#🤯┃augmented-reality

1 messages · Page 10 of 1

severe spear
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That's the point, 4.0.2 isn't preview anymore 🙂

jagged patio
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severe spear
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I need a migration guide for subsystems, those samples aren't very helpful with that unfortunately.
This is not a preview package anymore which means we'll need to support it in our tooling and there's no docs 😦

jagged patio
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then you'll have to be patient. The team is aware the docs are not public and they should be live soon. A quick glance at the scripts / API seems like there hasn't been much of an update outside of naming.

severe spear
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There's entire categories of methods missing!

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OK, as a workaround the Documentation inside the Documentation~ folder is the correct one

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Still missing changes there in the migration guide.
E.g. 4.0.0 had "GetAsyncRequestStatus" and that's gone in 4.0.2, no mention of it in the migration guide

jagged patio
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checking now but I believe that was moved from a deprecated class to XRCpuImage and is now just XRCpuImage.AsyncConversion

severe spear
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Missing from the migration guide:

  • AsyncCameraImageConversionStatus is now XRCpuImage.AsyncConversionStatus
  • CameraImagePlaneCinfo is now XRCpuImage.Plane.Cinfo
  • XRCameraImageConversionParams is now XRCpuImage.ConversionParams
  • OnImageRequestCompleteDelegate is now XRCpuImage.Api.OnImageRequestCompleteDelegate
jagged patio
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Noted and passed along, thanks.

severe spear
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I'll update the above as I go through. You're making this really hard 😄 guess that's what people get that try to actually support latest versions haha

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wow and the entire workflow around async requests has changed, also not documented at all
there's a new class ARCoreCpuImageApi : XRCpuImage.Api that now contains GetAsyncRequestStatus et al which were previously overrides in the CameraSubsystem
(if I understand that correctly)

jade turret
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Guys

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AR Foundation and ARCore XR Plugin is causing Infinite Loop Import attempts on my side. Is this the problem with the plugin on their end, or on my end?

formal quest
midnight mortar
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Hi everyone

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Hi guys, I have a question. Does anybody have experience with ARKit 1.5 in unity 2018.2? I have a project that we are currently developing for iOS with react-native and Unity view. But, while doing some testing I discovered that the quality of the AR tracking is poor. I haven't been able to find the cause of this and also some classes such as UnityARCamera or ARCamera are difficult to reach from monobehaviour and using unityarsessionnativeinterface.getarsessionnativeinterface() is very limited. Any thoughts about this?

crystal flame
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Quick question: for image targeting with AR Foundation, has anyone been successful in using timeline to play AR content on specific areas of an image target? I can do it in vuforia across 100+ pages in a project, but I cannot replicate the same thing in AR Foundation. Curious if anyone else has this problem. I work on AR books for mobile devices

jagged patio
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@crystal flame what is the challenge you're having? there shouldn't be any restrictions with timeline.

crystal flame
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@jagged patio thanks I will try that. I am have a comic book that I have animation and motion graphic occuring on specific areas of the image target. Pretty much the panels of the comic. With Vuforia, I can place the the assets on the image target reference in the editor, but AR Foundation seems to only a stock library image in the editor that references images in the database. Is the use of MARS the work around for seeing referenced image targets from the database in the editor?

jagged patio
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Yeah, that makes sense and you are correct. Out of the box AR foundation does not provide visual indicators of image targets or have the same setup / workflow as vuforia. MARS however does, so yes that would be a work around that would give you similar workflow results to Vuforia out of the box. You could setup your tracked images in the editor and reference based on those but there would be some trail and error involved to get it perfectly aligned.

eager orbit
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For AR Foundation's Remoting feature that is in alpha, the blog says that it will require Unity 2020.2 or later to use its features. I know you can download Unity 2020.2 alpha but is there a way to download the remoting package feature as well?

crystal flame
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Thanks @jagged patio .

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@eager orbit by remoting do you mean using assetbundles or Addressables with AR Foundation?

drowsy solar
vale lily
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@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
@jagged patio maybe stupid question, but how do I find that in Xcode? I am super new to this!

vale lily
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Hello everybody! we are using NavMesh on our Project, which is a Map of Germany shown on a surface of aprox. 1x1 m. So this means we have to scale the 3D Objects a lot (instead of 1, we have 0.0155). This cause problems for generating the NavMesh (also on runtime). So my colleague founds out that scaling (or moving far away) the Camera should help. Do somebody knows what I am talking about? Does someone have a script for this?

jagged patio
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@vale lily there are no stupid questions! When Unity compiles to XCode a lot of the content can get a bit jumbled or buried in the project. In the XCode project I clicked the small folder icon on the far left, then navigate to the very bottom Under the Unity-iPhone folder which contains a folder named ARReferenceImages.xcassets. Clicking that gives you a list of all the reference image libraries in your project. Notice that some have a warning ⚠️ by them and give reasons for why they might not tracking well.

