issues I had were different than the ones you describe though. More like it tracked the image but always spawned at 0,0,0 rotation

glossy abyss
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I think its just something in the code that can be added or changed

hybrid perch
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You need all the packages to be v2

glossy abyss
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yes I have fixed that problem

hybrid perch
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But maybe. I havent tried

glossy abyss
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with the rotation

hybrid perch
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Oh nice

glossy abyss
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your model should be positioned this way (look at the axis on the right top corner).

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unfortunately im not a scripter so the thing I would like to change can't be done by me 😦

hybrid perch
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It's not so simple. Especially not with how often you get new updates to arfoundation

glossy abyss
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yea true

arctic geyser
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any good object (for example car) tracking alternatives to Vuforia? (their licensing is too complicated)

glossy abyss
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i would suggest AR Foundation. its a perfect alternative

hybrid perch
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Worth trying AR Foundation, don't know about how big an object can be. There's also wikitude

wide steeple
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Can ARF do object tracking though?

hybrid perch
shut summit
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Hey all I'm new here I've been trying to work on Geo located AR lately but I'm kinda struggling finding some extra precise way to do it any clue?

hybrid perch
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How precise do you need it to be @shut summit?

grim glen
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for AR foundation, how can i prompt the user for camera permissions somewhere later in the application?

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instead of on start of the application?

quartz lichen
hybrid perch
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Man I can not wait to start working with MARS. It seems like a totally new way of approaching AR

atomic badge
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Yeah project mars looks really rad

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I feel like being able to simulate environments that would be tracked by your device is a great system for unit and integration tests

bleak lotus
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someone knows how to get started with AR in a short time ?

hybrid perch
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This is a good starting point @bleak lotus. But AR can be a lot of work depending on the complexity you need

https://youtu.be/Ml2UakwRxjk

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

NOTE TO ANDROID USERS: I've discovered the steps shown in the video don't fully support Android, but never fear! @Convil...

▶ Play video
atomic badge
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And depending on the product you’re working with!

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I’m using a device that, afaik, doesn’t support ARKit or ARCore at all xD

bleak lotus
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bruh I did all for nothing cuz my phone can't even run it

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rip 2 hours working on my app 😂

atomic badge
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Exactly!

small lance
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anyone know the best way to geolocate objects for AR? I don't need it for large scale GPS stuff but for localized positioning in a single building, need something reliable

small lance
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the positioning can't be based on the planes made by the phone, though, the object has to be partially visible when the phone's not looking directly at it

hybrid perch
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How precise does it need to be @small lance? We've used an asset store plugin called AR + GPS Location, which does what it says, but it's only accurate down to a few meters

small lance
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Yeah, it's gotta be pretty precise, a few meters is too much error

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I saw that plugin too, also tried writing my own solution using location services, but was wondering if anyone had done anything like this / if there's a way that doesn't involve GPS

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there might be a much simpler solution to this problem -- like I can potentially capture the location the object should be manually on the device, but then it has to persist when I look away or can only partially see the (very large) object, etc

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(I'm a noob to this so maybe that just involves saving generated plane data or something?)

hybrid perch
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If you need something more precise the options you have is 1: waiting for 5G GPS which is way more precise or 2: Visual Positioning Systems like the one from Google which locates you based on what the camera sees around you

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We recently developed an app where this was a question early in development. We ended up using markers to ground the objects to a physical location, but detaching the objects from the marker after they're spawned. This means they will be instatiated in the right position, but once that's done they are treated like a regular world placed object, which means you don't need the marker to be in view, and like you need only parts of the object can be visible

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For an earlier research project we were placing buildings in AR based on GPS, and we used the plugin I mentioned for that. But to correct for the inaccurate GPS we also added some controls to 'nudge' the building in different directions so you could manually get the position exact

astral cloak
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Hi have someone tried to implement azure spatial anchors for indoor navigation?

distant condor
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Hello guys

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I have a school project to create in Unity for HoloLens and i need some help, is here a right place to ask this ?

narrow venture
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what do you need to ask

distant condor
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so i am creating ViewPort with template container

narrow venture
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is it ar or vr or pc

distant condor
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i am developing it on pc in unity for hololens ar

narrow venture
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ok

lilac torrent
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I am doing a math AR app for mobile, i have 3 cards for example 6,7 and a + sign, what's the best way to find if + if placed on the middle of 6 and 7?

distant condor
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So im pretty new to unity, and i have created Canvas and added Viewport-> content-> EntryContainer-> EntryTemplate. In my c# script i am cloning those EntryTemplates using Instantiate and filling them with data (currently static later on i will try to get data from sqlite database). It will be a list of news with pictures, and a user has to select 2 of them to compare them with some external algorithms i will use

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As you can see on upper image i uploaded here, i have toggle in my entry template, and i don't know how to seperate them by id or something so i know which two news have user selected

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i have added function to OnValueChanged, which only gives me the value (false,true) of an instance of the Toggle object, but i need something like Toggle.InstanceID

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Any idea how to know exactly which Toggle has been ToggledON/OFF ?

astral cloak
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you can save the instance in a variable and then change the TAG

distant condor
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when i create those toggles, can i assign them a name or a tag ?

