#🤯┃augmented-reality
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@marble fossil I fear it won't be accurate enough but it depends on the desired animation framerate and use.
@solemn oasis So it is possible to use it as a motion capture rig ? Can you point me in the right direction ? I have only been able to find stuff for realtime use 🙂
@marble fossil Yes but I would look into Mocap Assets because recording in realtime and translating to a humanoid rig might not integrate well.
@solemn oasis The thing is we need speaking animation so we would love to make a setup where we can track the face and then read the script 🙂
Just strap another iPhone in front of their face for that
@marble fossil https://twitter.com/DanMillerDev/status/1216725207773106177?s=20 I worked on some motion capture stuff with ARKit 3.0. You can see the level of fidelity in the playback. I added the ability to import it into Unity and using the https://docs.unity3d.com/2019.2/Documentation/ScriptReference/Animations.GameObjectRecorder.html API output an animation clip.
Worked on a #ARKit 3D body capture app that can place the capture back in #AR, replay it, and view onion skins of the capture. It can also share the captured data and process it in @unity3d, which creates an animation clip that can be applied to other models. #madewithunit...
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I was just gonna link that!! Awesome work Dan
pretty impressed with those results from ARKit!
Can anyone help me with the current situation of the Unity XR Framework?
Not sure where to ask this, but I got the basics of my idea working. New to Unity and gamedev in general. https://twitter.com/NikonPunch/status/1221174626233069569
It's working! Now I need to learn how to refine the webcam controls in @unity3d https://t.co/NH3zZYogRr
Anyone know how I can adjust the camera settings? I'm using a C++ script someone else created, but if and how I can adjust camera settings.
When calling AREnvironmentProbeManager.AddEnvironmentProbe is the probe created at the scene root, or as a child of the gameobject that EnvProbe Manager is attached to?
anybody familiar with vuforia ground plane detection that can help me with a few questions ? PM if so please, thank you in advance
Does anyone know of any alternatives to Vuforia/Wikitude/EasyAR for cloud image recognition? I see plenty of machine learning based solutions for image classification, I just want to be able to match an image from the camera feed to an image in a database (i.e. scanning an image target)
The reason I don't want to use those full AR solutions is that I'm intending to build the app using AR Foundation
@halcyon saffron Do not post ads outside of the #502171717544968212
@fossil flower Strangely. I asked @mighty glen about this channel a few weeks ago. And he approved such content based on channel description: "share anything related to ar".
It was a loose statement based on that but @fossil flower has been here longer than me in regards to processes so if he's saying that I'd stick with that 😄
ok 👍
Yep, but we have a dedicated channel for the asset store advertisement, and the post topic hasn't been brought up with any context of conversation. And including with the one I deleted it is getting spammy to repost it outside of the showcase channel multiple times.
This channel is only ever questions huh 🙁 would help if I could but the AR I do is something nobody in here has ever touched, I can almost guarantee.
Yeah AR is not a nice field to learn. It boils down to testing, building and then not being able to debug builds well
hi
hey what's up?
Soo...if my android phone doesn't support ARcore...means that I can't really create AR apps ?
The only other thing I have is a pc usb camera, can I use this ?
@tame drift You can technically do "AR" by overlaying any feed. AR is just about adding (or 'augmenting') reality. That being said, ARCore/Kit make things easier/cooler by providing tools for depth perception/occlusion.
If you think about it, Iron Mans helmet display is AR, but uses no depth
From there, its just about what you want to actually achieve
Yes Vuforia works with a webcam. They also have a list of compatible devices on their website if you wanna do plane tracking
I need to look all the suggestions you provided. Thank you !
Is there any alternative for XR Remoting
is it possible to use Unity XR features on android devices that aren't supported by ARCore?
Is there a recommendation for tracking objects from a webcam or kinect? I could do color or I could add an IR led
hello
in this screen shot, i have been following a tutorial and i noticed my unity setting in the vuforia is different, and in the video it has device_tacking , but on my unity software it only allowed to choose device ? ... and just wondering have i done something wrong or is this just a update and they have changed the naming apone updates
i do apoligize for the noob question, im quite new to this
hi im glad I can finally post here. Im having a problem with unity's AR Foundation. so far I cant get anything to work
is there a particular version of the AR Foundation I need to work with? im using a samsung s10 currently trying to run a simple plane detection setup on android
Is there any good asset for showing a 3D text for AR without actually having to manually model the text?
but then the crash dummy factory has a fire
@half basin TextMeshPro
@wide steeple Does TMP have a 3d option though?
It doesnt have the depth of a 3d model though
like umm ill show you what i mean
@half basin oh, sorry then!
No problem, should have explained more in detail 🙂
There must be an asset for that on the asset store
Are you using URP/LWRP @strange summit?
What's the best way to compare two image targets with one being a picture and the other one is a text? Imagine it's a matching card game with a picture of a cat and a text of "Cat" as the two image targets
@half basin you might just want to make a custom dictionary where each element object contains an image and a string associated with it
Does anyone know how I can get access to the Hololens without being broke? It’s for a hackathon 😂
@kind gazelle you can try rent it maybe?
@atomic badge Well what I did was, make the image targets the same, have two list for image and a text target, and check the name of the elements and if they are same, then i match them. Is that a good way?
Yes, we do that at work
Well we have a single referenceImageLibrary. Then we check the name of the trackedImage when it is tracked
Hey guys, I recently updated my Unity version to 2019.3.0f6 from 2019.3.0b4 along with an Android AR project and the app built no longer asks for permission to use camera so I just get a skybox / black screen when I open the app on my phone. Any else have a similar problem? I also tried it with the sample scenes from the XR Interaction Toolkit examples and same thing. I've also added an AndroidManifest to Assets/Plugins/Android with the permissions, but they don't seem to work either.
hello just a noob question here, is there a way you can test the ARToolKit live while developing
in my android phone
@harsh moat Artoolkit or ARKit?
Well I guess android means Artoolkit, so one option is to use a virtual camera driver and feed it some photos or video you need to test
That way you can test and develop in Editor directly
@harsh moat I used some app named like VirtualCam or so, don't have it installed now
https://webcamoid.github.io/ - this also looks like an option?
Webcamoid is a webcam app focused on providing all major features required by power users with a very simple and intuitive interface
Hey guys !
I just finished my past project for a client that was a VR game and now i'm starting a new one in AR
I would like to know if you have some good and interesting post of how to get started with AR With 2019.3
@uneven hollow you can check out normcore.io samples - they have some ARFoundation stuff
i'm not asking for a middleware service @wide steeple 😉
@uneven hollow I'm not suggesting you any middleware 😉
@uneven hollow you could be more thankful lol
You wanted to get started with AR and they have some good starter projects, that's all
Thankful for ? you haven't helpd at any point and just suggest to install a middleware when this isn't the solution i'm looking for
+i wasn't asking how to instal AR foundations or any of this
let me quote
I would like to know if you have some good and interesting post of how to get started with AR With 2019.3
@uneven hollow
is this a good and interesting post of how to get started with AR in 2019.3 ?
the answer is
NO
@uneven hollow OK, good luck bro
So please when people ask question be revelant
or don't answer if you don't have the "Answer"
Anyone Know a good post for mobile gestures ? like pinch rotations etc. but just all the formulas Nothing like the Lean asset that is Irevelant
?
There’s a free gesture recognizing asset thingy that uses only a mobile camera that somebody mentioned in this discord a few days ago 🤔 you could possibly look at that if it’s open source (and I assume it is)
Lemme try and find
Different discord server, but I got there!
this is not related @atomic badge out of subject isaid "Mobile gestures" not "hand gestures"
thx anyway but it's not helping
o, didn't know there's a difference e.e
Mobile gestures are performes on the screen of the smartphone
and hand are performed in front of camera
Hi guys. I've Downloaded AndroidUltimatePlugin so that I can take screenshots when in AR. THe script im using says "The type or namespace name AndroidUltimatePluginContoller could not be found. Can someone perhaps just explain to me in laymans terms what exactly this means?
NotImplementedException: The method or operation is not implemented.
AndroidUltimatePluginController.GetInstance () (at Assets/Scripts/SnapshotShare.cs:96)
SnapshotShare.Start () (at Assets/Scripts/SnapshotShare.cs:20)
Seems strange for a shipped plugin, sounds like it’s easy to fix though. Have you looked at the line in question?
public class SnapshotShare : MonoBehaviour
{
private AndroidUltimatePluginController androidUltimatePluginController;
Camera mainCamera;
RenderTexture renderTex;
Texture2D screenshot;
Texture2D LoadScreenshot;
int width = Screen.width; // for Taking Picture
int height = Screen.height; // for Taking Picture
string fileName;
string screenShotName = "PictureShare.png";
void Start ()
{
androidUltimatePluginController = AndroidUltimatePluginController.GetInstance ();
}
public void Snapshot ()
{
StartCoroutine (CaptureScreen ());
}
public IEnumerator CaptureScreen ()
This is the beginning code
The getinstance function
yes...?
Can you paste that? Line 96
ok let me paste that rest
It’s not in that script but in AndroidUltimatePluginController
I cant find the AndroidPluginController
WHat is it supposed be? like another script or folder?
I am now yes
ctrl left click doesnt do anything
Sorry Ole can i Just add something
it gave me possible fixes
and this code it put in at the bottom
internal class AndroidUltimatePluginController
{
internal static AndroidUltimatePluginController GetInstance()
{
throw new NotImplementedException();
}
internal void ShareImage(string v1, string v2, string path)
{
throw new NotImplementedException();
}
}
well the last one was for n different line
but it created an interal class
internal
That won’t work
You need to open the class with the error
You can also right click on the function and choose go to definition
"Cannot navigate to the symbol inder the caret:
under*
when I say go top definition
to*
cant u share files here?
Maybe I can show you the script?
Look for a thread for the plugin on the forum
I did.
I checked on vuforia aswell
but it's n plugin i bought for $14 so don't kow if there would be specific information on the actual plugin
alot of people i read tried different version of unity and for some it worked
others reimported the plugin
i tried these but no luck
Ask in general code instead since it’s not an AR specific question
Maybe someone else has experience with it
beret?
is it n unity discord channel?
o general code
cool thanks Ole i\ll have a chat there
appreciate the time
👍
Hey, I have issue with transparent png files since I updated vuforia project from 2018 to 2019. When I'm using transparency its transparent all the way to "puplit screen" and I can see icons through the game, any solution for that ?
looks like screen burn-in almost. that's a hardware issue
do screenshots from that device look like that on other devices?
Hi everybody 🙂 I made a app in Unity with help of AR Foundation. App running on android ok, but when I build it on iPad, AR content is cannot be seen. Please help!
What iPad are you running it on?
@hybrid perch I messed up quality settings so I had to rebuild the project again. Sorry to bother, I was in panic mode 😄
Is it working now then?
@next elm been there 😉
@hybrid perch yes! 🙂 everything is working now
@sonic ivy that was stressfull! One hour to deadline and this stuff happened 😄
Hi everyone, I am working with unity and Vuforia. Do you know good tutorial for Vuforia or similar. Tnx and all best 😄
Hi, do someone work with Google maps API? I'm trying to get Api key but I can't find it in the Google Cloud.
Anyone around right now?