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For the NavMesh issue I would highly recommend looking into render scaling. Basically it enables you to keep your content at 1,1,1 scale (so lighting, physics, nav mesh work well) but render the content at a small scale so it can be more table-top size. This is accomplished by scaling the parent object of the AR camera up, which inversely scales the rendering of the content down. There's a small sample that does this in the arfoundation-samples repo https://github.com/Unity-Technologies/arfoundation-samples/blob/4.0/Assets/Scenes/Scale.unity

eager orbit
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@crystal flame Remoting as in playing in the editor with your connected AR compatible device instead of building each time.

drowsy solar
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Hey @jagged patio that example is great. Obviously without this physics sim explodes at different scales.
One question regarding AR physics. Does the AR Session ever "rotate" from identity? Like, would the force of gravity ever not pull straight down relative to your scene.

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If you were to parent content to an AR plane I believe you may see this "non-straight-down" gravity force

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(relative to the scene contents)

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I'm seeing inconsistent physics sim with a wall mounted physics sim. I believe I need to do a similar trick to the scaling to keep the scene stable.

jagged patio
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from a pure physics perspective I don't think you'll ever get the downward (gravity) force to not be -9.8, the world origin from Unity (0,0,0) is established / set once the session starts tracking. If you were to calculate your own physics relative to plane orientation I would also recommend doing this at normal 1 unit = 1 meter scale and use render scaling to make the content appear smaller.

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I'm not sure if that answers the question? I don't believe the AR Session would ever rotate away from identity.

drowsy solar
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That's perfect. Obviously a ar plane rotates over time and causes some of my "rotational" challenges. My hack has been to ensure the plane is always upright relative to the ar session (and only allow rotation about the Y axis).

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But I was thinking of maybe rendering the content in a static position and then using a trick similar to the scaling to make it appear rotated and parented to an arbitrary plane

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That way I can anchor to non-upright planes without visual artifacts.

jagged patio
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sounds like an interesting approach 👍

hybrid perch
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The recommended approach to micro AR is to scale the camera up instead of scaling the 3D down @vale lily. You should try it out

shrewd rivet
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How to find a scale of tracked image?

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I am trying to play video when u track a image, I am playing video using a quad, which appears when i.age is tracked

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But the scale of quad is very high, I want to scale the quad as per scale of the inage

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Is der a way to find scale of image?

shrewd rivet
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any one?

jagged patio
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You can set the physical size of the image in meters on the reference library and then use the conversation of 1 Unity unit = 1 meter to scale appropriately.

shrewd rivet
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Ok thanks Leme try tomorrow

hoary sparrow
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Hi Everyone

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I am Naresh, I am new here

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is anybody here can help me to start learning AR with Unity

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I want to learn from 0 level

jagged patio
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Hello, I recommend starting by learning Unity. A strong foundation with Unity will make it easier to pick up different AR Platforms. From there check out AR Foundation and the documentation.

shrewd rivet
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You can set the physical size of the image in meters on the reference library and then use the conversation of 1 Unity unit = 1 meter to scale appropriately.
@jagged patio yoo that worked.. haha..

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thanks

hoary sparrow
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@jagged patio thank you for your response, I have knowledge about unity but want to learn AR with Unity Now

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Can you please drop any link I can follow to learn the AR with unity from, if you have that

unreal slate
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Is ther a dedicated Unity MARS section on this forum?

jagged patio
main kayak
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Anyone here developed for the Nreal AR glasses yet?

hoary sparrow
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@jagged patio Thank you, I'll take a look

shrewd rivet
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hi, i am trying to spawn rigid body on a plane, how is it possible to hold it on plane? i had applied mesh collider to my plane visualizer, but doesnt seem to be working

jagged patio
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By default the mesh collider will not refresh / update as the plane mesh grows. There are a few options, link into the plane changed event and refresh the mesh collider. Add a larger box collider to the plane, this works great for having collision on the floor for example.

eager orbit
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In regard to AR Foundation's AR Remoting feature that is alpha and based on this blog post that says that it will require Unity 2020.2 and later, https://forum.unity.com/threads/ar-remoting-alpha-user-studies.888136/. I know you can download Unity 2020.2 (alpha) but is there a way to be able to use AR Remoting at its current state for testing purposes?

shrewd rivet
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By default the mesh collider will not refresh / update as the plane mesh grows. There are a few options, link into the plane changed event and refresh the mesh collider. Add a larger box collider to the plane, this works great for having collision on the floor for example.
@jagged patio

Lemme try this tomorrow and get back

lament hemlock
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ahaha perfect emoji game @jagged patio 😉

tight plinth
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Made with Arkit, any idea about how to make the shadow more realistic?

keen forum
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Shadow only shaders exists.

main kayak
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Just out of curiosity, what kind of devices do you guys develop AR apps for mostly?

