#🤯┃augmented-reality

1 messages · Page 9 of 1

wide steeple
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There's also a native hand tracking library from Google, which is free but isn't wrapped in Unity plugin

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@tame drift

tame drift
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hmmm probably will look into that

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ty for mentioning it !

solemn oasis
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@marble fossil I fear it won't be accurate enough but it depends on the desired animation framerate and use.

marble fossil
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@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 🙂

solemn oasis
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@marble fossil Yes but I would look into Mocap Assets because recording in realtime and translating to a humanoid rig might not integrate well.

marble fossil
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@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 🙂

hybrid perch
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Just strap another iPhone in front of their face for that

jagged patio
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@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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hybrid perch
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I was just gonna link that!! Awesome work Dan

slow dragon
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pretty impressed with those results from ARKit!

jade barn
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Can anyone help me with the current situation of the Unity XR Framework?

hearty trench
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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.

glossy geode
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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?

steel sorrel
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anybody familiar with vuforia ground plane detection that can help me with a few questions ? PM if so please, thank you in advance

fair estuary
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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)

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The reason I don't want to use those full AR solutions is that I'm intending to build the app using AR Foundation

fossil flower
halcyon saffron
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@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".

mighty glen
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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 😄

halcyon saffron
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ok 👍

fossil flower
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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.

atomic badge
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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.

solemn oasis
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Yeah AR is not a nice field to learn. It boils down to testing, building and then not being able to debug builds well

harsh moat
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hi

solemn oasis
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hey what's up?

tame drift
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Soo...if my android phone doesn't support ARcore...means that I can't really create AR apps ?

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The only other thing I have is a pc usb camera, can I use this ?

floral summit
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@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.

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If you think about it, Iron Mans helmet display is AR, but uses no depth

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From there, its just about what you want to actually achieve

wide steeple
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@tame drift you can use easyar, 8thwall or AR.js instead

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Also Vuforia

hybrid perch
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Yes Vuforia works with a webcam. They also have a list of compatible devices on their website if you wanna do plane tracking

tame drift
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I need to look all the suggestions you provided. Thank you !

frozen basin
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Is there any alternative for XR Remoting

main kayak
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is it possible to use Unity XR features on android devices that aren't supported by ARCore?

hearty trench
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Is there a recommendation for tracking objects from a webcam or kinect? I could do color or I could add an IR led

harsh moat
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hello

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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

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i do apoligize for the noob question, im quite new to this

strange summit
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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

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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

half basin
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Is there any good asset for showing a 3D text for AR without actually having to manually model the text?

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but then the crash dummy factory has a fire

wide steeple
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@half basin TextMeshPro

half basin
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@wide steeple Does TMP have a 3d option though?

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It doesnt have the depth of a 3d model though

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like umm ill show you what i mean

wide steeple
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@half basin oh, sorry then!

half basin
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No problem, should have explained more in detail 🙂

hybrid perch
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There must be an asset for that on the asset store

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Are you using URP/LWRP @strange summit?

half basin
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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

atomic badge
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@half basin you might just want to make a custom dictionary where each element object contains an image and a string associated with it

kind gazelle
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Does anyone know how I can get access to the Hololens without being broke? It’s for a hackathon 😂

half basin
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@kind gazelle you can try rent it maybe?

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@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?

hybrid perch
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Yes, we do that at work

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Well we have a single referenceImageLibrary. Then we check the name of the trackedImage when it is tracked

gritty sleet
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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.

wide steeple
harsh moat
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hello just a noob question here, is there a way you can test the ARToolKit live while developing

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in my android phone

wide steeple
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@harsh moat Artoolkit or ARKit?

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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
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Artoolkit for android

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Ok ill try that tonight

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Thanks

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Is this hard to setup

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?

wide steeple
uneven hollow
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Hey guys !

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I just finished my past project for a client that was a VR game and now i'm starting a new one in AR

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I would like to know if you have some good and interesting post of how to get started with AR With 2019.3

wide steeple
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@uneven hollow you can check out normcore.io samples - they have some ARFoundation stuff

uneven hollow
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i'm not asking for a middleware service @wide steeple 😉

wide steeple
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@uneven hollow I'm not suggesting you any middleware 😉

uneven hollow
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of course you are not

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this isn't a middleware at all

wide steeple
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@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

uneven hollow
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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

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+i wasn't asking how to instal AR foundations or any of this

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let me quote

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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

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is this a good and interesting post of how to get started with AR in 2019.3 ?