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with index, so later i can acces them and check if they are toggled on ?

astral cloak
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yup just create a game object variable then gO = instance(....)

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after that you can change almost anything in the gO

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after that if think game object is to generic change the variable to a Toggle instead of GameObject

distant condor
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i can't seem to assign a tag value to a toggle object, it says Tag: value is not defined.

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UnityEngine.Component:set_tag(String)

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nevermind, fixed it, thanks a lot ! 🙂

small lance
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Thank you @hybrid perch ! :)

errant stump
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has anyone ran into issues with AR Foundation / AR Kit detecting the wrong image target? I have 7 image targets and 5 of them are kind of similar but have different images, color and text.

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so for example, I am scanning imageTarget1 but AR Kit is detecting imageTarget2.

drowsy solar
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I'm noticing my camera view is lagging behind substantially (over 100ms). Is this a common issue with AR? Do some features contribute to this lag and does anyone have tips on how to manage it?

hybrid perch
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I have not experienced anything like that @drowsy solar. What device is this?

calm solar
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We're developing a markerless vuforia app, we have a ground plane object, then we spawn an animation prefab and parent it to the ground plane. For some reason, even though the ground plane is stable in tracking, the animation keeps "vibrating"/jittering in movement. We've never seen this behaviour before in the app, and haven't actually changed anything, any ideas what could cause this?

half basin
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hi guys, im building an ar app and have some trouble with coding. someone here who could help me with 2 lines of code? i want to do a quiz with 3 toggles. if the first two are activated there should appear a continue button, if the third one gets selected, there should appear a quit button. do someone know how to code that?

drowsy solar
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@hybrid perch I've noted it on several newer model iPhones, so I assume it's my project or configuration introducing the latency. I'm using URP.

tawdry pivot
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@drowsy solar did you happen to do any CPU/GPU profiling on device to see if something is causing the display to lag? Render/CPU heavy projects will definitely have an effect on camera rendering for AR projects.

drowsy solar
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I'll double check that! This happens on non-development builds, built as release for phone. But It's possible I have something debugging related.

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I was kind of worried about all the "detection" behaviours causing the lag, like having too many features in use

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E.g. does face detection slow things down more etc

tawdry pivot
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XCode Instruments has some great GPU profiling tools

drowsy solar
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I'll give that a whirl, makes sense.

tawdry pivot
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And yes, your assumption is correct, the more pressure you put on the device, the more likely it will be for the camera to lag

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If it's easy enough for you to turn off features to test, you could try to see (by process of elimination) which ones are the biggest users of resources. That coupled with xcode's profile tools should help you out on iOS at least.

drowsy solar
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I'll give that a try, thanks for the info

solemn oasis
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Anyone know of any good body tracking solutions for AR Core?

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Well android generally

earnest mirage
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I'm having issues importing Vuforia into my unity project, It won't even show up under XR settings

hybrid perch
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Did you install if with the editor @earnest mirage?

earnest mirage
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i was pretty sure i did

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although ive updated my unity to 19.3.3 now, will that have changed it?

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ive downloaded and imported the newest package fron the vuforia website too

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like it shows up in packages under Vuforia Engine AR but doesnt show up in player or project settings

hybrid perch
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Open the launcher and look at your installed modules. Pretty sure you need it for each version, considering it’s integrated

earnest mirage
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It's not showing as a module, I thought it was just automatically integrated with the newer versions of Unity? 2018.4 has the option to add it as a module, but 2019.2 doesn't, nor does my current release of 19.3

hybrid perch
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Oh really, hmmmm in that case I’m not sure

earnest mirage
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its alright!

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ive followed the guide, Vuforia still doesnt show up in the player settings but all the functionality works so im taking it as a win

halcyon saffron
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⭐ AR Masks (AR Face Filters) — New Unity Asset

Unity Asset Store: https://makaka.org/o/ar-masks

It's Photo/Video App Template for Mobile Platforms with Augmented Reality (AR Foundation), Face Recognition (AR Face Tracking) & Mask Creating with Photo & Video Textures, which can be loaded natively from Phone Gallery to Your Face.