cinder fiber
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Hello! Does anyone can help me? Phone Camera Zoom and Unity AR Foundation Camera zoom ( fov ) are different. How I can achieve the same fov?

hybrid perch
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AR Foundation should set the FOV based on the camera as fa as I know

shrewd rivet
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By default the mesh collider will not refresh / update as the plane mesh grows. There are a few options, link into the plane changed event and refresh the mesh collider. Add a larger box collider to the plane, this works great for having collision on the floor for example.
@jagged patio this worked... first i had kept box collider size as 50/1/50, it didnt work, but later fixed it to match AR scale.. lol

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Arigato Senpai!

cursive fractal
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has anyone tried using camera mounted on a raspberry pi3 as the main camera in unity?

raw parrot
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In ARKit, when I move my device, my whole scene moves like its in the world.
I just want to use ARKit for the face tracking, not for the spatial aspect.
How do I turn off the spatial tracking?

main kayak
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I think under AR Session there is a tracking mode option

raw parrot
jagged patio
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It's on the AR camera

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CameraManager > Facing direction

crystal flame
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Has anyone been successful using AR foundation and MARS with Addressables? I am trying to see if I can use firebase for my AR book project that allows me to update the AR content (audio, 3d models, video, image targets, etc) of my books in the app without having to republish the app on the app store. Pretty much trying to do a dlc feature for new chapters of my book as they come out. I am not adding new scripts to it just content. From my understanding, DLC with image targets has had very little success

mental jay
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Hi there @crystal flame! I have, indeed used MARS with addressables, though only as a proof of concept... nothing too involved. The good thing is that MARS/AR Foundation and Addressables have very little overlap. You can essentially just do addressable content as you normally would, which mostly means that you are working with scripts to load/instantiate addressable content. I have used a basic script attached to a child of a MARS proxy to work with an addressable asset and still see it appear in the scene/simulation view. Feel free to copy this and build on top of it https://gist.github.com/mtschoen-unity/43aaf6963c2228884891b04fcbf3b7db

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As for putting actual image markers into an addressable asset, that gets a bit more tricky. I'm not exactly sure about whether an entire image library can be loaded as an addressable asset, given that AR Foundation does some processing at build time. However, you should be able to load the images as addressables and then follow the normal path for adding images to the library at runtime described here https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@3.1/manual/tracked-image-manager.html

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MARS still needs an update to leverage this feature out of the box, but you should be able to hack things together so that your MARS proxy can match against one of those new image guids. It's not trivial, though. We hope to eventually support adding images at runtime officially in MARS, which should make this a little easier. In fact, it may be a good idea for us to create a sample along these lines to validate this use case. No promises, but we'll keep this in mind! 🙂

crystal flame
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@mental jay you are awesome! Thanks. I will be on the look out for updates.

raw parrot
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@jagged patio I don't have the Facing Direction on my AR Camera Manager.

cinder fiber
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Hello guys! Does any one worked before with new ARKit ( LiDAR ) and unity? I have a question regarding how we can detect when ( for example hand is going inside the AR object )??? Like to stroke the dog ( pet the dog ).

hybrid perch
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I don't think anyone else than Dan has, so far

cinder fiber
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Any help with people occlusion and detection?

main kayak
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AR Core depth API is available now

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any news on Unity support?

jagged patio
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@raw parrot sounds like you might be on an older version of AR Foundation. For those version the 'world tracking' vs 'face tracking' is determined by what subsystems / managers you have in your scene.

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@cinder fiber for that type of effect there are probably two approaches. 1) sample the depth map / depth API returned by the LiDAR sensor and check that against the AR object in your scene. 2) do custom computer vision processing to detect hands using the CPU image api and use that hand pose / results from that to trigger the effect.

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The Depth API can 'prefer' humans vs the environment so you'd want to configure that properly.

cinder fiber
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@jagged patio Regarding 1 ( sample depth map / api ) is there any kind of samples scripts or scene? unity examples?

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I didnt have enterprice account to view that

jagged patio
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Depth images should help get started a bit but no examples doing what you described (interacting with AR objects using the depth map). Also small thing to note is just using the depth map and preferring humans detects full bodies, hands and feet. So you'd also 'pet' the dog with your foot if you weren't classifying it properly with additional logic.

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wrong link! 😳 1 sec

cinder fiber
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Thanks I will try it.

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Whats my goals is : when I put hand inside my 3d dog, I want to raise same event.

jagged patio
modern chasm
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Hi, I want to ask to scale in AR is best to scale ARSessionOrigin game object. How about if I want to scale the object on image tracking? Is it also scaling the ARSessionOrigin?

finite rose
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Oh I guess that is actually part of the Vision framework

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question remains 😉

jagged patio
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yeah, as you pointed out since that's enabled through the vision framework it will likely not end up in a package like AR Foundation. We do have the ability to grab the camera image so you could feed that to a the vision framework (with a native plugin) but not something we are working on or plan to at this time.

finite rose
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cool

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seems strange that they'd put the hand pose detection in Vision

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seems like it makes more sense in the context of the skeletal stuff already in ARKit

jagged patio
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Yeah they also have body pose estimation in the vision framework as well (and in ARKit)

finite rose
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looking at the Vision framework capabilities, most of it looks like stuff you'd likely be running on photographs

jagged patio
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Yeah, it also has the ability to do offline processing with videos and things I belive. ie: not realtime on device via the camera feed.

finite rose
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what about ARFoundation on Mac? i'm seeing that ARKit will be supported via Mac Catalyst

jagged patio
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where did you see ARKit support for that?