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the answer is

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NO

wide steeple
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@uneven hollow OK, good luck bro

uneven hollow
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So please when people ask question be revelant

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or don't answer if you don't have the "Answer"

uneven hollow
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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

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?

atomic badge
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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)

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Lemme try and find

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Different discord server, but I got there!

uneven hollow
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this is not related @atomic badge out of subject isaid "Mobile gestures" not "hand gestures"

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thx anyway but it's not helping

atomic badge
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o, didn't know there's a difference e.e

uneven hollow
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Mobile gestures are performes on the screen of the smartphone

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and hand are performed in front of camera

wooden atlas
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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?

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NotImplementedException: The method or operation is not implemented.
AndroidUltimatePluginController.GetInstance () (at Assets/Scripts/SnapshotShare.cs:96)
SnapshotShare.Start () (at Assets/Scripts/SnapshotShare.cs:20)

hybrid perch
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Seems strange for a shipped plugin, sounds like it’s easy to fix though. Have you looked at the line in question?

wooden atlas
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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 ()
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This is the beginning code

hybrid perch
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The getinstance function

wooden atlas
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yes...?

hybrid perch
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Can you paste that? Line 96

wooden atlas
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ok let me paste that rest

hybrid perch
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It’s not in that script but in AndroidUltimatePluginController

wooden atlas
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I cant find the AndroidPluginController

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WHat is it supposed be? like another script or folder?

hybrid perch
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Yes

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Are you in visual studio?

wooden atlas
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I am now yes

hybrid perch
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Ctrl + Right click on getinstance our line 20

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Sorry, control left click

wooden atlas
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ctrl left click doesnt do anything

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Sorry Ole can i Just add something

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it gave me possible fixes

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and this code it put in at the bottom

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internal class AndroidUltimatePluginController
{
internal static AndroidUltimatePluginController GetInstance()
{
throw new NotImplementedException();
}

internal void ShareImage(string v1, string v2, string path)
{
    throw new NotImplementedException();
}

}

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well the last one was for n different line

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but it created an interal class

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internal

hybrid perch
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That won’t work

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You need to open the class with the error

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You can also right click on the function and choose go to definition

wooden atlas
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"Cannot navigate to the symbol inder the caret:

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under*

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when I say go top definition

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to*

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cant u share files here?

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Maybe I can show you the script?

hybrid perch
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Look for a thread for the plugin on the forum

wooden atlas
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I did.

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I checked on vuforia aswell

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but it's n plugin i bought for $14 so don't kow if there would be specific information on the actual plugin

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alot of people i read tried different version of unity and for some it worked

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others reimported the plugin

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i tried these but no luck

hybrid perch
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Ask in general code instead since it’s not an AR specific question

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Maybe someone else has experience with it

wooden atlas
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beret?

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is it n unity discord channel?

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o general code

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cool thanks Ole i\ll have a chat there

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appreciate the time

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👍

wary fiber
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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 ?

ionic hull
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looks like screen burn-in almost. that's a hardware issue

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do screenshots from that device look like that on other devices?

next elm
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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!

hybrid perch
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What iPad are you running it on?

next elm
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@hybrid perch I messed up quality settings so I had to rebuild the project again. Sorry to bother, I was in panic mode 😄

hybrid perch
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Is it working now then?

sonic ivy
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@next elm been there 😉

next elm
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@hybrid perch yes! 🙂 everything is working now

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@sonic ivy that was stressfull! One hour to deadline and this stuff happened 😄

grim wagon
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Hi everyone, I am working with unity and Vuforia. Do you know good tutorial for Vuforia or similar. Tnx and all best 😄

round pecan
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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.

dull swallow
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Anyone around right now?

wide steeple
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@dull swallow don't ask to ask, just ask

dull swallow
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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?

wide steeple
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@dull swallow not native as in goes as a separate asset package?

dull swallow
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In the 2018 version you can download it as part of Unity, in 2019 you have to import it as an asset.

wide steeple
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Ah, so the API broken/incompatible now?

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Maybe worth asking on Vuforia forums if so

dull swallow
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From what it looks like I have to rebuild :/

uneven hollow
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Hello guys !

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I've just set a new project on Unity 2019.3 with AR fundation

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and i don't get why my camera is not displaying

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it's just a black screen

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so if anyone have an idea

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would be of a great help !

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btw i'm using LWRP

deep wind
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I'm new here! And I'm kinda a XR developer now

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this discord has an insane amount of info in it, wish I knew about this earlier

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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"

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I have no idea what I should be looking into for this! So I've just been looking into DOTS and ECS

harsh moat
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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

▶ Play video
fossil flower
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@harsh moat Please don't multi-post and keep to related channels.

harsh moat
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i do apologise, im must in a tight spot and ive asked at least 3 times in the last 30 mins

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with no reply

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and yea im pretty desperate at this point

fossil flower
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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...

harsh moat
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ive been using the search engine for long time and cant seem to find anything

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even unity forums

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but its ok

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could you help me @fossil flower ?