@dull swallow don't ask to ask, just ask
So I've been using Vuforia for AR based programs in unity in the 2018 version, when I updated to 2019.3, the application wont run anymore because Vuforia is no longer native. Is there a way I can get the app to run on 2019 without doing a complete rebuild?
@dull swallow not native as in goes as a separate asset package?
In the 2018 version you can download it as part of Unity, in 2019 you have to import it as an asset.
From what it looks like I have to rebuild :/
Hello guys !
I've just set a new project on Unity 2019.3 with AR fundation
and i don't get why my camera is not displaying
it's just a black screen
so if anyone have an idea
would be of a great help !
btw i'm using LWRP
I'm new here! And I'm kinda a XR developer now
this discord has an insane amount of info in it, wish I knew about this earlier
Microsoft wants to interview me for XR-related stuff now that I am experienced (like, eight months of VRTK and a small bit of MRTK), and the list just says basically a vague generalized "work with HoloLens and other devices"
I have no idea what I should be looking into for this! So I've just been looking into DOTS and ECS
hello? could i pick someone brain a little about unity and AR foundation with audio reactor VFX, i was wondering if there was a way i could have the sound playing of a speaker in a live showcase while the VFX are showing in real time. as an example i hope this video can clarify what im trying to explain
https://www.youtube.com/watch?time_continue=1&v=vR6etCat2QQ&feature=emb_logo
Video made by Fracture Reality showcasing a Live Music / Mixed Reality experiment we ran. I wrote the interactive music allowing improvisation and was one of the performers in the majority of tests
@harsh moat Please don't multi-post and keep to related channels.
i do apologise, im must in a tight spot and ive asked at least 3 times in the last 30 mins
with no reply
and yea im pretty desperate at this point
This is not a support server, if someone aware of your issue and have time to answer they will. Meanwhile you can try using search engine...
ive been using the search engine for long time and cant seem to find anything
even unity forums
but its ok
could you help me @fossil flower ?
fair enough
thanks
Anyone managed to make URP and Ar fundation to work together around ?
Did you look at the links I gave you?
Ahoj, Unity gurus! 🙂 I am trying to track a 3D object with AR Foundation. But I cant see the AR Tracked Object Manager anywhere.
Ah it looks like I needed to download the most recent preview packages of AR Foundation 🙂
I'm just getting started with ARCore and world anchors, I only want to do something like have a pre-created white sphere/cube/capsule and then have it so that if player 1 presses it then it goes red and if player 2 presses it then it goes blue. Would someone be able to give me a hand starting this up?
Currently I'm just looking at the Cloud Anchors example scene in the ARCore SDK
Hello guys !
I have a question
I'm having some troubles
i'm having troubles on object movement
i'll send 2 scheme to ilustrate it
when i move my object
i place it onto the plan
with my ar raycast hit
pretty simple
the probleme is when i touch my object without touching the plan Schem 1
i can't move it
anyone have an idea how to handle this efficient way ?
Can someone please check the last reply on this thread? I am having trouble integrating URP, Post Processing and AR together. For some reason the glow effect is not showing up when deployed in AR - https://forum.unity.com/threads/configuring-ar-foundation-3-0-0-preview-to-work-with-lwrp-or-urp.736583/
With AR Foundation 3.0.0-preview, we are supporting Lightweight Render Pipeline (LWRP) or Universal Render Pipeline (URP).
AR Foundation supports the...
@blazing cipher you obv don't have the latest package
i'm working with URP and ar fundation
this is the versions of package u should get
i'm with 2019.3.0F6
Post processing is included by default in the URP as given in docs - https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@7.0/manual/integration-with-post-processing.html
That's surprising. Are you sure arCamera is what you think it is?
y
actually
when i move the object
and drag it
to make it forward
it goes on forwards to it's local roration
and not taking my camera rotation
so didn't changed
I missed that you were setting the x and z directly.
It would be better to just create the movement vector you want and then add it to the position.
So that I understand correctly, when you swipe up, so the deltaPosition.y goes up, do you want the object to move away from the phone?
when i swipe up
the object should move on the forward axis of the camera
if it's swipe down
closer to camera
i mean
not really
but it's a drag feature
it works
I think I understand.
but only if my camera don't move
once i move my camera
it's fucked
because the world orientation is not the same anymore
Transform cameraTransform = arCamera.transform;
Vector3 movementVector = Vector3.zero;
movementVector += cameraTransform.forward * touch.deltaPosition.y;
movementVector += cameraTransform.right * touch.deltaPosition.x;
movementVector = Vector3.ProjectOnPlane(movementVector, Vector3.up);
movementVector = movementVector.normalized * touch.deltaPosition.magnitude;
movementVector *= speedModifier;
_lastSelectedObject.transform.position += movementVector;
@uneven hollow
There's a slight problem with this, in that the drag speed will be slower the greater the angle of view is.
I edited the snippet to fix that.
wait
let me check
it's working at half
because if i put my phone in landscape
it change
up become right etc
so it's not working perfectly
@supple thistle
Then you need to use a different rotation when in landscape.
I'm sure you can figure that one out yourself.
Use cameraTransform.forward when in portrait mode, or cameraTransform.up when in landscape mode.
on the x
wtf ? my messages got deleted
Vector3.Cross(m_forwardDir, Vector3.up) * -1;
this will do it i thinjk
no it doesn't work 😦
@supple thistle any idea ?
how to take in count the rotation of the phone too ?
for the right vector
Both vectors have be modified.
but when i turn my camera
it's not working
anymore
everything is inversed
or
quarter modified
If you want to take the rotation of the phone into account, then the rotation of the phone has to be part of your code.
look at this
Vector3 m_rightDir = new Vector3();
m_forwardDir = Flatten(arCamera.transform.forward, _lastSelectedObject.transform.position.y);
m_rightDir = Vector3.Cross(m_forwardDir, Vector3.up) * -1;
_lastSelectedObject.transform.position += (touch.deltaPosition.y * m_forwardDir + touch.deltaPosition.x * m_rightDir) * speedModifier;
Code needs to be in a code block
Where is the rotation of the phone in this code?
How do you expect it to take the phone's rotation into account if you're not reading it anywhere
Hi,
I need a bit of help regarding vuforia image feed.
I found on a forum info that we cannot feed vuforia with image from camera instead of live video feed. But at the same time I can see Vivono app which is featured on vuforias website which is using photos to get recognized and do specific action.
https://engine.vuforia.com/case-studies/vivino.html
I’m now confused..
Ahoj everyone 🙂 I am using AR Foundation and I cannot get UI Button to spawn particles in prefab which I am placing on tracked image. Any idea, please?
Hello. I am new but really exited to learn this. I am wondering what Sdk is better? Vuforia or Google AR foundation
or wikitude?
Ahoj everyone, I am once again asking for your advice 😄 is it possible to trigger timeline inside of Tracked Image Prefab? https://puu.sh/FdMZl/cf91b0c71b.png
I'm working on a mobile AR app (ARCore) and have run into an issue
whenever I press on UI there are ARRaycasts that get registered, causing unintended interactions
any way to avoid raycasting when UI is pressed? I tried the EventSystem method recommended on forums but no success there
I've had the same issue @main kayak. Is it EventSystem.IsPointerOverGameObject you tried?
Yep
I haven't gotten around to fixing it yet. But I had the thought of manually doing a graphics raycast on each touch before I do an AR Raycast
yeah, that could work, feels kinda hacky for what I feel is quite a common scenario though
maybe there's some tutorial that addresses it
I'll let you know if I see one
I will try to explain my problem better and hopefully someone can help. If not, I will stop bothering you, guys! 🙂
I am trying to create a simple AR app. Imagine I am tracking an image and on top of that image I am spawning Tracked Image Prefab. Let's say this prefab is a model of a dragon with some fire effect on its timeline. And I want to control the prefabs timeline when it is instantiated by AR Foundation. For example, I want to play fire animation with a button click.
Can I put a listener on the prefab to trigger the timeline in runtime? Or somehow tell the instantiated prefab to trigger its timeline. Is it possible? How can I do it, please?
This is no different than triggering an event in a regular prefab
Have an event that is triggered by your button, and make the prefab listen for that event when you spawn it
I am trying to make a character walk or run on a plane detected by my AR Device. I want to basically tap on the plane and make the character move towards that point on the plane. It can be done via NavMesh in Unity, but I was wondering how we can do that in AR though because baking a NavMesh can be done inside Unity and not on an app deployed on an AR supported device. What can be a potential solution?
@hybrid perch Thank you very much, I will look into it 🙂
Hello, I need to replicate this tech https://youtu.be/rYQvpzgYVcU
go-to-magic.com
contact@go-to-magic.com
Virtual Zoo is an interactive, Augmented Reality entertainment. While a camera records the images of the surroundings and displays them on the screen, a computer connected to a motion sensor generates animated animals in real time and a...
Any ideas how this works? Is it AR, is it a movie with alpha?
They use gopro and PC to run it
If you know the position of the camera beforehand, you can just set up the scene with the floor where you know it is. Then you set up your scene normally, and render the camera feed as the background
hi
i hope everyone is well today,
i was wondering if anyone could help me with some error that pop up in the unity console
@harsh moat you seem to have 2 different packages doing XR
oh
ARCore is built-in, and arcore XR you ve included yourself
thanks man ❤️
np
Hello!
Spun up a new project in 2019.3 with URP, added the latest ARFoundation, ARKit, and ARCore packages from the package manager, and followed this guide (https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@3.0/manual/ar-camera-background-with-scriptable-render-pipeline.html), yet I still am getting a black camera feed. Any ideas?
My hierarchy:
There’s a thread on the forum about this @empty shore but I don’t know how up to date it is
@hybrid perch It might be one I've already looked at - would you mind linking it for me?
Thanks! Yup, saw that one. In fact, the instructions given are exactly the same as the guide I linked. Unfortunately, none of the other forum members' issues exactly matched mine (or if they did, remained unsolved).
Really I'm asking here because I couldn't find anything else via google searching - it's always my first go-to. 🙃
Wish I could provide more info but logcat from my phone isn't spewing out any errors, so I'm not sure Unity even thinks somethings wrong.
I asked this a few days ago but I'll try again in case someone new who sees it has an idea:
I'm working on a mobile AR app (ARCore) and have run into an issue
whenever I press on UI there are ARRaycasts that get registered, causing unintended interactions
any way to avoid raycasting when UI is pressed? I tried the EventSystem method recommended on forums but no success there
Guys, Does anybody know how to use our phone camera for Vuforia
While Previewing in Unity
Hey friends, I'm using AR Foundation, totally stock scene, ARRaycastManager crashes me on play every time
@fierce nova Not possible, webcam only in Unity
Okay
You can bypass that by downloading an app on your android phone to use it as a webcam
@hybrid perch , I tried Droid cam and it is being listed but it showing a message that no profile found
I don't know then, I've done it before and used the camera app to test it
Any vuforia users run into this gem when deploying to iOS? sometimes it causes the app to crash, sometimes it works it self out an actually loads the scene... tons of reports on this on vuforia's forums about it, but no actual answers (surprise). The most common solution seems to be changing the graphics API from metal to OPENGLES3 but hasn't seemed to have any affected.
ERROR/AR(12017) 2020-02-29 16:43:46: VideoBackgroundConfig with screen size of zero received, skipping config step
Hi, is it possible to open up a keyboard while on an AR scene on mobile?