AR Masks (AR Face Filters) — Photo/Video App Template for Mobile Platforms with Augmented Reality, Face Recognition (AR Face Tracking) & Mask Creating with Photo & Video Textures, which can be loaded natively from Phone Gallery to Your Face.

Let's make some Instagram &...

glossy abyss
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AR Foundation question. Is it possible to combine plane detection with image targets? I would like the user to scan the floor (for a stable track) and then aim the camera at a painting to get information about the painting on the screen or maybe even a 3d character telling about the painting while standing on the floor plane

hybrid perch
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Yes @glossy abyss you just attach both scripts to the AR Session

glossy abyss
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thanks! will try that

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does work! great 😄

glossy abyss
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follow up question on my AR Plane detection and image targets. Lets say I have scanned the floor. And when I scan an image I would like to show a 3D Model of a human standing on the scanned floor. So 1 way to do that is to meassure the distance from the image target to the floor in the real environment. However if the image targets sometimes change from position I have to re meassure everything. Is it possible to place it on the scanned floor without meassuring the distance from the image target?

wide steeple
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@glossy abyss could you elaborate? What do you mean by "image change from position"? What are you measuring?

solemn oasis
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At that point I would raycast from the image position downwards then instantiate the model there.

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@glossy abyss

hybrid perch
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Agreed. We do the same thing in our app but the markers are static and never move. If they change around you need to rely more on the AR planes

glossy abyss
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guys thanks. guess Im living in a different time zone. Sorry for the late response.

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@wide steeple well let's say I'm building an app for a school which uses paintings as image targets. They want to use the app for special occasions. However the paintings are placed by the students on tables or on the wall depending on the location. So there is not a static distance to the floor meassured from the image targets.

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@solemn oasis thank you that sounds like what I need. Can you point me in a direction where I can start? Are there tutorials about this matter?

solemn oasis
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Does your plane have a collider?

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If so you can put a raycast downward in the imageTracked method

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On startTrack instantiate the model. On updateTrack reposition it

wide steeple
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@glossy abyss I'd try to 1) define which plane is the floor first (maybe ask user to scan it), anchor it 2) place the narrator on the floor near the image when you detect it - if you have the floor plane you'll already know it's Y coordinates, so you could place the NPC say to the right of the picture, on the floor

glossy abyss
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@wide steeple and @solemn oasis thanks they both sound as good methods. wish I knew more about programming instead of being the 3D guy. Are there any samples available containing this solution?

wide steeple
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@glossy abyss I can recommend looking at 8thwall samples
They are for JS but the principle is similar

glossy abyss
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thanks will take a look! 😄

solemn oasis
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@wide steeple Great points I was trying to make a one size fits all solution

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How does AR handle sloped floor? Because in that case you could raycast downward and place it according to the normal.

wide steeple
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Don't recall when I saw a sloped floor last time)
Will not the NPC look like he is glued to the floor in that case? :D

solemn oasis
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Yeah I suppose it depends on the angle. Might have to go with some crazy procedural animation in that case ha

wide steeple
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IK lol

halcyon saffron
glossy abyss
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question about AR object tracking. With ar kit you can scan the object and it creates some point cloud data which you can save to import later in your unity project. With 3d laser scanners you have available these days wouldnt it be possible to scan it with that and import that data in unity? would reduce time if you have a lot of objects you want to interact with.

hybrid perch
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You can do that with ARKit as well @glossy abyss

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There was a dedicated app for scanning objects and storing the point cloud

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I see your point about laser scanners but they create extremely high density point clouds, which would not work on a mobile devices. In addition, the algorithms for generating points will mean the output from scanning the same object might not be the same

glossy abyss
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@hybrid perch thanks that makes sense. ill stick to manually tracking then

tame drift
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I'm completely naive as far as AR goes. Can I use just Unity and my android phone to create an AR button that I can actually "touch" and make it do something like change it's color ?

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Or will I be limited to just seeing things that I can control with my actual touchscreen on my phone.

wide steeple
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@tame drift you can "touch" it with Manomotion or just tap on the screen and use a raycast

marble fossil
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Question about motion capture, is it possible to use ARKit 3 to record motion capture animation, i have a project where we have looked into using motion capture and was thinking of using ARKit + Unity.

tame drift
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@wide steeple So I need to use external tools that appear quite pricey too 😦

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and yeah the tap on screen is always an option I suppose.

wide steeple
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Yeah, tap should be enough in case you are not making a headset-only app