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fair enough

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thanks

uneven hollow
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Anyone managed to make URP and Ar fundation to work together around ?

hybrid perch
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Did you look at the links I gave you?

next elm
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Ahoj, Unity gurus! 🙂 I am trying to track a 3D object with AR Foundation. But I cant see the AR Tracked Object Manager anywhere.

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Ah it looks like I needed to download the most recent preview packages of AR Foundation 🙂

misty berry
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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?

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Currently I'm just looking at the Cloud Anchors example scene in the ARCore SDK

uneven hollow
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Hello guys !

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I have a question

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I'm having some troubles

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i'm having troubles on object movement

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i'll send 2 scheme to ilustrate it

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when i move my object

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i place it onto the plan

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with my ar raycast hit

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pretty simple

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the probleme is when i touch my object without touching the plan Schem 1

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i can't move it

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anyone have an idea how to handle this efficient way ?

blazing cipher
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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/

uneven hollow
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@blazing cipher you obv don't have the latest package

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i'm working with URP and ar fundation

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this is the versions of package u should get

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i'm with 2019.3.0F6

blazing cipher
uneven hollow
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anyone can help me on my problem ?

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^ discribed upper

uneven hollow
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so the problem is still the same

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didn't changed anything

supple thistle
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That's surprising. Are you sure arCamera is what you think it is?

uneven hollow
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y

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actually

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when i move the object

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and drag it

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to make it forward

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it goes on forwards to it's local roration

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and not taking my camera rotation

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so didn't changed

supple thistle
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I missed that you were setting the x and z directly.

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It would be better to just create the movement vector you want and then add it to the position.

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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?

uneven hollow
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when i swipe up

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the object should move on the forward axis of the camera

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if it's swipe down

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closer to camera

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i mean

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not really

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but it's a drag feature

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it works

supple thistle
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I think I understand.

uneven hollow
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but only if my camera don't move

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once i move my camera

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it's fucked

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because the world orientation is not the same anymore

supple thistle
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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

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There's a slight problem with this, in that the drag speed will be slower the greater the angle of view is.

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I edited the snippet to fix that.

uneven hollow
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wait

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let me check

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it's working at half

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because if i put my phone in landscape

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it change

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up become right etc

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so it's not working perfectly

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@supple thistle

supple thistle
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Then you need to use a different rotation when in landscape.

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I'm sure you can figure that one out yourself.

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Use cameraTransform.forward when in portrait mode, or cameraTransform.up when in landscape mode.

uneven hollow
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on the x

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wtf ? my messages got deleted

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Vector3.Cross(m_forwardDir, Vector3.up) * -1;

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this will do it i thinjk

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no it doesn't work 😦

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@supple thistle any idea ?

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how to take in count the rotation of the phone too ?

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for the right vector

supple thistle
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Both vectors have be modified.

uneven hollow
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but when i turn my camera

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it's not working

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anymore

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everything is inversed

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or

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quarter modified

supple thistle
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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.

uneven hollow
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look at this

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                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;

supple thistle
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Code needs to be in a code block

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Where is the rotation of the phone in this code?

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How do you expect it to take the phone's rotation into account if you're not reading it anywhere

uneven hollow
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it's not really rotation of the phone

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but of the camera

wary fiber
#

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..

next elm
#

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?

steep cosmos
#

Hello. I am new but really exited to learn this. I am wondering what Sdk is better? Vuforia or Google AR foundation

steep cosmos
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or wikitude?

next elm
main kayak
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I'm working on a mobile AR app (ARCore) and have run into an issue

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whenever I press on UI there are ARRaycasts that get registered, causing unintended interactions

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any way to avoid raycasting when UI is pressed? I tried the EventSystem method recommended on forums but no success there

hybrid perch
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I've had the same issue @main kayak. Is it EventSystem.IsPointerOverGameObject you tried?

main kayak
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Yep

hybrid perch
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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

main kayak
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yeah, that could work, feels kinda hacky for what I feel is quite a common scenario though

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maybe there's some tutorial that addresses it

hybrid perch
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I'll let you know if I see one

next elm
#

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?

hybrid perch
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This is no different than triggering an event in a regular prefab

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Have an event that is triggered by your button, and make the prefab listen for that event when you spawn it

blazing cipher
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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?

next elm
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@hybrid perch Thank you very much, I will look into it 🙂

modern sparrow
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Any ideas how this works? Is it AR, is it a movie with alpha?