Yes, the same way as in any other app @half basin
Hey all. I'm trying to Build & Run an empty project with AR Foundation package installed to my Pixel XL phone but I get "Android device HT73L02... is not responding"
I have USB debugging on and I have an icon in the tray (Windows 10) to eject the device after I plug it in.
The same cable works when pushing builds to my Oculus Quest.
Any ideas what I might be missing? Thanks.
Hey everyone 🙂 another day, another errors :)) https://puu.sh/FgPdB/5a4b4afb50.png
When I change the tracking image it works. This image produce the error message https://puu.sh/FgPgZ/b8f65047f0.png Is there too much white space?
@next elm I think AR core is pretty picky about markers. Is the size a power of two? And have you tried making it square?
https://developers.google.com/ar/develop/c/augmented-images
Thank you @hybrid perch will look into it! Just for the sake of interest here are some tests of targets I done for another app https://puu.sh/FgPQ9/5eb0daa4f4.png
Interesting, thanks for sharing
You might be right that there just aren't enough feature points, bu I didn't think that would stop a build
Yes, you are right as always 🙂 https://puu.sh/FgQ0w/eee7b9303f.png not enought feature points.. do you think it could work on ios? Is it different AR library, right?
I mean it might, but that's not a guarantee it will track nicely... There really should be more feature points either way
Thank you @hybrid perch. I am on it! :]
I'm looking for a wat to use the Image Tracker from AR Foundation to have more then 1 prefab. Right now you can have multiple images but only 1 prefab to spawn. I would like to have seperate objects per image. Can't find anything working on google for android apps.
hope you guys can help me
*way
The way we do it @glossy abyss is by spawning a prefab that in turn spawns the appropriate objects based on the name of the marker it scanned
Is there any way to use the AR Occlusion Manager to overlay effects? I would like all the humans on the screen to have a pattern over them.
thanks @hybrid perch !
Vector3.Lerp(startPosition, endPosition, 3.0f)
I am trying to make a capsule move from the point it is spawned to another point being tapped by the user. So the startPosition should be the position of the spawned object and the endPosition should be the position of a point on a plane that is tapped by user. I am also using XRInteractionToolkit and an ARPlacementInteractable to place objects on the plane. So basically how do I detect touches on a plane?
@blazing cipher you may need to raycast from camera towards the tap point and check collision with the plane
I think there is something that I can do with ARRaycastManager and ARRaycastHit. Just not being able to figure out though.
Ah, right, maybe ARFoundation has some wrappers for that
@blazing cipher not sure if this helps or not
This seems helpful. I will see if I can use this and come up with a solution tomorrow. Thanks for the help :)
more of a general ar question. lets say ive meussered my living room and modeled it in a 3d package. Now i want my 3d model to excactly overlay my living room when im using my phone. How would you guys approach this?
@glossy abyss you could start with placing your model on tap with some semitransparent shader applied and then use something like Lean Touch to move and scale it to align to the world
Or use 6d.ai
@wide steeple thanks. What im looking for is that the world spawns directly on top of it instead of moving it. Give the user an experience that they are in a complete different world but still can set in on the couch or chairs for example
I would not say this is feasible with the current state of mobile AR
Not in a way that is very realistic to pull of at least, I think
@glossy abyss well you could achieve something like that using 6d.ai. It would require a prescan of your area first.
thanksI will check that out
@wide steeple im using Structure.io to recreate the room. Thats not the problem. Its more how to place it on top of the real world.
Has anyone here worked with EasyAR sdk?
https://www.easyar.com/ This one. I have some small issues that I'm not able to work with in the documentation
World-leading AR developing platform for its high efficiency, powerfulnessand easy to use. EasyAR Pro released in July offers improved API and workflow for Basic, improves compatibility, provides developers with desired AR underlying technology for meeting different needs
Got an AR supported device and trying to figure out how to check support in script
here what the console logs :
That's how i test it:
private void Awake( )
{
ARSession.stateChanged += (x) =>
Debug.Log( "[ARSessionChanged] :: " + x.state ); ;
}
IEnumerator Start( )
{
var state = ARSession.state;
if(state == ARSessionState.None || state == ARSessionState.CheckingAvailability)
{
Debug.Log( "(Start) :: CheckingAvailability :: " + state );
yield return ARSession.CheckAvailability( );
}
if(state == ARSessionState.Unsupported)
{
arSession.enabled = false;
Debug.Log( "(Start) :: " + state );
}
else
{
arSession.enabled = true;
Debug.Log( "(Start) :: Ready = " + state );
}
}
Why does it change from Ready to SessionInitializing ?
Android device = Samsung S8
im having trouble detecting planes
in ARFoundation
tried Toggle Plane Detection sample
nothing comes up
other android apps can detect planes
i do see the points cloud tho
Hello guys quick question using ARFundation, Any of you know how to cast shadow on the ground ? when i'm not displaying the plane i assigned it a transparent mat
@uneven hollow the issue is that by default transparent objects don't allow shadows to be cast on them. Depending on what rendering you are using you can use this shader which works in legacy rendering. https://gist.github.com/DanMillerDev/96f9a157d56cd6c0480e0e1838d99df6
It allows you to have a transparent object that receives shadows. You will still most likely need to adjust shadow settings to get crisp looking shadows depending on the size of your content. Usually I just create a quad with a material using this shader and put it at the base of my object that gets placed on the plane.
I'm working on getting something similar with Universal render pipeline but nothing out of the box that works with the latest yet.
then you'll need to work on your own solution but the idea is the same. Create a transparent shader that can render shadows.
I'm really a novice, but I want to create something that can scan a room and break it down into it's most apparent shapes or points of contrast/lines and then to do something with that. What should I be focusing on learning? Everything I've seen so far just recognizes simple horizontal planes
made a script 2day for rapid testing samples scenes from a repo
Hey guys I am trying to create a reference image library at runtime.
I have a static Dictionary which is storing the a bunch of image textures from a different scene of the game. I have a seperate AR Scene and when I go this AR Scene , I am adding a ARTrackedImageManager component and then I want to add all the images from the aforementioned Dictionary to the referenceImageLibrary.
I have some questions regarding this.
When do I actually set the ARTrackedImageManager.referenceLibrary ? before adding the images or after adding the images.
Where can I find some examples of adding images to the reference library?
When using "ScheduleAddImageJob" do I need to wait for this job to end?
I am adding a snippet of the code I have written so far. when I try to logout the count of images in the mutable library it logs 0.
trackedImageManager = gameObject.AddComponent<ARTrackedImageManager>();
RuntimeReferenceImageLibrary runtimeLibrary = trackedImageManager.CreateRuntimeLibrary();
MutableRuntimeReferenceImageLibrary mutableLibrary = runtimeLibrary as MutableRuntimeReferenceImageLibrary;
// Static dictionary of images taken by the user from the rest of the game.
foreach (Texture2D texture in CreateTrackingImages.trackingImagesList)
{
// if that texture exists.
if (texture)
{
var addImageJob = mutableLibrary.ScheduleAddImageJob(texture, texture.name, 0.1f);
while (!addImageJob.IsCompleted) {
Debug.Log("Adding images");
}
addImageJob.Complete();
}
}
if (mutableLibrary != null) {
Debug.Log("Mutable library with images was created " + mutableLibrary.count);
trackedImageManager.referenceLibrary = mutableLibrary;
}
trackedImageManager.enabled = true;
trackedImageManager.trackedImagesChanged += OnTrackedImagesChanged;
Hi, does someone succeed to build native app on android, with unity as a library and ARFoundation or ARCore install with the package manager?
Our app work without arfoundation or with arcore install in plugin directory
When we try to build a projet with ARFoundation we have the issue below
`FAILURE: Build failed with an exception.
- What went wrong:
Execution failed for task ':unityLibrary:javaPreCompileDebug'.
Could not resolve all files for configuration ':unityLibrary:debugCompileClasspath'.
Failed to transform artifact 'UnityARCore.aar (:UnityARCore:)' to match attributes {artifactType=android-classes, org.gradle.usage=java-api}.
Execution failed for AarToClassTransform: C:\Users\timma.gradle\caches\transforms-2\files-2.1\8238b7f2b79cc9ff3206345acd44a303\jetified-UnityARCore.aar.
entry`
anyone knows what is ARPlane.useGUILayout there is nothing in the docs about that ... i c there is a canvas renderer attached everywhere planes are used in the samples - is that it i wonder ?
@balmy grail was there anything else changes besides adding ARFoundation to the project ?
@viscid lynx can you show us the function wrapper ?
would learning AR right away as a Unity newbie be too hard?
I've had experience programming games in Godot but AR completely overwhelms me
you guys have any tips?
Probably best to try some simple projects first to get into how Unity works. Most of the AR tutorials out there are meant for people familiar with Unity
just download the sample project from the unity github
and study their code
it'll make sense
thanks very much for the tips
also can AR be used with 2D stuff right now
or is it strictly 3D territory?
What do you imagine a 2D AR game to be like?
no idea
it sounds kind of contradictory to me - the idea of AR is to combine computer graphics with the real world. And the real world is 3D 😄
It's definitely possible, you could play mario on the table in front of you
well that's one application
@merry fossil no, sample project with only ARFoundation and a very simple scene.
@balmy grail
did u use the same unity version
as provided in the sample project , or did you upgrade / downgrade to a diff version ?
no when I say sample it's juste a sample scene we made not another project we import
we juste create the project with 2019.3 and install ARFoundation with the package manager
hey guys I just want to know if the body/people occlusion of AR kit works and how do you know that its working? im currently cycling through the previews of the 3.1.0 versions of AR Foundation and ARKit right now and body/people occlusion doesnt work
Is it still problematic to have multiple prefabs with with multiple targets in AR Foundation? I tried it few months back and it was much harder to do with ARFoundation than with Vuforia. I need it to work on Android and iOS.
hey guys about the body/people occlusion of AR Kit how do I know if its working? does it take time to load? with there be a mesh that'll wrap around a detected human if it works? I've tried all the preview versions of ARFoundation, ARSubsystems, ARKit and people/body occlusion doesnt work at all. Im usinig an IphoneX btw
please guys I've searched everywhere no tutorials work and as far as I know there is no way to check if this feature is supported on my device or not. and ive searched on the forums no one has any information on this. . .
back in the early days of ARKit, Unity gave us access to the beta package that mapped to beta iOS. Is there a place we can see what's happening in beta AR Foundation? Or, I guess another way of asking is, what is Unity's schedule compared to Apple's? If Apple is working on iOS 14, when would Unity start putting out packages we could use if we installed iOS 14 beta (like I did back in the early ARKit days)?
@remote coral hey man have you tried the body occlusion feature of ar kit?
I've messed with some of the occlusion stuff. What device are you trying it on?
I don't believe it works on less than iphone 11
I followed some tutorials and it just said that I just needed to add the occlusion script on the camera
"ARKit 3.0 People Occlusion feature is restricted to devices powered by A12 Bionic (7 nm) and A13 Bionic (7 nm) processors. iPhone X doesn't support People Occlusion because it has A11 CPU (10 nm technology)."
jesus for real? coz the guy from the tutorial said that it worked on his iphone X
fuck
Yeah man. I've tried occlusion on both X an 11 and 11 is def. better.
There's a lot of the new features that don't work on X
sorry about the cussing got damn. . . I've been tinkering on this all week. . .