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The AR frameworks on mobile devices use more than just the camera feed, gyro and accelerometer provide important data that gets combined to properly track the devices.

jagged patio
main kayak
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sweet thx!

finite rose
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@jagged patio sorry I missed that note on the documentation page there. funny that they put Mac Catalyst 14.0+ under the availability when uh.... it won't do anything?

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my assumption was that the ARM-based macs in the future will have the same hardware as iOS devices that enable the ARKit functionality

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would be cool if that became true!

raw parrot
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@jagged patio I've updated my AR Foundation and I now do indeed have the Facing Direction option.

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However, moving my device still moves the in-game camera. I want it to remain fixed.
I merely wish to use the Face Manager.

jagged patio
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You're saying you don't want to display the camera feed? can you explain a bit more what the goal of the app is?

raw parrot
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The user holds the device about head level and moves their head left and right to control the character.
I'm using AR to track the head movement.

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It works fine on Android, I'm only having issues with iPhone on this.

jagged patio
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You could try removing the AR Pose driver on the camera, that's what's driving the position and rotation of the camera.

raw parrot
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Thank you. I'll try that.

raw parrot
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It seems I need the pose driver to detect the location of my face? Hmm.

modern chasm
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Hi @jagged patio, I want to ask to scale in AR is best to scale ARSessionOrigin game object. How about if I want to scale the object on image tracking? Is it also scaling the ARSessionOrigin?

hybrid perch
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You can do both

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Scaling the ARSessionOrigin is recommended when you have small-scale AR. This just means the entire world space is scaled up, essentially. But you can still scale all individual gameobject as you like

tall marten
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It seems I need the pose driver to detect the location of my face? Hmm.
@raw parrot You can use the Pose Driver for a GameObject which is not the camera...

modern chasm
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@hybrid perch Thank you for the answer, because the sample project is using image tracked scaling so I was confused. I will try both and see which is better

bronze silo
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Anyone recommend a good converter from obj/fbx to usdz&glb ?

jagged patio
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Not sure about glb but reality converter works well for usdz

merry fossil
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is it possible to estimate distance using ARFoundation ?

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like the distance of a table, the height of a building or a distance to the ground from the rooftop ?

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i know apple has a 3d ruler like application , not sure if Android also has a native app for that but def remember seeing something like that on the store few years back

dull flame
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I think you'd have to build the ruler but afaik the tracked planes/geometry in AR foundation have been super accurate to real life.

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If you were to raycast to an AR tracked plane I'd expect the distance to be accurate.

jagged patio
turbid arch
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anyone work with the leap motion?

raw parrot
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How do I determine if the user's face is on the left or right side for Unity ARKit.

raw parrot
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When I print out the coordinate of the face on ARKIt, its ever changing, I just want it in relation with the screen.
If my face is in the center of the camera, something that makes sense. 0.5, or 0 or screen.width/2.

finite rose
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@raw parrot take the coordinate of the face and use the camera's transform to call InverseTransformPoint()... that'll give you the face's position in the camera's local coordinate space and now you can use the x component to decide which side its on

raw pumice
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what's the most marketable technology to learn for unity AR development?

merry aurora
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@raw pumice Tilt5 - cheap ~$300 tabletop AR glasses, high quality image 3D effect at the cost of constrained play volume 1m x 1 m x .5m

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not your typical AR platform, but I tried a very early version of the kit and it's really elegant implementation of mixed reality

latent peak
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Good morning everyone . Does nayone know if there exist an analytic solution that can record players screen while rendering in AR ?

We are usuing a tool called Smartlook to which records user sessions well but of course it has some trouble rendering the AR camera AND recording the users screen input with the Unity SDK, it crashes when I try to use both packages at the moment.

Does anyone know of a tool where we can review players playback nd the AR experience at the same time ?

hybrid perch
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Tabletop AR and multiuser AR are pretty high on my list @raw pumice

raw pumice
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Ah I guess I meant "most marketable" in the sense of like... which tools should I learn to help me find employment?