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They use gopro and PC to run it

hybrid perch
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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

harsh moat
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hi

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i hope everyone is well today,

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i was wondering if anyone could help me with some error that pop up in the unity console

formal herald
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@harsh moat you seem to have 2 different packages doing XR

harsh moat
#

oh

formal herald
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ARCore is built-in, and arcore XR you ve included yourself

harsh moat
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thanks man ❤️

formal herald
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np

harsh moat
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i was following a tutorial

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lol

empty shore
hybrid perch
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There’s a thread on the forum about this @empty shore but I don’t know how up to date it is

empty shore
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@hybrid perch It might be one I've already looked at - would you mind linking it for me?

hybrid perch
empty shore
#

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).

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Really I'm asking here because I couldn't find anything else via google searching - it's always my first go-to. 🙃

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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.

main kayak
#

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

fierce nova
#

Guys, Does anybody know how to use our phone camera for Vuforia

#

While Previewing in Unity

sonic ivy
#

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

fierce nova
#

Okay

hybrid perch
#

You can bypass that by downloading an app on your android phone to use it as a webcam

fierce nova
#

@hybrid perch , I tried Droid cam and it is being listed but it showing a message that no profile found

hybrid perch
#

I don't know then, I've done it before and used the camera app to test it

charred jay
#

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

half basin
#

Hi, is it possible to open up a keyboard while on an AR scene on mobile?

hybrid perch
#

Yes, the same way as in any other app @half basin

bronze mason
#

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.

next elm
hybrid perch
next elm
hybrid perch
#

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

next elm
hybrid perch
#

I mean it might, but that's not a guarantee it will track nicely... There really should be more feature points either way

next elm
#

Thank you @hybrid perch. I am on it! :]

glossy abyss
#

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

hybrid perch
#

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

barren mirage
#

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.

glossy abyss
#

thanks @hybrid perch !

blazing cipher
#

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?

wide steeple
#

@blazing cipher you may need to raycast from camera towards the tap point and check collision with the plane

blazing cipher
#

I think there is something that I can do with ARRaycastManager and ARRaycastHit. Just not being able to figure out though.

wide steeple
#

Ah, right, maybe ARFoundation has some wrappers for that

#

@blazing cipher not sure if this helps or not

blazing cipher
#

This seems helpful. I will see if I can use this and come up with a solution tomorrow. Thanks for the help :)

glossy abyss
#

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?

wide steeple
#

@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

glossy abyss
#

@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

hybrid perch
#

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

wide steeple
#

@glossy abyss well you could achieve something like that using 6d.ai. It would require a prescan of your area first.

glossy abyss
#

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.

vernal prism
#

Has anyone here worked with EasyAR sdk?

vernal prism
#

https://www.easyar.com/ This one. I have some small issues that I'm not able to work with in the documentation

strange summit
#

hi is anyone here familiar with 6d.ai?

merry fossil
#

Got an AR supported device and trying to figure out how to check support in script

#

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

merry fossil
#

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

uneven hollow
#

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

jagged patio
#

@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.

Gist

Shadows on transparent geometry shader for Unity. GitHub Gist: instantly share code, notes, and snippets.

uneven hollow
#

I'm using URP

#

@jagged patio

jagged patio
#

then you'll need to work on your own solution but the idea is the same. Create a transparent shader that can render shadows.

covert ether
#

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

merry fossil
#

made a script 2day for rapid testing samples scenes from a repo

viscid lynx
#

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;
balmy grail
#

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`

merry fossil
#

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 ?

silent dune
#

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?

hybrid perch
#

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

main kayak
#

just download the sample project from the unity github

#

and study their code

#

it'll make sense

silent dune
#

thanks very much for the tips

#

also can AR be used with 2D stuff right now

#

or is it strictly 3D territory?

hybrid perch
#

What do you imagine a 2D AR game to be like?

silent dune
#

no idea

hybrid perch
#

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 😄

silent dune
#

just wondering if 2D is even possible

#

as I have little experience with 3D

hybrid perch
#

It's definitely possible, you could play mario on the table in front of you

silent dune
#

well that's one application

balmy grail
#

@merry fossil no, sample project with only ARFoundation and a very simple scene.

merry fossil
#

@balmy grail
did u use the same unity version

#

as provided in the sample project , or did you upgrade / downgrade to a diff version ?

balmy grail
#

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

strange summit
#

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

next elm
#

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.

strange summit
#

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. . .

remote coral
#

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)?

strange summit
#

@remote coral hey man have you tried the body occlusion feature of ar kit?

remote coral
#

I've messed with some of the occlusion stuff. What device are you trying it on?

strange summit
#

iphone x

#

I dont know if its working or not

remote coral
#

I don't believe it works on less than iphone 11

strange summit
#

I followed some tutorials and it just said that I just needed to add the occlusion script on the camera

remote coral
#

"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)."