Yeah. Programming, my friend. ¯_(ツ)_/¯
I sent a project to an offshore client of mind with the people occlusion demo and it didnt work on his iphone 11
Yeah, but that could be who knows what. If you don't have the device to test yourself it's kind of a crap-shoot imo.
I anticipate having to update devices frequently while AR (on iOS and Android) continue to evolve, and the devices gain new capabilities. It's going to be unstable on the bleeding edge for a while, I think.
Which is why I want access to all the beta things. haha
How do you send an ios project to a client, please? I have always build a project to their devices, but I am wondering how can I send something like an .apk on Android.
We use TestFlight to do this @next elm and it's really painless once you know how it works. It can take a bit of time for a build to be uploaded though
The only other real alternative is either to add their device to your organisation and build an .ipa file, or send them the XCode project and let them build it themselves
@hybrid perch Thank you! Very helpful informations. I will check it out. 🙂
One quick question. Is vuforia still the way to go for AR?
Depends on what you want to do. It's pretty stable, but it's also more of a black box. AR Foundation works pretty well
Thx for that suggestion @hybrid perch
Is there any possiblities to scan a whole monument (3D) and Augmented content over/near it EFFECTIVELY?
Like display.land?
doese anyone have a sample or docs regarding ar remote?
cant find any recent stuff about it
AR Remote is on hold while waiting for MARS @golden escarp
dang it
but mars is out know isnt it?
and would mars have any option to do what ar remote did?
I don't think it is. But yes it aims to fill some of those functions, though I don't remember how it wiill work in practice
do you have experience with the ar foundation?
Yes
would it be possible if to put a background color infront of the meshes so the camera would show anything exept of the virtuel things i include
basiclly if i would use the facemasks, but i only want to show the mask in the app.
I haven't tried, but should be possible
its been a long time since i worked on unity
There' s a lot happening with AR Foundation all the time as well, so you might wanna look through the example repo
Hey all, I'm trying something new and am looking for feedback on this method / format.
I published / released arfoundation-demos today. There's a public repo https://github.com/Unity-Technologies/arfoundation-demos with documentation and a release tab for packages.
There are two asset store projects so you can easily import these into an existing project.
https://assetstore.unity.com/packages/templates/ar-foundation-demos-onboarding-ux-164766
https://assetstore.unity.com/packages/templates/ar-foundation-demos-image-tracking-164880
AR Foundation demo projects. Contribute to Unity-Technologies/arfoundation-demos development by creating an account on GitHub.
Use the AR Foundation Demos — Onboarding UX from Unity Technologies for your next project. Find this & other useful Templates on the Unity Asset Store.
I know I'm not super active on this discord but hoping to be a little more active. I'm also looking for more of these type of examples and samples that you are interested in seeing. A high one on my list in AR Shadows and there's a lot of work to be done for that.
hey guys i bought a argumented reality bow but i´m stuck becouse i thought the connection would be bluetooth from options of the android phone but in fact it connects though the app, but what i really want is to use the bow in my own game, is there a way to connect to the phone outside of the bow made games?
It is still bluetooth but only works inside the prebuilt app
Amazing @jagged patio, I can’t wait to look at this tomorrow :)
anyone used urp with arfoundation?
Hello, I need help with Vuforia's ground plane feature.
I want to place an object at certain position when the player gets within a certain distance to a gps coordinate. I've already finished with tracking the gps position, and all that is left is to figure out how to use the ground plane feature.
The docs on vuforia's developer portal are absolutely uninformative. so, looking through the ground plane example from vuforia core samples, i found that InteractiveHitTest and AutomaticHitTest do something when performed. But i have no idea what they do and what's the difference. Can somebody explain this to me? thanks.
anyone used urp with arfoundation?
@golden escarp works, but only with the latest pre-release versions of the packages
Hello everyone , is it possible to achieve face to face multiplayer AR with ARFoundation (for androids) without using Reference Points?
@grand tangle used it, don’t get why it’s such a big deal
@queen phoenix you will want to use some point of reference if everyone's supposed to see the some stuff at the same place. If that's not necessary you won't need one
@grand tangle thats necessary for everything in my scene but if thats so, is there any restrictions about how many Reference points may i use?
Think about if you only need one to set the world center. Set one gameobject to this point and nest everything else under it. The local transforms then have to be synced only via network. No realworld refs needed anymore.
The less Reference points (do you mean world anchors?) you need, the better..
Wow, thats means the world for me, thanks for the advice
yy i noticed that they changed cloud anchors
to reference points
ah, ok. haven't heard yet
u were talking about cloudAnchors tho, right?
More about anchors in general. But yes, including cloud anchors 😁
Aha, gonna read more then in order to find out what is going on there
thanks tho 🙂
https://discordapp.com/channels/489222168727519232/497874498373156894/692051900702654557
Mods , can we get a pin with a collection of AR resources ( including those above ) on this channel ?
anyone knows how to make the shadow of the model more realistic?
and how to avoid the drifting foot...
@tight plinth if by "drifting foot" you mean that the anchor wobbles around it's fixed position, from my experience it gets better as the device's understanding of the environment improves. However, how to actually measure and improve the device's understanding is beyond me.
I've tried adding cloud points and plane managers to see if it would affect in any way (as I'm building on Android and ARCore states that it improves by detecting feature points and planes) but it has been inconclusive
so I'd love to have some insight myself
i'm build apk but my camera didn't open
@lime turret That's not where you setup your camera stream. What SDKs do you use?
Hey, anyone looking for work today? I've got an ARFoundation project, need a plugin fixed (4DViews) and need to dynamically pull a manifest from S3 (S3 is already set up but manifest is baked into app, should be dynamic) and populate some dynamic elements with the manifest. It's a day of work.
@lime turret That's not where you setup your camera stream. What SDKs do you use?
@grand tangle hello dear donpepe i used to 2019.3.7f1 unity but i downgrade to 2019.2.21f1 than this picture problem don't seen. i have already install all Android sdk in android studio. Unity Player configiration set to Android 7.0 Apı Levek 24 or highest. like a picture.
@lime turret what SDKs are you using for AR? ArCore? ArFoundation?
@lime turret what SDKs are you using for AR? ArCore? ArFoundation?
@grand tangle arfoundation and arcore. arcore settings is optional like this video https://youtu.be/FGh7f-PaGQc?t=989
Grab the source code, full project and more Unity courses here: https://academy.zenva.com/product/augmented-reality-mini-degree/?zva_src=youtube-ar-md
Free Tutorials:
- Unity: https://gamedevacademy.org
- Phaser: https://phasertutorials.com
- Machine Learning: https://pythonm...
Maybe check this guide and see if you did anything differently
https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@2.2/manual/index.html#basic-setup
thank you i try again. thanks for helping
has anyone been using the People Occlusion feature in ARFoundation/ARKit?
I've noticed that there is a big disparity in accuracy between my two testing devices: iPad Pro 12.9" 2018 and iPhone 11 Pro Max
its always kind of off on the iPad, on the iPhone 11 Pro it looks very good
the iPad seems like its got bad depth values or something
6D.ai has ben acquired by Niantic https://uploadvr.com/niantic-acquires-6d-ai
Niantic, the company behind the world-scale mobile AR games Pokemon Go and Harry Potter: Wizards Unite, is acquiring 3D spatial mapping company 6D.ai.
k
Hey all, I'm trying something new and am looking for feedback on this method / format.
I published / released arfoundation-demos today. There's a public repo https://github.com/Unity-Technologies/arfoundation-demos with documentation and a release tab for packages.
There are two asset store projects so you can easily import these into an existing project.
https://assetstore.unity.com/packages/templates/ar-foundation-demos-onboarding-ux-164766
https://assetstore.unity.com/packages/templates/ar-foundation-demos-image-tracking-164880
@jagged patio Hello! Looks great! Thank you for sharing this stuff. What do you think, is it possible to add to the UX scene the transparent/ghost preview of the object? Apple implemented this feature in Web AR, so it looks like a new AR guideline
Hey friends I have a question, I am working in a project with AR foundation, I need to allow users to move an object in an infinite plane, not the plane that AR detects. It is like I have to place an infinite plane in the ARPlane user selects, and then just work with this new plane. But I am getting in trouble trying to move the object in this new plane. Someone has had some similar problem?
I was trying first with
if (_arRaycastManager.Raycast(touchPosition, hits, TrackableType.PlaneWithinInfinity) and it never worked, I guess I don't understand what they mean with "infinity", so I was trying to place a 3D big plane in the position of AR plane and move the object on it, but I don't know how to do that, I guess I should not use AR RaycastManager since it's not an ARPlane
Anyway if someone has an idea about this "infinity plane problem" I would be thankful
yea i would just use the ar raycast manager to place a really huge plane mesh first and then just raycast against that
but raycast with physics.raycast or plane.raycast, I don't know I guess I am getting so confused :C
?
all colliders have their own raycast method
so just make sure you have a collider of some kind on the plane and call it directly on that
i.e. BoxCollider.Raycast
@finite rose thank u I am gonna see that, I am just learning so sometimes I get confused with all the stuff
Someone knows how to get the Y position of a ARPlane tracked? 😭
@jagged patio Hello! Looks great! Thank you for sharing this stuff. What do you think, is it possible to add to the UX scene the transparent/ghost preview of the object? Apple implemented this feature in Web AR, so it looks like a new AR guideline
@jade pewter sure I can create a small example showing that. I assume you're talking about AR quicklook which shows a transparent object and snaps to feature points and then goes opaque and is placed when a plane is found?
@jade pewter sure I can create a small example showing that. I assume you're talking about AR quicklook which shows a transparent object and snaps to feature points and then goes opaque and is placed when a plane is found?
@jagged patio Yeap! I have my own implementation of this, but I'm not a self-confident programmer 🙂 Honestly, I think this feature can be interesting for many developers.
Someone knows how to get the Y position of a ARPlane tracked? 😭
@potent field do you have a reference to the plane already? then its just yourplane.transform.position.y
Has anyone created textures for the face mesh? my problem is that when i create a material with a texture the texure is not mapping correcly on the face mesh. anyone has a clue ?
hello, I'm looking for some help related to People Occlusion API. Specifically I'm trying to translate the depth information from the camera into a point in 3D space. All examples I see online are shader related. What about outside of a shader? OcclusionManager.humanDepthTexture doesn't seem to be giving me anything (unless I'm doing it wrong). Any help would be greatly appreciated. Thank you.
Does anyone know a good tutorial on using index headset to do AR with steamVR plugin in Unity?
@here
Hi, does any body know how I can stop the mouth detection, I am doing a mask filter and don't want to detect the mouth. I am Using AR Foundation.
Hi, does any know how to fake android device connection? I want to build .apk but unity asks for connected android device.
You gotta use ‘build’ instead of ‘build and run’ @crisp python
could anyone create a texture for the face mesh from ar foundation, would show my appriciation with some $ 😄
Hey guys, anyone on with experience using horizontal ground planes in arfoundation?
Having an issue where scanning floor then eg. scanning a desk, I can only raycast to the desk plane and not beneath it
is there a way to tighten this up?
I made this 🙂
https://www.youtube.com/watch?v=AXCeyFhn6bw
Arguably the world’s most acclaimed performance artist, Marina Abramović explores the medium of mixed reality with HoloLens 2 in “The Life.” This piece will also be the first-ever mixed reality artwork to go to auction, when it’s presented by Christie’s in October 2020. Learn ...