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@hybrid perch @merry aurora

frosty plume
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unity + arcore

hybrid perch
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That's what I was talking about too

frosty plume
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yeah I figured

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There are so many cool examples to jam on

merry aurora
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@raw pumice what are your career goals? creativity, money, independence, work in large companies?

raw pumice
frosty plume
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like I said

raw pumice
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i'm working freelance right now but finding it hard to find work because my skillset is so diverse, and i angled hard on music industry stuff right when covid hit

frosty plume
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Do something cute with unity. Place into real world on a table or something

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to start off with

raw pumice
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gotcha yeah, i just need more portfolio pieces to prove i can do it

frosty plume
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hack on these

raw pumice
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i already have the years of dev experience, but not like dozens of projects with a single framework/API that can get me hired in a very specific role

frosty plume
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yeah I remember you from another server maybe

raw pumice
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yup graphics programming

frosty plume
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of course!

raw pumice
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i just dont wanna go on unemployment man 😦

frosty plume
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I would srsly hack on that repo

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something volumetric that interacts with my room

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Or remap a table top with fractal madness

raw pumice
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i have an entire warehouse to fuck with

frosty plume
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walls

raw pumice
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idk how capable this tech is of like... room scale AR

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but thatd be cool

frosty plume
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you need to be close to the plane

merry aurora
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I'd say unity/c# would serve u well, perhaps some of the rapid prototyping plugind like playmaker

frosty plume
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for that specific project i linked

raw pumice
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yeah i already use unity and i've programmed multiple engines in C#

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but need more unity portfolio pieces

frosty plume
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but it does rain indoors reasonably well for faking depth from rgb

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(One of their toy examples)

merry aurora
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sweet, well if u have a vision for AR application, maybe something using GPS like pokemon go, u can look at matching co-ordinates ot world space canvas objects connected to a backend database

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I personally see a lot of games potential in confined tabletop games as i mentioned

raw pumice
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i'd prefer something really simple

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one idea i had is that my friends are all street artists/muralists

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might add some sort of image recognition so you can identify murals using your phone, and it'll tell you who made the mural and maybe have some sort of particle effect/animation using plane detection?

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seems simple enough?

frosty plume
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you would get into retraining models

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for mural detection

merry aurora
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you'll need openCV + a populated, up to date database of the citys street art

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maybe a vfx graph or particle effect for your plane

finite rose
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@raw pumice tbh, if you are trying to make something to gain some exposure to get some AR gigs, just fake that stuff

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the image recognition that is

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most of the AR videos you see on twitter that do big numbers are super canned demos

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Proof of Concept™️

raw pumice
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yeah but i also wanna learn, isnt too hard

finite rose
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hehe i don't mean fake everything

jade turret
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I may need some help guys. I am creating an AR game in AR Foundation, and all of the components work properly without the AR Components, in which the entire game starts if I enable the Master Script.

However, when I implemented the AR components for this game, I ended up with errors that pertain to the NavMesh Script, saying that the NavMesh Agent is not close enough to the NavMesh itself, even though that wasn't the case beforehand. This resulted to the objects in the scene moving in all sorts of places based on the movement of the camera, as shown here.

https://media.discordapp.net/attachments/85593628650504192/727597628388409436/106279054_1199655767035810_8928391045982616295_n.jpg?width=1026&height=474

Here is the script that I have implemented for when the image is recognised, where I activated the script when the image is activated upon ImageChange, though I'm not quite sure how to implement this properly. I may need help in this regard in addition to finding out what caused this to happen.

Thanks in advance!

TL;DR: Positions out of wack after using script from prefab in AR, even though it works without it. Need help on how do I activate scripts in prefabs properly when image is scanned, while finding out what caused this.

Here's the script, as well as the debug logs:
https://hastebin.com/mitejinuro.cs
https://hastebin.com/wozuyemepo.sql

Also, here's the script responsible for spawning the defensive AI.
https://hastebin.com/jehogaroga.cpp

jagged patio
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Sounds a bit complex but to try and understand your problem more. You are saying everything works fine in the editor / not in AR but when you try and activate the content by recognizing an image things break?

raw parrot
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What are some ways to do face tracking that doesn't involve ARCore or ARKit.

jade turret
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@jagged patio Yep. Currently, all of the scripts work properly with the sole exception of the gameobjects that we're in the board, which for some reason have positions that are way too weird.

This is what it looked liked at build:

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I'm currently acquiring info from the builds and of all the object's positions and comparing it with the non-AR version so that I can get a better picture of what's wrong.

jagged patio
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@jade turret it's hard to understand what's happening from those pictures but my suggestion was going to be "enable and have your content working when the scene started but just position it at a far away point (something like 500,500,500) and then when the image is recognized you can move the object and it's children to the image position.

jade turret
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Well, I got a video if you wanna check it out.

shrewd rivet
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i updated my ar foundation from 2.1 to latest 4.x ..