strange summit
#

jesus for real? coz the guy from the tutorial said that it worked on his iphone X

#

fuck

remote coral
#

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

strange summit
#

sorry about the cussing got damn. . . I've been tinkering on this all week. . .

remote coral
#

Yeah. Programming, my friend. ¯_(ツ)_/¯

strange summit
#

I sent a project to an offshore client of mind with the people occlusion demo and it didnt work on his iphone 11

remote coral
#

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

next elm
#

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.

hybrid perch
#

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

next elm
#

@hybrid perch Thank you! Very helpful informations. I will check it out. 🙂

nimble fossil
#

One quick question. Is vuforia still the way to go for AR?

hybrid perch
#

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

nimble fossil
#

Thx for that suggestion @hybrid perch

limpid vessel
#

Is there any possiblities to scan a whole monument (3D) and Augmented content over/near it EFFECTIVELY?

nimble fossil
#

Like display.land?

golden escarp
#

doese anyone have a sample or docs regarding ar remote?

#

cant find any recent stuff about it

hybrid perch
#

AR Remote is on hold while waiting for MARS @golden escarp

golden escarp
#

dang it

#

but mars is out know isnt it?

#

and would mars have any option to do what ar remote did?

hybrid perch
#

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

golden escarp
#

do you have experience with the ar foundation?

hybrid perch
#

Yes

golden escarp
#

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.

hybrid perch
#

I haven't tried, but should be possible

golden escarp
#

its been a long time since i worked on unity

hybrid perch
#

There' s a lot happening with AR Foundation all the time as well, so you might wanna look through the example repo

golden escarp
#

yeah im on it right know

#

im checking the arcameramaneger.cs

jagged patio
#

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

Use the AR Foundation Demos — Onboarding UX from Unity Technologies for your next project. Find this & other useful Templates on the Unity Asset Store.

Use the AR Foundation Demos — Image Tracking 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.

strong wigeon
#

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?

hybrid perch
#

Amazing @jagged patio, I can’t wait to look at this tomorrow :)

golden escarp
#

anyone used urp with arfoundation?

dense sonnet
#

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.

grand tangle
#

anyone used urp with arfoundation?
@golden escarp works, but only with the latest pre-release versions of the packages

tight plinth
#

something I made with ARkit

queen phoenix
#

Hello everyone , is it possible to achieve face to face multiplayer AR with ARFoundation (for androids) without using Reference Points?

golden escarp
#

@grand tangle used it, don’t get why it’s such a big deal

grand tangle
#

@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

queen phoenix
#

@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?

grand tangle
#

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..

queen phoenix
#

Wow, thats means the world for me, thanks for the advice

#

yy i noticed that they changed cloud anchors

#

to reference points

grand tangle
#

ah, ok. haven't heard yet

queen phoenix
#

u were talking about cloudAnchors tho, right?

grand tangle
#

More about anchors in general. But yes, including cloud anchors 😁

queen phoenix
#

Aha, gonna read more then in order to find out what is going on there

#

thanks tho 🙂

merry fossil
tight plinth
#

anyone knows how to make the shadow of the model more realistic?

#

and how to avoid the drifting foot...

fresh basalt
#

@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

lime turret
#

hi guys what is this problem ?

#

im newbie in AR

lime turret
#

i'm build apk but my camera didn't open

grand tangle
#

@lime turret That's not where you setup your camera stream. What SDKs do you use?

sonic ivy
#

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
#

@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.

grand tangle
#

@lime turret what SDKs are you using for AR? ArCore? ArFoundation?

lime turret
#

@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

grand tangle
lime turret
#

thank you i try again. thanks for helping

finite rose
#

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

hybrid perch
fringe zephyr
#

k

jade pewter
#

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

potent field
#

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

finite rose
#

yea i would just use the ar raycast manager to place a really huge plane mesh first and then just raycast against that

potent field
#

but raycast with physics.raycast or plane.raycast, I don't know I guess I am getting so confused :C

#

?

finite rose
#

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

potent field
#

@finite rose thank u I am gonna see that, I am just learning so sometimes I get confused with all the stuff

potent field
#

Someone knows how to get the Y position of a ARPlane tracked? 😭

jagged patio
#

@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
#

@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.

grand tangle
#

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

golden escarp
#

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 ?

glass gull
#

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.

shrewd holly
#

Does anyone know a good tutorial on using index headset to do AR with steamVR plugin in Unity?

copper warren
#

@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.

crisp python
#

Hi, does any know how to fake android device connection? I want to build .apk but unity asks for connected android device.