Hi , I want to ask about ar foundation? can i have multiple models in image tracking ar foundation?
Do we have 3d object tracking in ar foundataion
Actually Pokémon go is AR
@vernal wing really?! No way!
I have a vr headset (Exibel) how can i use it in Unity? it doesnt let me use it in any kind of way, tried the "None" and "Cardboard"
If anyone knows that would be very nice :) I've been on this for like the past 2 hours but no clue how to do that
@keen rampart first of all it sounds like you wanna be in #🥽┃virtual-reality. Second, is that a headset where you plug your phone in? If so you need to set it up for mobile
No, you just pop the phone into a slot and then it should work
Oh and i just realized
I am supposed to be in #🥽┃virtual-reality
@past prism yo momma so virtual she can’t die in Superhot VR
Lol
can ARFoundation detect markers ?
@hybrid perch can't find it , mind sharing the link to the script / scene file ?
that's PNG image tracking
i was wondering if something like marker based input is available
from the link* above
something like that http://chev.me/arucogen/
Generate ArUco marker for printing with dictionary selection
Right, i've only done that with ARCore, not with ARFoundation. I don't think it's supported but have you tried just using them as image markers?
Hi Guys,
I'm trying to find if AR Foundation does have an event that is raised when the session tracking is lost/relocalized ?
@toxic arrow i cant find a event but you can check ARSession.notTrackingReason , if its None its woking fine , if not you are getting the reason why its not tracking.
https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@2.2/api/UnityEngine.XR.ARFoundation.ARSession.html
https://docs.unity3d.com/Packages/com.unity.xr.arsubsystems@2.2/api/UnityEngine.XR.ARSubsystems.NotTrackingReason.html
@short wolf Thanks for the feedback. Actually our problem is not when the tracking is lost, it is more that sometimes, it relocalize itself (without loosing tracking in the middle) and this shift all the world.. As we do some drift correction, this break completely our corrections..
@grand tangle , hey there ..We ve talked some days ago about a multiplayer AR app which i am developing.
I tried the idea with the one anchor u told me about and i ld like to ask if the best way to connect my 2 devices is via the network manager
@queen phoenix This depends on your needs (which I can't remember 😅 ) if you're on a local network and only want to share your anchor there, Network Manager is a good option (which I use primarily for my stuff). Over Internet, there are various other options from Google (Cloud Anchors) or Microsoft (Azure Anchors) which work cross platform as well.
Haha. firstly ty for ur feedback 🙂
It will be face 2 face multiplayer AR
between two androids phones
my main issue is that i ld like to spawn an object that both of the devices can see in the same spot
and interact with , add other objects on top of it etc
@queen phoenix have you seen colab data folder ?
https://github.com/Unity-Technologies/arfoundation-samples/tree/master/Assets/Scenes/ARCollaborationData
not sure if that will work for android tho
Hey everyone, I know this is Unitys discord, but does vuforia / Unity work in web browsers on mobile or do you have any alternative to use object markers (talking about a cube to be scanned) with another library like AR.js or similar?
@merry fossil Hey there, as far as i know thats for Arkit :/
hi
This is really gonna make such a huge impact on AR development
https://youtu.be/6vYoSFL0WDY
when i use this shader on my face mesh and turn my head away from the light, the fase mesh is litrrally turning black because of the shadows. when im facing the light its all fine. how can i have a light even though im not faceing one in reallife? dose anyone have a clue
@golden escarp You can have ambient light to brightn up your shadows in your scene or have the material be emmisive
@short wolf thank you vitamalz 😂 I will try it out
is there any good web AR that does ground placement?
Would anyone like to cooperate on a project?
I want to create an AR Coronavirus Game. My ideas are litty.
Can I still learn and do things AR related even if my phone doesn't support ARCore ?
or is it a waste of time cause I won't have the ability to do the things people do these days.
It's gonna be tough tbh. But check out vuforia @tame drift, it has implementations for some phones that don't support ARCore https://library.vuforia.com/content/vuforia-library/en/platform-support/vuforia-engine-recommended-devices.html
4/10 - Cut & paste your surroundings to Photoshop
Code: https://t.co/cVddH3u3ik
Book: @HOLOmagazine
Garment: SS17 by @thekarentopacio
Type: Sainte Colombe by @MinetYoann @ProductionType
Technical Insights: ↓
#ML #AR #AI #AIUX #Adobe #Photoshop https://t.co/LkTBe0t0rF
2635
8041
Created a small demo on ar headset
Watch full video here: https://youtu.be/2ZXzMqUl2Oc
In this video, I am going to show you a view from an Augmented Reality Headset(Project North Star) which is open sourced by Leap Motion. Further, I am showing multiple popups, when a person wearing AR headset sees his/her left hand palm. I am also showing, how right hand can m...
Is it a project north star headset?
Yes @hybrid perch
Cool :) Seems fun to play with
Hand tracking on Oculus Quest is where I'm at now 😄
Oki . Did you tried leap motion?
Yes! It was really fun
I didn’t tried oculus but hand tracking of leap is awesome
Does quest has an AR mode?
Not at this point, the cameras are greyscale so I'm not sure how well it would work
Ok
how do i get started with unity ar? any resources?
i've never used unity before and just installed it
im trying to make something with flutter and unity
anyone here that has experience with Lean touch, trying to do simple object cycling via touch inputs but after 5 hours of research I am still lost
@soft nebula what do you mean by object cycling?
3 cyllinders and every time you tap the screen it shows one of them, in a constant order... 1st,2nd,3rd and repeat
dont know whats easier to do, call 3 different prefabs or transform 1 object every time you tap
create a script that has an array of GameObjects and keeps track of which index is currently showing, on each tap, cycle through
for ( int i=0; i<AnArrayOfGameObjects.Length; i++ ) { AnArrayOfGameObjects[i].SetActive( i == theCurrentIndex ); }
theCurrentIndex = ( theCurrentIndex + 1 ) % AnArrayOfGameObjects.Length;
sorry for the newbie question as I am pretty new to it all
this script I would plug into the leantouch or as part of a the ImageTarget if I am using vuforia
or something completely else
i don't know Vuforia. you'd want to have that stuff in a function that gets called when you receive a touch.
i see
@eternal notch If you like to do AR on ios / andorid Take a look At arfoundation, its cross platform AR tookit from unity
how would I go about to have 3 gameobjects inactive until I tap the screen for the first time? any idea by chance @finite rose ?
hi @everyone , i want to ask. i have a project that using touch screen interaction and speech interaction to manipulate the 3D object in handheld AR. The interactions need to perform simultaneously. I used raycasting for touch to select, and while touch, i command and the command will manipulate the object. There is no error with code but its not working. Someone could help me?
This is code for selected object to move to the left
Does the text display correctly?
@hybrid perch yes it display correctly. i will attached to you the video. Sorry sir.
Because there are two things that can fail here, I think you should do some Debug Logs to figure out what is not called
Either the raycast is not hitting, or the strings are not the same
Btw you shouldn't use string == string, it's better to do text.Equals(word4)
By the way that's some pretty cool app you're working on :)
Thank you Sir.☺️ I have been assigned to do the project. 😅 I had asked my friends but they didnot know how to solve it. And none of my senior did it using handheld AR.
Its hard for me to get reference and guidance.
Thank you @hybrid perch
I recommend importing this asset into your project which lets you see the console on your phone https://assetstore.unity.com/packages/tools/utilities/mobile-console-108594
@hybrid perch woww interesting. i will take a look and try it. Thank you Sir
Hey everyone! I hope you are well. I know that with a majority indie game group or a production in crunch time (and it seems to always be crunch time) group you may not have the time, energy, or bandwidth to answer, but if anyone would be willing to give me some pointers and tips for minimum qualifications for an entry level job in this field I would really appreciate some guidance. I am a high school teacher and I have kids working in this space, but I want to ensure that I am not leading them astray in terms of development skills required. Anyone want to teach a teacher a quick lesson on minimum skills for the betterment of your future devs? 😄
hello fellow nerds, I'm tinkering around with ARFoundation (the device I'm building on is an android one, so, consequentially, ARCore) to achieve an "AR cube" effect. My biggest priority is stability and detection speed from a close-medium distance (20-40cm from the real cube). here's the current state:
unfortunately, it does not work too well; ARCore does not detect the markers quick enough for a smooth transition from face to face. It makes sense considering it does not benefit at all from aruco markers. My question is if any of you have an insight on what types of images are best suited for ARCore image tracking. The only thing ARCore offers is their "arcoreimg" tool which rates an image from 1 to 100, but when both images have a max rating the only method to see which one is better is manual testing.
given they are not willing to share the specific details of their feature detectors, I don't know what direction to go in
perhaps I'll even consider ditching ARFoundation
I’ve only really worked with ARFoundation w iOS, but in my experience there, high contrast images track the best so the images you are using seem like they are already optimal... maybe ARCore detection is just a little slow?
maybe indeed!
it also appears to work better with high-contrast images with many feature points; the other cube that appears in the screenshot seems to have lower detection time despite having more feature points to match and being a smaller cube
oh interesting, but that kinda makes sense.
@vocal bluff it's mostly timing, portfolio, and cultural fit. I'll send a technical challenge after. But the truth is - at red iron anyways - bring a cultural fit to the team and our values is far more important. I can teach technology - I can't teach attitude. But we are probably very different from other studios
We hire in 4 groups through throughout the year. Entry level, junior, intermediate and senior.
Knowing additional fields helps a lot. 3d modeling + AR, means I see you as being able to do two different lines of projects
We just wrapped up our entry level hires, and are taking on 3 of them.
Next will probably be another senior dev round
@wanton turtle I totally get that. I try to have my kids work in teams for projects partially so that they understand how to communicate and collaborate. Sometimes my best technical coders have to learn a lot about how to work with others, understand the need for client/end user communication, and how to blend with other people.
At the end of the day I figure that there are lots of tutorials on basic data types and how to build for xyz platform. Way less you can watch that helps you learn to work with other people on a project.
I really appreciate that feedback.
Thanks for taking the time to respond. Would love to know about some of your projects sometime.
@wanton turtle What would a good portfolio showcase for someone trying to get one of those entry level positions? Is there a specific set of skills you would be looking for? An understanding of pipelines? Multiple types of AR development for different platforms?
@vocal bluff it's helpful if they launched anything on their own. Then I know they know the workflow, release, launch, online sharing etc. I'm not so worried about their framework - they have to do an online course when they join us. But I am assessing if it looks great, feels fun. I want to see unity or unreal knowledge. I'll go through their code in the technical challenge super carefully.
They need to be able to work alone to try things but come to a team member once stuck
I'd say 2/3rds of our applicants we exclude because of the cultural fit. The last 1/3 we assess their current value and future potential. From there we do the technical challenge to verify our understanding.
So if we assign the technical challenge it's because I am seeing a potential where we will hire them
We are about 80% VR, 10% AR, 10% other
@wanton turtle Just so that I am clear, when you say launch something do you mean through an official store? This year we had our first actual release of a project for a local client to the Apple app store, but when I think of the requirements to launch a HoloLens app or a Vuforia app completely solo...that's a big ask for a high school kid. When you look at the requirements to get something in the Oculus store, especially for the Quest that sounds...difficult.