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now when i open app it shows just black screen

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ui canvas is fine, but camera doesnt seem to be detecting

shrewd rivet
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ok i think it is because i am not getting allow camera on my anrdoid with 4.x version

jade turret
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@jagged patio So, this is what I got after examining results from both Non-AR and AR versions, and this is what I saw in the positions at one state at the start:

jagged patio
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@shrewd rivet make sure you've properly setup the XR management with ARCore.

shrewd rivet
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ok

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i will check it out

vital summit
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NavMesh w/ AR is tough - even with the latest changes NavMeshAgents aren't really designed with the concept that the environment is going to be changing dramatically (which can happen when a camera origin changes, for example)

jagged patio
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^ Agreed. Unity MARS does have some built in functionality for this type of behavior but yeah things get especially wonky or messed up when scaling things down. Hard to say exactly what your issue is.

vital summit
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W/ MARS we have a MARSNavMeshAgent that is specifically meant to deal with the weird position issues we've mentioned.

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Lately though I've found the best solution is to query the navmesh directly for a path and don't rely on the agent, which seems to be the point of breakage most often

half basin
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Has anyone had any trouble with using line renders in AR because I don't see mine? is it a material thing ?

tall marten
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Hey, does anyone here have Hololens 2 and can help me check something?
I'm working on WebXR exporter, and want to check how and if it works on the device (I don't have one).

tall marten
jade turret
#

What might be going on? @jagged patio

vapid lynx
#

I put Shrek in AR

edgy saddle
#

Hi guys, I want to build an AR Ring project in Unity. I have added a YouTube link below

#

The project should be similar to this, it doesn't matter if the person differs.

#

Any idea where could I start?

#

And I want it to be marker less

keen forum
edgy saddle
#

@keen forum
Thank you. Do I have to download opencvforunity from the asset store

#

?

keen forum
#

Well, Unity doesn't do it by default, so you have to get an asset for that.

#

I can't tell which one is the best, you have to make your research about that

stark wagon
#

Hello, I have a project (Unity 2019.4 with AR Foundation 4) that is ARKit+ARCore that builds to both a standalone app for internal testing and library for embedding into another production app framework. The library version also loads scenes via AssetBundles. Everything works except I am getting the black screen and these subsystem warnings only in the Android-Library build.

Is it possible the Initialize XR at startup setting isn't working for Android Library builds? I also tried putting a LoadUtility.Initialize() during the Awake phase but it didn't make a difference.

jagged patio
#

@stark wagon Did you configure the XR management for android with ARCore? There's some slight differences on how ARKit and ARCore work on the initialization side after the packages are included in the project. It will be more uniform / the same in future AR Foundation updates.

stark wagon
#

Hi @jagged patio! Thanks for the reply. It turns out I just needed to re-add my jars to the hosting app's project... everything seems to be working. 🤞

jade turret
#

@jagged patio I have a question:
Do NavMeshes come together with the prefab when spawned?

jagged patio
jade turret
#

I was mainly planning to do that mainly due to the fact that I wanted the Navmeshes to spawn in alongside the Prefab in AR.

jagged patio
#

yeah I think nav mesh components should work for that.

jade turret
#

Well, I'm using NavMesh Components in my project, and when I checked the NavMesh within the Prefab, it looked like there was no NavMesh at all. Would it just load the NavMesh on the same position as the GameObject is, or would it just stay static to the position I set before the instantiation of the prefab? @jagged patio

jagged patio
#

The documentation say
Q: Can I put a NavMesh in a prefab?
A: Yes - with some limitations.

I don't know offhand the exact setup but maybe check out the examples and try spawning one of those as a prefab before doing it with your own prefab

jade turret
#

will do

#

Thanks

stark wagon
#

I've done the runtime NavMesh bake in a couple AR projects where the terrain is being gesture moved/scaled. It worked but the agents slightly hover above the actual geometry. Wasn't a showstopper for my projects but it was a consistent issue.

visual shoal
#

Does anyone know how to update the version of android that Unity uses for Android builds?

#

I had a gradle issue when I tried to build.

final gale
#

anyone here down to take a experimental AR gig to be ultimately exported in USDZ format for AR? I need animation and cool sound effect, if you want to give it a shot, DM me please. If I am misusing this channel, sorry admins..

vale lily
#

Hello everybody, do somebody knows if there's a reason why sound would not work on AR? I tested it directly on Unity and I can hear the sounds, but as soon as I export it to Xcode to install it on my iPhone 7, then there with the App I don't hear any sounds at all

wet quarry
#

https://www.youtube.com/watch?v=0mpsiO2lCx0&list=PL6VJLOFcTt7awvyIGIbLLPOBrW6-Y1R-J&index=1
I'm trying to follow this tutorial series, but I keep getting a black screen.
I've seen a lot of others get this issue too, but there isn't a solution anywhere ???

How to create Augmented Reality Apps using AR Foundation and Unity?

In this Beginner friendly Unity AR tutorial series you'll learn how to create amazing AR Apps for your iOS and Android phones. (ARKit + ARCore)

This video will cover all the first steps for getting started ...