hybrid perch
#

You gotta use ‘build’ instead of ‘build and run’ @crisp python

golden escarp
#

could anyone create a texture for the face mesh from ar foundation, would show my appriciation with some $ 😄

unique sorrel
#

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?

sonic ivy
odd valley
#

Hi , I want to ask about ar foundation? can i have multiple models in image tracking ar foundation?

frozen basin
#

Do we have 3d object tracking in ar foundataion

vernal wing
#

Actually Pokémon go is AR

past prism
#

@vernal wing really?! No way!

keen rampart
#

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

hybrid perch
#

@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

keen rampart
#

No, you just pop the phone into a slot and then it should work

#

Oh and i just realized

vernal wing
#

@past prism yo momma so virtual she can’t die in Superhot VR

wanton turtle
#

Lol

merry fossil
#

can ARFoundation detect markers ?

hybrid perch
#

yes @merry fossil

#

it's in the samples

merry fossil
#

@hybrid perch can't find it , mind sharing the link to the script / scene file ?

hybrid perch
merry fossil
#

that's PNG image tracking

#

i was wondering if something like marker based input is available

#

from the link* above

hybrid perch
#

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?

toxic arrow
#

Hi Guys,
I'm trying to find if AR Foundation does have an event that is raised when the session tracking is lost/relocalized ?

short wolf
half basin
toxic arrow
#

@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..

queen phoenix
#

@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

grand tangle
#

@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.

queen phoenix
#

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

merry fossil
#

not sure if that will work for android tho

nimble fossil
#

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?

queen phoenix
#

@merry fossil Hey there, as far as i know thats for Arkit :/

harsh moat
#

hi

hybrid perch
finite rose
#

interesting...

#

for location-specific experiences

golden escarp
#

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

short wolf
#

@golden escarp You can have ambient light to brightn up your shadows in your scene or have the material be emmisive

golden escarp
#

@short wolf thank you vitamalz 😂 I will try it out

half basin
#

is there any good web AR that does ground placement?

marble cloak
#

Would anyone like to cooperate on a project?
I want to create an AR Coronavirus Game. My ideas are litty.

tame drift
#

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.

hybrid perch
tame drift
#

thank you !

#

Maybe I will root my phone and check AR core this way

half basin
cosmic stump
hybrid perch
#

Is it a project north star headset?

cosmic stump
#

Yes @hybrid perch

hybrid perch
#

Cool :) Seems fun to play with

cosmic stump
#

Yes . You can build this on your the way I did

#

It’s easy

hybrid perch
#

Hand tracking on Oculus Quest is where I'm at now 😄

cosmic stump
#

Oki . Did you tried leap motion?

hybrid perch
#

Yes! It was really fun

cosmic stump
#

I didn’t tried oculus but hand tracking of leap is awesome

#

Does quest has an AR mode?

hybrid perch
#

Not at this point, the cameras are greyscale so I'm not sure how well it would work

cosmic stump
#

Ok

eternal notch
#

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

soft nebula
#

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

finite rose
#

@soft nebula what do you mean by object cycling?

soft nebula
#

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

finite rose
#

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;

soft nebula
#

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

finite rose
#

i don't know Vuforia. you'd want to have that stuff in a function that gets called when you receive a touch.

soft nebula
#

i see

short wolf
#

@eternal notch If you like to do AR on ios / andorid Take a look At arfoundation, its cross platform AR tookit from unity

soft nebula
#

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 ?

odd valley
#

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?

hybrid perch
#

Does the text display correctly?

#

You haven't specified how it's not working¨

odd valley
#

Does the text display correctly?
@hybrid perch yes it display correctly. i will attached to you the video. Sorry sir.

hybrid perch
#

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 :)

odd valley
#

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

hybrid perch
odd valley
#

@hybrid perch woww interesting. i will take a look and try it. Thank you Sir

vocal bluff
#

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? 😄

fresh basalt
#

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

finite rose
#

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?

fresh basalt
#

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

finite rose
#

oh interesting, but that kinda makes sense.

wanton turtle
#

@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

vocal bluff
#

@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?

wanton turtle
#

@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

vocal bluff
#

@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.

wanton turtle
#

I'll ask about SteamVR, VRTK, ARCore and ARkit. But as long as they know any of them it's OK with mr

vocal bluff
#

Does releasing something to something like SideQuest or something like that count?

wanton turtle
#

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

vocal bluff
#

Ahhh...totally get that.

wanton turtle
#

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

vocal bluff
#

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.

wanton turtle
#

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

vocal bluff
#

That is how I feel in my classes every year. 😄

#

But I get to hire all of them.