I'll ask about SteamVR, VRTK, ARCore and ARkit. But as long as they know any of them it's OK with mr
Does releasing something to something like SideQuest or something like that count?
That would work, just gives them an edge if I know they understand what it feels like to upload an APK, and submit it for review, and see what it's like to share it on Twitter or online
It doesn't exclude them, but compared to another applicant, it's a big edge
Ahhh...totally get that.
Same with 3D modeling or graphic design or PM or QA experience. Something that I know I can fit them into the company better and on more projects
Totally get it if you wouldn't want to, but if you are willing could you give me an idea of the level of the technical challenge? I won't give it as an assignment or anything...I just want to see the level of difficulty so I can plan for it.
But our entry level roles, we almost always are taking a leap of faith :). And just going based on their desire and patience and fit
That is how I feel in my classes every year. 😄
But I get to hire all of them.
Every year.
Sure! If you send me an email, lsummers@redironlabs.com, I'll forward you our standard challenge
Awesome boss! Thank you. Been so hard to get a baseline for where I need to get them to just to possibly have a foot anywhere close to a door.
We have 3 sister studios. One is very formal, they go based on academics. One is more artistic, their hiring is a 1 year process. And the other is our US team, and they hire based on knowledge, salability and desire
There aren't too many studios in my area...and none of the ones I have met anyone from are doing any work with xR. People in my community are, but most have defense contracts and my kids can't do anything with those companies. So...it has been a wild west trying to figure out what they need to know...what they should be able to do...where they should be investing their time...or any one of a hundred other questions. With how fast things have been changing with toolkits and hardware and the lack of overall standardization (though it seems to be coming) it has been difficult to stay current and also have them creating meaningful stuff.
Super helpful to have at least a smaller kind of target set to shoot for.
Oh yeah! It's the same here. The 4 of us as studios share a lot of work and applicants and grants with eachother. And in our case we partnered with 4 schools, and get most of our auxillary hires from there. And then I use local community events. We don't do LinkedIn or standard recruitment, I look to our local GameDev community for a lot of our key roles
But we are small, 18 or so. Our US team is another 10 or so. And our two local partners are 30 ppl and 12 or so.
So very small teams generally speaking
It was funny this year because I was tasked with setting up internships for my students. The only issue was that when I tried to find anyone making AR handbooks/apps or VR museums I couldn't find anyone. So, I partnered with local museums and businesses and then just had the kids work under my direction for the partners as clients; not the same as an industry internship, but it was the only way for the kids to produce work for an authentic external audience because none of our partners could actually advise them or tutor them on the development side.
I mean...funny...but also exhausting...and if I am being honest a little scary. I don't know how to run a software development company, and while I don't have to worry about the overhead of ensuring money generation or HR type requirements, navigating the legalities of students making software for clients felt very businessish to me. So much learning about how to release and package and do QA.
That's awesome! Yeah. It's weird, there is either a bunch of studios in an area or none. I love your approach, and I think it's a great way to tackle the problem. It can be tough at times - like we are always craZy busy. It's a combination of software and digital media. So an odd space to work in :)
Gotta run for a bit but reach out anytime
Thanks boss. 🙂
Hello, i want to ask question.
Im using ARCore from unity package and try to use plane detection horizontal and vertical. Im wondering, how can i place object specifically in horizontal for example while both of plane detection is selected? (There is object that can only placed in vertical and also object that can only placed in horizontal)
Thank you~
@marsh ibex If I understand you correctly, you want to be able to place an object on horizontal surfaces, but not vertical surfaces in the world, correct?
yes
so i want 'a' object place only in horizontal, and 'b' object place only in vertical
Admittedly, I do not have a lot of experience with ARCore, but this seems like a linear algebra problem.
Since I haven't worked in ARCore, give me one second to look through the API documentaiton
So it looks to me like you can get the normal of a generated plane based on the "CenterPose," Are you doing this yet?
You can find that information here "GoogleARCore.DetectedPlane"
The orientation of the CenterPose is the normal of the DetectedPlane. If you have the normal of that plane, you can take a dot product of the plane normal and Vector3.up to determine if there is any horizontal component to the plane you are colliding with. You will need to determine a threshold for what is "Horizontal" vs. "Vertical". If the detected plane is sitting at <= .707f when you take the dot product, then you are at an angle of 45 degrees or more from horizontal. In this case, maybe you consider that a vertical plane. You could create a tolerance that is very small, something like .95f, and this would give you a plane that was nearly perfectly flat. Same concept for vertical, but when you take the normal and dot it with the world up, you want to get something <= Mathf.Abs(0.05f), indicating your wall's normal is almost perfectly perpendicular to world "up"
@marsh ibex
Code you would need:
Vector3.Dot(CenterPose.Orientation, Vector3.up) >= Tolerance
I don't know what the CenterPose.Orientation variable is actually called. It might be "rotation" or something. If "rotation" comes back as a quaternion, you'll have to convert it to a vector for my example
I can draw you up some pictures if you like?
If you let me know your native language, I'll label it in your language as well
Kembali!

btw, my project is based on this tutorial
https://www.youtube.com/watch?v=Ml2UakwRxjk&t=866s
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! @Convile...
want to modify the marker so it can placed vertically
The way the code is written, it should place objects on vertical walls if the raycast hits a wall. If I understand you correctly, you want to have vertical plane detection on, but you only want to place certain objects on vertical planes, not all objects, correct?
yes
actually, my initial purpose is just auto place certain object in vertical plane
and for object in horizontal plane, i will do it my self
So you will need to Sorry, got busy. I'll respond in a minute
its okay, its like 2 AM in here, ill probably go to sleep soon xD
Hi can anyone help me troubleshoot this error im trying to make a face tracking app in Unity but keep runing into this build issue
I already installed all the dependencies for ArCore and have no idea how to solve this problem
BuildFailedException: GoogleARCore detected. Google's "ARCore SDK for Unity" and Unity's "ARCore XR Plugin" package cannot be used together. If you have already removed GoogleARCore, you may need to restart the Editor.
I erased ARCore XR Plugin and it let me built it but i thought that was one of the packages needed
Hello, how do i rotate object i just placed?
i am using ARCore 3.1 from unity package.
btw, im using ARAnchorManager.AddAnchor to place the object
Hello. I am freaking out!!
There is no VUFORIA CODING EXAMPLE out there? How can we learn structure of the classes. How can I learn the library? How did you learn?
Anyone who heard there is a program called "Vuforia" had taken tutorial but not worthy. All of them are garbage. They say, drag the fc thing here, drop it out. Please if you encounterd before, share a link to me. Thank you
Hey fellow Coders!
I have newer worked on AR before and would like to give it a shot. Can you guys help me with where to begin with.... I am thinking of starting off with basic like
augmenting objects arounds me and then rotating them?
Can someone please help me out here?
Thank you in advance 🙂
I know bit of unity, not very advanced
I am working on it since this lockdown thing happened :p
maybe start with this: https://www.youtube.com/watch?v=Ml2UakwRxjk
Pretty sure that was a video i used to get started in ARFoundation and explains a bit about how the development workflow works
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! @Convile...
Thanks, buddy !
no worries man, happy to help
I am getting this errors
Can someone help me solve this?
@glossy willow I saw that video, and yes it was helpful 🙂
But when i tried to implement it, console popped me with those errors
You got a package conflict I think. Go into package manager and remove the XR plugin. Also, make sure you use the same Unity version as they do in the video as this is probably why this is occurring
@eager sandal
@regal seal yes that is the case, the video was recorded in 2018.3, while i am using the current latest version
But how to use this is this version?
Right, So do you have Unity hub installed? @eager sandal
Wait, first, do you want to know how to get it working in the latest or how to download 2018.3? I can't tell if that is is supposed to be an in
I want to know how to get it working in 2019 version
And yes i do have hub, @regal seal
@hybrid perch yeah it worked, but how do I test it?
It built without any errors but when I open the app in my android device
its not working
All I see is this
I mean that cube must be augmented in environment that camera fetches, not just black right?
Do you get your camera feed?
is there any source code for a simple paint app with ar foundation?
In Vuforia, when I use Ground Plane Target, the model to be augmented upon the ground is to be loaded from the asset bundle. So, I wrote a code where the model becomes a child of Ground plane and is then instantiated in the scene, but on tapping on the Ground, it isn't getting augmented on the ground plane but it is staying at 0,0,0 WRT to the camera.
But when I use Image Target, it gets instantiated at 0,0,0 wrt to Camera but on image detection moves to the 0,0,0 WRT to the image.
What could be the possible reason and how can I get it augmented on the ground plane ?
hey folks I was just wondering would i be able to use Vuforia to create an app/site that allows you to try on clothes?
Hello! When you work with ARFoundation, how do you try your game? Is it possbile to try in editor with webcam ?
I did not figure it out how to do. Because, in learning process, most of the time is wasting while making build.
Not at the moment @steep cosmos, you need to build. But you can look up MARS on unity’s website to see what’s coming
I put this in VFX but it also kind of fits this category: https://discordapp.com/channels/489222168727519232/532260045887373352/715332410501496853
MARS MARS MARS! anyone know when it's officially available. The blog says June 1st and its 11 min past where I'm at :p
Hoping for a good solution for GPS based objects, but I'll also look at map box.
Also really excited for the companion tester app
Yay its out!
Create intelligent augmented reality experiences that fully integrate with the real world.
🤦♂️
🤦♂️
@finite rose You can also use AR Foundation 3.x or 4.x, here is the documentation around that : https://docs.unity3d.com/Packages/com.unity.mars-ar-foundation-providers@1.0/manual/index.html
I can’t wait to sit down properly with this @opaque sage :)
MARS
https://unity.com/products/mars
MARS Packages
https://docs.unity3d.com/Packages/com.unity.mars@latest
https://docs.unity3d.com/Packages/com.unity.mars-ar-foundation-providers@latest
Packages
XR Plugin Management: https://docs.unity3d.com/Packages/com.unity.xr.management@latest
Vuforia Engine: https://docs.unity3d.com/Packages/com.ptc.vuforia.engine@latest
AR Foundation: https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@latest
ARCore XR Plugin: https://docs.unity3d.com/Packages/com.unity.xr.arcore@latest
Magic Leap XR Support: https://docs.unity3d.com/Packages/com.unity.xr.magicleap@latest
XR SDF for Windows MR: https://docs.unity3d.com/Packages/com.unity.xr.windowsmr@latest
XR Interaction Toolkit: https://docs.unity3d.com/Packages/com.unity.xr.interaction.toolkit@latest
AR Subsystems: https://docs.unity3d.com/Packages/com.unity.xr.arsubsystems@latest
XR Interaction Subsystems: https://docs.unity3d.com/Packages/com.unity.xr.interactionsubsystems@latest
Forums
MARS: https://forum.unity.com/forums/unity-mars.494/
AR: https://forum.unity.com/forums/ar.161/
Handheld AR: https://forum.unity.com/forums/handheld-ar.159/
Github
AR Foundation Samples: https://github.com/Unity-Technologies/arfoundation-samples/
AR Foundation Demos (advanced): https://github.com/Unity-Technologies/arfoundation-demos/
Videos
Create immersive Unity apps with visionOS
https://developer.apple.com/videos/play/wwdc2023/10088/
Roadmap
https://resources.unity.com/unity-engine-roadmap/ar-vr
I don't do any AR any more, so lmk if you want anything pinned/changed 👍 (ping me as I have the channel muted)
I must say that a $600 license per seat kind of curbs my enthusiasm a bit. I didn't know they were going to release it like this
Hello! has anybody has any issues with the Image tracker on AR Foundation? I can't use a .png image with a transparent background because it would be not recognised
Have you tried the same image without the transparent background?