▶ Play video
junior vector
#

https://www.youtube.com/watch?v=0mpsiO2lCx0&list=PL6VJLOFcTt7awvyIGIbLLPOBrW6-Y1R-J&index=1
I'm trying to follow this tutorial series, but I keep getting a black screen.
I've seen a lot of others get this issue too, but there isn't a solution anywhere ???
@wet quarry you get a black screen on your phone?

How to create Augmented Reality Apps using AR Foundation and Unity?

In this Beginner friendly Unity AR tutorial series you'll learn how to create amazing AR Apps for your iOS and Android phones. (ARKit + ARCore)

This video will cover all the first steps for getting started ...

▶ Play video
wet quarry
#

Yeap

junior vector
#

did you try removing the ar session origin and adding it back?

#

also give camera permission to the app

wet quarry
#

I have not, but I can try that

#

Already done the permissions trick

#

no luck

junior vector
#

what version is your android?

wet quarry
#

android 10, samsung s9

#

definitely ar core compatible

junior vector
#

yes..

#

can you show me your build settings?

wet quarry
#

player settings?

junior vector
#

everything looks alright

wet quarry
#

I've literally wasted an entire day on this - I'd be very surprised if I missed something after rewatching these tutorials multiple times

junior vector
#

re-add your session origin and then re-build your app and then run it on your phone

wet quarry
#

done that, no luck

junior vector
#

did you remove the default camera?

#

what version are your foundation and arcore?

wet quarry
#
  • right click session origin -> delete
  • right click hierarchy -> XR -> AR Session Origin
  • set AR camera to main camera
#

yeah, main camera is deleted

#

Earlier versions refuse to build

junior vector
#

send your script here

wet quarry
#

I dont have any scripts, this is an empty project

junior vector
#

okay

stark wagon
#

Try looking at the logs when you run it?

junior vector
wet quarry
#

How do you do that? (I'm new)

#

do you have these installed?
@junior vector Yes

#

the console shows nothing when I run the app on my phone

#

should I use the logcat on android studio or something?

#

logcat isnt showing anything particularly interesting

junior vector
#

does downgrading the versions work?

#

the ar versions

wet quarry
#

versions of?

#

the packages?

junior vector
#

yes

wet quarry
#

Earlier versions refuse to build
@wet quarry

junior vector
#

what version of unity are you using

wet quarry
#

2019.4.2f1

#

These are my only other options

junior vector
#

if you don't have anything in your project I recommend you to try and make a new project with the android support module installed from scratch, and first switch to android, then install the packages

#

if you click on download archive you can download more versions

#

from the unity website

wet quarry
#

if you don't have anything in your project I recommend you to try and make a new project with the android support module installed from scratch, and first switch to android, then install the packages
@junior vector Done that (I think)

junior vector
#

try switching to 2019.3.x

wet quarry
#

Okay, installing now

#

I'll be afk while this installs. This is very stressful, thank you for the help

junior vector
#

Okay

wet quarry
#

2019.3.f1

#

Does AR foundations actually work at all or am I just chasing my own tail with this?

shrewd rivet
#

is it possible to set anchor points using point clouds?

junior vector
#

@wet quarry That's very weird

#

I'll think of something, meanwhile you can search the errors on google, see if something pops up

wet quarry
#

Lol I've been doing that all day. Thanks

junior vector
#

I now have the black screen issue too

#

changed to latest version of ar packages to 4 and now I can't seem to enable the ar camera

wet quarry
#

Oof

junior vector
#

can someone please help me with this error?

#

Assets\Scripts\ImageTracking.cs(12,26): warning CS0649: Field 'ImageTracking.arObjectsToPlace' is never assigned to, and will always have its default value null

#

and I don't know why I get this error since the arObjectsToPlace array is used elsewhere in the code, or its contents

#

and I am having trouble switching between two images in AR. The prefab that spawns on 1 image doesnt go away when I move the image out of the camera view and the new image doesn't trigger the different prefab. Is there a solution for this?

tall marten
#

Try replacing
private GameObject[] arObjectsToPlace;
with
private GameObject[] arObjectsToPlace = new GameObject[0];

#

The compiler doesn't know that you set the values in the inspector.
But this is why it's only a warning and not an error.

modern vortex
#

Hello, I didn’t realise this was a channel. I was wondering if there was a way that I could use a joystick on the screen to move the position of the character, and the tracked pose driver would still work, to allow for large scale ar games to be created.

jagged patio
#

@modern vortex shouldn't be anything preventing that type of content. The virtual joystick would just look for touch input unrelated to what the Tracked Pose driver would be doing with the device itself. If you are using the camera position or something related to the camera to move your character or calculate something that would need to be taking into account.

modern vortex
#

Ok sorry for late response but I thought I’d just change a parent objects position to change the position of the character so that I can have the tracked pose driver position separate to the joystick position.

jagged patio
#

That should work

modern vortex
#

Ok, thank you!