#

Every year.

wanton turtle
vocal bluff
#

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.

wanton turtle
#

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

vocal bluff
#

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.

wanton turtle
#

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

vocal bluff
#

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.

wanton turtle
#

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

vocal bluff
#

Thanks boss. 🙂

marsh ibex
#

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~

fiery stone
#

@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?

marsh ibex
#

yes

#

so i want 'a' object place only in horizontal, and 'b' object place only in vertical

fiery stone
#

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

marsh ibex
#

thank you

#

i will try re read documentation again

fiery stone
#

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

marsh ibex
#

nice

#

ill try that later i guess xD

#

need to understand that first

fiery stone
#

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

marsh ibex
#

im indonesian

#

well, thank you if you do that 🙂

fiery stone
#

Kembali!

marsh ibex
#

want to modify the marker so it can placed vertically

fiery stone
#

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?

marsh ibex
#

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

fiery stone
#

So you will need to Sorry, got busy. I'll respond in a minute

marsh ibex
#

its okay, its like 2 AM in here, ill probably go to sleep soon xD

gentle cypress
#

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

marsh ibex
#

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

steep cosmos
#

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

eager sandal
#

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 🙂

glossy willow
#

Have you any background in unity?

#

or is it starting from scratch?

eager sandal
#

I know bit of unity, not very advanced

#

I am working on it since this lockdown thing happened :p

glossy willow
#

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...

▶ Play video
eager sandal
#

Thanks, buddy !

glossy willow
#

no worries man, happy to help

eager sandal
#

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

regal seal
#

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

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?

regal seal
#

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

eager sandal
#

I want to know how to get it working in 2019 version

#

And yes i do have hub, @regal seal

hybrid perch
#

uncheck "AR Core supported" in the settings

#

it's not necessary

eager sandal
#

@hybrid perch yeah it worked, but how do I test it?

eager sandal
#

It built without any errors but when I open the app in my android device

#

its not working

#

I mean that cube must be augmented in environment that camera fetches, not just black right?

hybrid perch
#

Do you get your camera feed?

eager sandal
#

no

#

how to get it, @hybrid perch ?

unique gale
#

is there any source code for a simple paint app with ar foundation?

analog pine
#

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 ?

slow terrace
#

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?

steep cosmos
#

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.

hybrid perch
#

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

cold thunder
hard plank
#

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

hard plank
#

Yay its out!

finite rose
opaque sage
hybrid perch
#

I can’t wait to sit down properly with this @opaque sage :)

obtuse star
#
obtuse star
#

I don't do any AR any more, so lmk if you want anything pinned/changed 👍 (ping me as I have the channel muted)

hybrid perch
#

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

vale lily
#

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

hybrid perch
#

Have you tried the same image without the transparent background?

steep cosmos
#

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.

vale lily
#

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

steep cosmos
#

I hope this will be the last stop for AR. I am exhausted trying to find "the right ar library" 🙂

finite rose
#

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

steep cosmos
#

I solved. arfoundation and arcore versions mush have been matched.

steep cosmos
#

By the way, I could not find Scripting API of mars.

#

How can we send a raycast or trackables things?

vital summit
#

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

quartz lichen
#

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?

void trellis
#

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

hallow idol
#

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

analog stirrup
#

@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.

quartz lichen
#

@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.

modern sparrow
#

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

jagged patio
#

@modern sparrow yeah that is possible. You can add both Managers and they will work independently.

modern sparrow
#

Awesome, thank you! 🙂

jagged patio
#

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).

cinder fiber
#

Hello collegues! I have a question. Unity - AR Foundation - Image Target - how to detect if i am lost tracking Image - Target ?

jagged patio
#

@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.

cinder fiber
#

@jagged patio Thanks man. I will look forward in it. Many thanks.

languid aspen
#

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

jagged patio
#

@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?

languid aspen
#

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

wooden geyser
#

I have a problem who can help me

jagged patio
#

glad to hear you got it fixed jj_happy

languid aspen
#

bro u dont no how stressed i got when this happened, i literally have this due for a hackathon in 5hrs

#

@wooden geyser maybe?

wooden geyser
#

When I exit from the project and enter again it does not work
And this problem is in all the projects he created

jagged patio
#

@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?

wooden geyser
#

When I create a project, exit it, and log in again, I cannot log in

jagged patio
#

what does it say when you log in?

wooden geyser
#

take

#

@jagged patio

jagged patio
#

what happens when you hit dismiss? that toast message can hide other messages under it.

wooden geyser
#

When I click Dismiss it disappears and nothing happens

#

@jagged patio

languid aspen
#

have u tried reinstalling unity hub

jagged patio
#

also make sure you fully close the hub (from the task bar) the default behavior is to have it run in the background.

wooden geyser
#

No @languid aspen

#

I restarted the pc and it didn't work

jagged patio
#

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

eager orbit
#

Is there any ETA for when AR Foundation will have Remoting and Simulation?

jagged patio
#

@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.

short wolf
dark frost
#

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 ?

jagged patio
#

@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?

dark frost
#

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

jagged patio
#

I see, you can stop plane finding by disabling the PlaneManager, what device are you running on?

dark frost
#

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.

dark frost
#

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,..)

jagged patio
#

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.

proper cedar
#

Hello. I'm new. I didn't understand this error message. What should I do? 😕

jagged patio
#

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.