Hello! has anybody has any issues with the Image tracker on AR Foundation? I can't use a .png image with a transparent background because it would be not recognised
@vale lily It was not be used ARFoundation too.
yes, I tried then the same image without the transparent background and it worked! but the problem is that in real life there is gonna be the image in cutout with a texturized baxckground (a wood table) that cannot be simulated from an image
I hope this will be the last stop for AR. I am exhausted trying to find "the right ar library" 🙂
yes, I tried then the same image without the transparent background and it worked! but the problem is that in real life there is gonna be the image in cutout with a texturized baxckground (a wood table) that cannot be simulated from an image
@vale lily if your marker isn't too small, you could try cropping in until the region you are using is a square...
the image tracker will still recognize the part its meant to recognize regardless of what its surrounded by
i've used this before with a large, irregularly shaped image
compiler errors has been occured. What I missed?
I solved. arfoundation and arcore versions mush have been matched.
By the way, I could not find Scripting API of mars.
How can we send a raycast or trackables things?
Two approaches for raycasting with MARS that we recommend
You can either use a replicated proxy that builds a collider, or add a collider or tap script to the visualized plane prefab, and then do raycasts against physics like a purely digital app
You can see an example of this in action with the game template
Hey,I'm working on an app with Arcore,and came to a conclusion that I can't use shadergraph or post processing with it,am I right or am I missing out on something?
I solved. arfoundation and arcore versions mush have been matched.
@steep cosmos was just going to mention that, your ARFoundation and ARKit /ARCore versions need to match
Hey, did anyone manage to turn PostProcessing off for ArBackground and only apply it to objects placed within the scene. My problem is that as soon as I turn PostProcessing on for ArCamera planes detection starts working really bad and the planes themselves become unstable
@quartz lichen I'm not sure about using those specific tools with ar tech in general. They usually increase drawcalls and lead to performance issues depending on which devices you use. Phones in general won't be able to handle them. this is why when developing an app, the shaders and tools used for computer and console based apps are completely different from the tools used for phone based apps or something like the hololense.
@analog stirrup oh, that's why it was showing glitches kind of effect too.May be these are too expensive for mobiles to handle.Thanks for clearing it out!
@hallow idol I believe you are facing same problem as mine,post processing is expensive for ArCore,you can just remove the scripts and component of post processing from your scene.
Hi, is it possible to simultaneously use ground plane tracking and image tracking with ARFoundation?
I need to place an object on the ground and then scan an image to activate the object
@modern sparrow yeah that is possible. You can add both Managers and they will work independently.
Awesome, thank you! 🙂
For post processing as others have mentioned it can be expensive on mobile. I've had some success with limited effects.
@quartz lichen Shader graph is supported just make sure you've configured AR Foundation to use the universal render pipeline.
@hallow idol this is a challenge in general since post processing applies to the entire screen. There currently is not a system to limit the effects to just objects (ie: not apply to the camera feed as well).
Hello collegues! I have a question. Unity - AR Foundation - Image Target - how to detect if i am lost tracking Image - Target ?
@cinder fiber you can get a callback when the Image manger tracking state changes and then check the associated list of images's tracking state. Here's a code snippet that does that https://github.com/Unity-Technologies/arfoundation-demos/blob/master/Assets/ImageTracking/Scripts/ImageTrackingObjectManager.cs#L121-L148 it's part of a larger image tracking sample I worked on available here: https://assetstore.unity.com/packages/templates/ar-foundation-demos-image-tracking-164880 with the repo and additional documentation here: https://github.com/Unity-Technologies/arfoundation-demos
Use the AR Foundation Demos — Image Tracking from Unity Technologies for your next project. Find this & other useful Templates on the Unity Asset Store.
AR Foundation demo projects. Contribute to Unity-Technologies/arfoundation-demos development by creating an account on GitHub.
@jagged patio Thanks man. I will look forward in it. Many thanks.
hello
i have a question regarding vuforia
anyone here
ok imma say the question anyways
so im using vuforia with unity and have a 5 star image target, i have loaded the database into unity and made an empty object with a sprite renderer with like an image and made that object the child of the image target so everytime the image target is tracked the sprite appears
everytime I run it or build to android once the image target is tracked, the sprite appears but then disappears immediately
in the console it shows that vuforia is actively tracking but the sprite is still not there
can anyone help?
ive used vuforia before and the same method worked perfectly on another project
someone heellpp
plezzzzzzz
@languid aspen can you post a picture of the sprite setup in your scene? The game object it's attached to and stuff. Also can you describe what sort of behavior / functionality you want?
bro i just solved the problem wth
it was the last thing i would think of
just to organize my code i had put the arcamer and everything under an empty game object
i took it out of the empty game object and it worked
idek
just happy it got solved?
no clue why that would affect it tho
thanks for being ready to help tho @jagged patio
I have a problem who can help me
glad to hear you got it fixed 
bro u dont no how stressed i got when this happened, i literally have this due for a hackathon in 5hrs
@wooden geyser maybe?
When I exit from the project and enter again it does not work
And this problem is in all the projects he created
@wooden geyser that's a bit vague, can you provide more information? Exiting the project as in 'closing and opening Unity'? what doesn't work? is this related to AR or is there a more appropriate channel?
When I create a project, exit it, and log in again, I cannot log in
what does it say when you log in?
what happens when you hit dismiss? that toast message can hide other messages under it.
have u tried reinstalling unity hub
also make sure you fully close the hub (from the task bar) the default behavior is to have it run in the background.
You can check the log files from the Hub here (%UserProfile%\AppData\Roaming\UnityHub\logs. on Windows). also in the future #🤯┃augmented-reality is not the best place for these questions, I suggest #💻┃unity-talk
Is there any ETA for when AR Foundation will have Remoting and Simulation?
@eager orbit Simulation isn't planned for AR Foundation but it a core part of MARS. Remoting for AR Foundation is being worked on and is currently being tested in alpha and internally. No ETA to share at this time unfortunately.
i have seen tha MARS MARS will be 50 $ per month after month after the free trail at the moment
https://store.unity.com/configure-plan/unity-mars
Hi everyone, I have a question about ArFoundation.
I'm using it with Android and tracking multiple surface, but it's really unstable.
It detect many surface on the ground on the same place.
Is it possible to constrain it ? And What kind of surface/ground make a better tracking ?
@dark frost the planes should merge into a larger plane automatically when found around similar areas. You can constrain the planes to horizontal or vertical surfaces so it only finds one or the other. Performance is on a per device basis, are you doing anything other than plane finding in the scene?
no, I only use plane but I want many surfaces where my player can jump from a table to ground..
But on the same ground, it detect different surfaces but not same depth, or it create plane too fast and yes it merge, but still it create a few of them
For now, I just detect new planes and add few props on it. And then a player with joystick ^^
I also add ARReferencePoint on planes
I see, you can stop plane finding by disabling the PlaneManager, what device are you running on?
Samsung Galaxy s7 edge with Android 8.0
but as I told you, I really want to continue detecting planes if I move in my room, I start tracking my ground and then my table or any other surfaces in my room. But I need a stable spacialization I guess.
I got this kind of trouble where I have some planes on the same place but differents depths. I just need one on this surface and the possibility to get new ones when I detect a new surface (Wall, bed, table, chair,..)
Interesting, yeah I'm surprised those planes aren't merging. It looks like you've got some content / scripts running so try pairing it back a bit and just look at the plane detection. If you're not hitting frame rate (30 FPS for ARCore) you will have some issues.
Hello. I'm new. I didn't understand this error message. What should I do? 😕
In general if a type or namespace is missing you are missing a package, an SDK, or something in your project that enables / contains that class.
'SpatialTracking' does not exist in the namespace UnityEngine. This means you are missing SpatialTracking class which depending on your version of Unity could be in the XR Legacy Input helpers package. You may have to go to package manger and download or update this.
I am not familiar with MessageBase or where that comes from.
It looks like you are using the standalone ARCore SDK and trying to work with cloud anchors. I'd suggest a couple different approaches.
- use AR Foundation instead of standalone ARCore SDK unless there is a specific feature only enabled in ARCore standalone SDK you need.
- if you are using AR Foundation and want to use cloud anchors check out the AR Foundation extensions package, here is a getting started guide to setting that up in Unity https://developers.google.com/ar/develop/unity-arf/quickstart-android
Thank you ❤️
Hey Guys, I'm currently working on an AR game where objects are randomized within a 20meter circle. Right now I'm instantiating in the center of the circle which seems to work fine, on the center object, but objects in the distance seem to shift when stepping sideways.
Any idea on best practices for large playing areas? I looked into GPS it isn't very accurate, and seems to not work unless the game is initialized facing true north
I'm thinking of plane detection or point clouds. Does that make sense on a grassy field?
anyone know about device location? i know how to get the device coordinates but how i do i know the coordiantes 2 meter form the device? how does it work?
@unique gale 1 unity unit = 1 meter so if you want an object 2m from the device you can use the ARCamera object as your root / center and place something based on it's position+2
@hard plank how are the object's being anchored 20m away? Are you raycasting against a plane and then putting them 20m away from the child object near by or just saying "place an object 20m away from where I am now". I think the early suggestion of an 'offset' object. Like you have an empty parent GO and a child object under it that is 20 units away. You'll still see some drift depending on the device and tracking but that might be more stable. Keep in mind too small shifts you see up close get increased and more noticeable the further an object is away.
@jagged patio but i want that object stay where i put it after loading the application second time
ahhh so you're talking about something a little different. What device / platform are you using? there are a couple solutions for that depending on the platform you're using.
ar foundation. i want to use this asset:https://assetstore.unity.com/packages/tools/integration/ar-gps-location-134882#reviews. and save the location 2 meter from the device was
ARKit (iOS) or ARCore (android). The issue with consumer GPS is that it's not accurate at the meter level. It doesn't know if you're in the street or on the sidewalk. 2 meters falls within that range. You can try using if it's larger scale objects but with 2m / mobile phone AR I wouldn't recommend GPS.
ARCore has Cloud anchors which are accessable with AR Foundation extensions from google. Cloud anchors allows you to find a specifc area, place an anchor and reloalize to it at a later time or on a different device.
ARKit has world maps which allow you to scan a larger area and relocalize to it
I'd suggest looking into these features.
i will check that out thanks alot
@jagged patio
@hard plank how are the object's being anchored 20m away? Are you raycasting against a plane and then putting them 20m away from the child object near by or just saying "place an object 20m away from where I am now". I think the early suggestion of an 'offset' object. Like you have an empty parent GO and a child object under it that is 20 units away. You'll still see some drift depending on the device and tracking but that might be more stable. Keep in mind too small shifts you see up close get increased and more noticeable the further an object is away.
@jagged patio Great Idea, Currently I have an anchor center placed that spawns the models using the spawn points. I'll make the spawn points children to the anchor and change my script to spawn the models as children as well.
Related question, could point cloud help tracking stability? I'm not incorporating any user placement functionality. And the game is meant to be played on a flat grassy field.