  1. use AR Foundation instead of standalone ARCore SDK unless there is a specific feature only enabled in ARCore standalone SDK you need.
  2. 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
proper cedar
#

Thank you ❤️

hard plank
#

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?

unique gale
#

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?

jagged patio
#

@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.

unique gale
#

@jagged patio but i want that object stay where i put it after loading the application second time

jagged patio
#

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.

unique gale
jagged patio
#

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.

unique gale
#

i will check that out thanks alot

hard plank
#

@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.

keen bobcat
#

Extremely noob here, for AR projects, should I learn the HDRP or URP pipeline?

finite rose
#

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.

keen bobcat
#

I see, thank you!

cinder fiber
#

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)

finite rose
#

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

cinder fiber
#

@finite rose yea but how i can achieve this? where I am not detect it?

finite rose
#

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

cinder fiber
#

And this frustrating - when first time trying to track image-target I get like 3-6 times Limited before my image get tracked....

cinder fiber
#

foreach (ARTrackedImage trackedImage in eventArgs.removed) = when eventArgs.removed happens? btw

sly glacier
#

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..

jagged patio
#

@cinder fiber try checking out this method for managing the lifecycle / state of tracking images.

https://github.com/Unity-Technologies/arfoundation-demos/blob/master/Assets/ImageTracking/Scripts/ImageTrackingObjectManager.cs#L103-L163

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

cinder fiber
#

@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.

jagged patio
#

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.

cinder fiber
#

yea,

#

and that cause a problem with my animated object, like he disabled / enabled 103102313 times per frame

jagged patio
#

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?

cinder fiber
#

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;

jagged patio
#

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? UnityChanThink

cinder fiber
#

will try

#

Yea, I will just move code from coroutine to update loop. Thanks

shadow linden
#

I already commented on the forum, but it really stings that MARS is $600 and Remoting is not coming any time soon.

sterile yacht
#

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)

jagged patio
#

@sterile yacht not at this time. Project Tiny will be the development path for web (and webXR in the future) in Unity.

sterile yacht
#

Cool, looking forward to it!

jade turret
#

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:

keen forum
#

Unity Editor is a simulation, so it bypass easily restrictions for mobile

#

always test on mobile

weak walrus
#

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

keen forum
#

Is that an Asset from the store?

weak walrus
finite rose
#

download their plugin?

weak walrus
#

yes and I found nothing

spice granite
#

There’s an app called Quiver that also uses AR coloring. Really cool stuff.

keen forum
#

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.

shrewd rivet
#

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?

jagged patio
#

@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.

shrewd rivet
#

Thanks

#

I will definitely check it them

elfin spear
#

This may sound insanely dumb but is it possible to deploy a unity build to the HoloLens from a Raspberri Pi? o.o

hybrid perch
#

Hum, well the HoloLens is running Windows, so it should be doable...

elfin spear
#

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

vale lily
#

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?

jagged patio
#

@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

Unity Learn

In this recorded live training session we show how to work with Unity’s Navigation tools at runtime. We will explore the publicly available Components for Runtime NavMesh Building and look at how we can use the provided components to create characters which can navigate dynami...

cunning roost
#

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

jagged patio
#

@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.

cunning roost
#

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

viral mural
#

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

cunning roost
#

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

jagged patio
#

yeah I think that comes from the AR Foundation package

viral mural
#

not sure what the vuforia equivalent is

#

if it even exists

cunning roost
#

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

cunning roost
#

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?

viral mural
#

and as with anything ARFoundation related, you'll need an ARSession in your scene

cunning roost
#

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?

viral mural
#

not sure about PC + webcam

jade turret
#

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.

unique gale
#

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)

vale lily
#

@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
#

I see multiple planes being detected how do I solve this?

jagged patio
#

@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

shrewd rivet
#

thanks @jagged patio

half basin
#

can we do facial capture on android? I see all example using teh iOS AR

jagged patio
#
half basin
#

cool 😮

severe spear
jagged patio
#

@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

severe spear
#

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

severe spear
#

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?

jagged patio
#

let me give it a quick look. But yeah might be in flux in 4.0 depending on which preview version you're on.