Extremely noob here, for AR projects, should I learn the HDRP or URP pipeline?
no
you definitely would not use HDRP for a handheld AR project.
and at the moment, as an extreme noob, you're going to have the easiest time using the legacy renderer, not URP.
I see, thank you!
Hello guys! I have a problem with AR Foundation.
I am always received - trackingImageState = TrackingImageState.Limited when I moved away from image-target, and couple of times while I was faced image-target.
Like :
1 - I am looking on image-target and receive trackingImageState = TrackingImageState.Limited
2 - I am NOT looking on image-target and receive trackingImageState = TrackingImageState.Limited
Can sameone help me out?
This can cause mistmuch my logic because I put logic with disable AR object inside if (trackingImageState != TrackingImageState.Tracked)
yea i remember the image tracker api being really frustrating because once an image got tracked, its tracking state would NEVER go back to TrackingImageState.None
@finite rose yea but how i can achieve this? where I am not detect it?
idk! it's pretty annoying! maybe you can try storing the last tracked position and check if its in the camera frustum or something? unfortunately its a bad API that you have to work around
And this frustrating - when first time trying to track image-target I get like 3-6 times Limited before my image get tracked....
foreach (ARTrackedImage trackedImage in eventArgs.removed) = when eventArgs.removed happens? btw
Hello guys, can someone recommend free ar toolkit which works fine with text targets? I tried Vuforia AR, but it works so bad with text targets..
@cinder fiber try checking out this method for managing the lifecycle / state of tracking images.
Basically you want to check updated list of images from the ARTrackedImagesChangedEventArgs, loop through them.
Check if(trackingState == TrackingState.Tracking)
{
do tracking stuff
}
else
{
do not tracking stuff
}
Some of the complexity comes from tracking states between platforms and how they filter back up through AR Foundation
@jagged patio thanks, yea I am already going like this, but still have issue with Limited.
What I want to achieve is : when image-target is detected show obj, but in my case else worked 3-6 times before trackingState == TrackingState.Tracking, and like few times inside the trackingState == TrackingState.Tracking,, which is cause issues with my animated object.
it's been a little while but I would say limited is NOT a good tracking state to check for images. The images derive from ARTrackable which is used in a variety of different subsystems / AR stuff (planes, reference ponts, ect) so while they all have the different states the data is not always correctly populated / passed up through the systems.
yea,
and that cause a problem with my animated object, like he disabled / enabled 103102313 times per frame
quite the framerate you're hitting 😝 but yeah there's some things where you can maybe store a counter / time value in the tracking state and only enabled / animate something once the tracking state has been tracking after x seconds. Maybe you can describe your use case a bit more so I can offer some more specific advice?
Yea, so :
1 - I have object with coroutine inside ( with which one I am animated the objec, like changes texture over time on it )
2 - When I track image-target I am set active object, and animation will start playing.
3 - When this issue happens with disabled / enabled many times, my coroutine is get bugged and stop working
case Type.Mesh:
if (mesh.enabled)
{
Texture2D texture = Helpers.TextureFromSprite(sprites[i]);
mesh.material.mainTexture = texture;
}
break;
I see, you may want to try and move the logic from a coroutine to an update loop. You can also manage the life of a coroutine and call StopCoroutine on it when the tracking is no longer active maybe? 
I already commented on the forum, but it really stings that MARS is $600 and Remoting is not coming any time soon.
Hello! I'm wondering if there's any plans to make AR Foundation compatible with 8th Wall WebAR. I know 8th Wall had a Unity plugin at one point but it seems outdated. I'm coming from a Unity background but interested in creating WebAR experiences (for now with 8th Wall)
@sterile yacht not at this time. Project Tiny will be the development path for web (and webXR in the future) in Unity.
Cool, looking forward to it!
Does anyone have an idea in regards to what's wrong with the AR in the phone?
Something happened and when I tested AR when developing my game, it worked properly, but when I tried it in the phone, it didn't work. All it does is displaying the game objects, but nothing else. Is the problem in the building or in the phone and how do I fix this?
Here's the pic of my test when done in unity editor:
And this is what it looks like after building and installing:
Did you setup correctly the player settings as asked https://docs.unity3d.com/2017.3/Documentation/Manual/vuforia_get_started_project_setup.html ?
Unity Editor is a simulation, so it bypass easily restrictions for mobile
always test on mobile
Hello guys, Does anyone know how to start with "AR coloring book" please someone help me I want to learn this as soon as possible... just give me the starting point and I will go on like a rocket
Is that an Asset from the store?
@keen forum no its the concept ... here is a link
https://www.youtube.com/watch?v=HmokjBqntcI
download their plugin?
yes and I found nothing
Hey @weak walrus here’s a suggested video that popped up when I clicked on the link. Uses 3D Studio Max & Vuforia. https://youtu.be/32lQxcIjxMU
this is a tutorial to make a coloring page using unity3d, vuforia and Region capture package.
This video is divided into separate parts:
- making an image of your model https://youtu.be/32lQxcIjxMU?t=5
- making a new model based on your new image https://youtu.be/32lQxcIjxMU...
There’s an app called Quiver that also uses AR coloring. Really cool stuff.
Never used. It says it all in the description. Plus, The project uses the EasyAR authorized SDK and Cloud Recognize Service, so your business project needs to go to EasyAR official website to subscribe to related services.
hi i am total noob regarding ar.
this month i want to dedicate to learn AR fondation
is der a good tutorial that teaches from basics?
@shrewd rivet I always recommend starting with the documentation. https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@3.0/manual/index.html#samples There's some general info about how AR Foundation works and the basic setup https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@3.0/manual/index.html#basic-setup
From there the samples https://github.com/Unity-Technologies/arfoundation-samples and demos https://github.com/Unity-Technologies/arfoundation-demos repo's are good for understanding how to setup and get different features working. In general I think picking a small scope project that you think works well in AR will be a good motivating factor is solving and understanding the challenges of AR and AR Foundation.
Personally I learn best from seeing different examples and breaking down how they work and are setup. The samples repo is perfect for that, I know that's not always the case for everyone but hope this info helps a bit.
This may sound insanely dumb but is it possible to deploy a unity build to the HoloLens from a Raspberri Pi? o.o
Hum, well the HoloLens is running Windows, so it should be doable...
I've found resources of people getting the HoloLens and Pi to work together
It seems to be that as long as they're on the same network, you can do it
Hello dear people! maybe someone had this issue already? So, with the image tracker, you can see that the 3D Object map doesn't really match the real map, it slides a little bit with the movement of the camera, how can I fix this? and second: I turned off the NavMesh because it was not working with the AR, all the animals where appearing on front of the camera as soon as I turned on the App. I heard I can fix this with "runtime" on the NavMesh, generating it first when the App runs, but how do I do this?
@vale lily It's a bit hard to see the image being off but I think I can notice it around the edges. Are you using AR Foundation and image tracking enabled through that? In general the accuracy of image tracking is going to be based on your marker, how it scores / is rated with unique features and ability to be detected by the computer vision. For runtime NavMesh you'll want to use the NavMeshComponents project available here https://github.com/Unity-Technologies/NavMeshComponents it looks like there's a tutorial for setting it up here which might be a good start https://learn.unity.com/tutorial/5c515372edbc2a002069505f
High Level API Components for Runtime NavMesh Building - Unity-Technologies/NavMeshComponents
UNVIRSAL RP + vuforia unity 2019.4 getting black sceen from camera
google doesnt really solve the problem, there is nice ideas there but most of them are old and not working
@cunning roost I'm not sure on the support for that, a black screen would typically mean the shader for rendering the camera view is not supported in URP or not properly configured. Does Vuforia link into AR Foundation at all or is it completely separate? There are some extra steps for configuring URP and AR Foundation with the render pipeline asset.
separate
everything work but the camera feedback
most of the project is built over vufria and have a part without the camera, now there is a small feature needing the camera
so moving to arcore\ foundation is the last option i want to take
there's a Rendering feature for the URP pipeline with ARF called ARBackgroundRenderer feature
that seems to be the thing, got me too
not sure if it's needed for vuforia
its need the AR FOUNDATION that my main problem , how it will bheave with vuforia ?
@viral mural it doesnt let me have the second option "ar background" in renderer feature
yeah I think that comes from the AR Foundation package
i added the ar doundation to the project
and tried the thing you sent, i cant find the feature when i press add renderer feature
i was on foundition 2.1 not 4.2 , i update it and now i found this AR feature in the render features, but how do i render the back ground of the camera with ARfoundition?>
@viral mural can i just get the background from the ar foundition?
I believe this ties into the ARBackgroundRenderer feature:
TLDR; put it on your camera, doc link has more instructions.
and as with anything ARFoundation related, you'll need an ARSession in your scene
well i am giving the camera a texture so i can past it on my game camera plane
cuz the game is using targets and have stuff into it, the background camera is just a small part of the project ^^"
i hope it will work doing a build,
arfoundition not working with webcamera on the pc right?
not sure about PC + webcam
Yeah, can anyone help me in this error? I'm stuck with this error for a long time and I kinda needed a solution for this. I built the AR using AR Foundation with Image tracking, to which after I have built the game, once I went to the scene that involves AR, the App just crashes. This is the report that came after the crash. Is there a way to fix this kind of issue?
From what I have been discussed, it came from the library itself, stating that its performing a null exception specifically at the Image Target library. And after that, I don't know anything else. The setup was simple, which just involved a single Tracked Image Targeter on top of the usual things to run AR.
Any help is appreciated, and thanks in advance.
A logical question: i want that objects will be seen in AR in the moment I open the app. Does using a firebase datatbase and instating every peace of data from there through a loop is the right solution?(this is what i am currently doing)
@jagged patio thank you for your answer, I will try this and then can say more, if it worked at all. About the marker, I need a little bit of help on that, where is that marker? how can I change it?
@shrewd rivet that's from the SDK and device itself, those should merge into one larger plane over time.
@vale lily the marker should be part of an reference image library. For scoring it you'll need to open the build project in XCode and inspect the image library there. For Android you can use the standalone ARCore SDK that scores images in the editor
thanks @jagged patio
can we do facial capture on android? I see all example using teh iOS AR
yes, ARCore supports face tracking. https://developers.google.com/ar/develop/java/augmented-faces and there's a scene in arfoundation samples that shows off it's implementation https://github.com/Unity-Technologies/arfoundation-samples/blob/4.0/Assets/Scenes/FaceTracking/ARCoreFaceRegions.unity
cool 😮
@jagged patio ARSubsystems changelog mentions to "consult the docs for the change from XRCameraImage to XRCpuImage." The link / info mentioned in the Changelog doesn't exist at all: https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@4.0/manual/migration-guide-3.html#xrcameraimage-is-now-xrcpuimage
Any hint on where to find that info?
@severe spear what version of AR Foundation? it's been cut and then re-added for some versions just because of release times and other restrictions
4.0.2, which has been released a couple of days and is already the default for arfoundation-samples now.
Without docs unfortunately
the 4.0.2 Changelog.md contains above link and says to consult that for what needs to be changed in client projects
this is outdated and incorrect
that image is from the 4.0.1 Changelog (from May 29) - it's not called XRCameraImage anymore it seems?
let me give it a quick look. But yeah might be in flux in 4.0 depending on which preview version you're on.