junior vector
#

and this code doesn't fix it:

void OnTrackedImagesChanged(ARTrackedImagesChangedEventArgs eventArgs)
    {
        foreach (ARTrackedImage trackedImage in eventArgs.added)
        {
            UpdateARImage(trackedImage);
        }
        foreach (ARTrackedImage trackedImage in eventArgs.updated)
        {
            if (trackedImage.trackingState == UnityEngine.XR.ARSubsystems.TrackingState.None)
            {
                arObjects[trackedImage.name].SetActive(false);
            }
            else if(trackedImage.trackingState == UnityEngine.XR.ARSubsystems.TrackingState.Tracking)
            {
                arObjects[trackedImage.name].SetActive(true);
            }

            UpdateARImage(trackedImage);
        }

        foreach (ARTrackedImage trackedImage in eventArgs.removed)
        {
            arObjects[trackedImage.name].SetActive(false);
        }
}

severe spear
#

@junior vector sent you a DM, hope that helps

astral geyser
#

how do I get ARMESHManager to work wtih ARCORE it seems to not work on my Pixel 4 phone and I'm trying to use teh arfoundation for Depth mapping to make the Real World Collidable should I use the ARCORE functions or does ARFoundation work?

#

nevermind

#

I looked it up

astral geyser
#

I wish it could do it

#

I had to switch to ARcore

jagged patio
#

@junior vector you'll want to check if the tracking state == TrackingState.Tracking and then an else for when it's not tracking, not checking the None state.

Here's some code for properly managing the life cycle of a tracked object and a unique prefab https://github.com/Unity-Technologies/arfoundation-demos/blob/master/Assets/ImageTracking/Scripts/ImageTrackingObjectManager.cs#L121-L149

#

@astral geyser ARMeshManager is a unique feature to ARKit with the latest LiDAR iPad Pro only. There is no meshing support on ARCore. There is a Depth API that was recently released though.

astral geyser
#

yes I the ARCORE sample got it working

#

from google

tall marten
tame drift
#

Do you need to have the Hololens 2 to use the MRTK2 in Unity ? Currently I'm using the Holotoolkit(MRTK) and the Hololens 1

#

And I wonder if I must upgrade it.

hybrid perch
#

No you can still just work with MRTK2 in the editor, and I think it will work on the Hololens 1 as well, but we haven’t bothered trying haha. The Hololens 1 is so limited input wise that were not worried about backwards comparability yet

tame drift
#

I see

#

one more question, with what I mentioned how can I control the Camera/View in the Unity Editor ? I can move the hands via shift(left hand)-space(right hand) while moving the mouse and click

#

but can't move the camera view

#

is an xbox controller necessary or something ?

#

Always while using MRTK1

#

The instructions here don't work for some reason

#

Wasd also doesn't work 😟

tame drift
#

Something more. Can I test voice commands in Editor without having to build the project for the emulator ?

nocturne ivy
#

What are some of the best, most used AR features would you guys say?
Plane detection? Facial recognition? Environment probes? ect?

tame drift
#

Wasd also doesn't work 😟
@tame drift Fixed everything by using the Hololens Camera prefab instead of my custom created camera !

half basin
#

trying to set up HL2 with holographic remoting; works nicely with the deprecated framework but I'm not getting the articulated hands on remote. And when I switch to the new XR SDK I'm getting hands but remote window disconnects every time I stop playmode and I'm getting some strange exceptions (null reference on something called _unity_self and memory leak on native collections).
I'd love to work with the new SDK obviously but if it's not stable enough yet for HL2, anyone managed to get articulated hands from the deprecated holographic emulation?

#

Forgot to mention; using Unity 2019.4.3f1 (LTS) with the MRTK 2.4.0 installed

nocturne ivy
#

@half basin

  • Are you using Unity's bone system or MRTK's?
  • Is your XR SDK up to date?

The disconnecting is currently by-design on stopping play mode

half basin
#

argh, answered and lost it.. lol

#

ok, bit long but here goes

For the new XR SDK I've got the following:

#

XR Plugin Management: 3.2.13
XR Interaction Subsystems: 1.0.1
Windows XR Plugin: 2.2.0

#

I think those are the latest.
As I said, I've got the hands working nice in the new SDK (minus a couple of weird exceptions)
The anchoring isn't working with the new plugin remoting (which sucks 'cause it was quite stable with the deprecated version)

#

There's also some very heavy jittering which wasn't quite like that with the previous holographic emulation.

#

My biggest issue is that I'm not getting hands at all from the deprecated holographic emulation; and trying to follow the whole MSBuild path on the documentations didn't work for me. Couldn't get it going... which again, sucks, because currently the deprecated version is in a much better place with everything but the hands..

#

I don't mind so much about the automatic disconnect on stop. But if possible, can I request an opt-in flag for automatic connection on play?

#

With the deprecated version (where I'm not getting hands): I'm not using any bone system? should I? I've just got an empty scene with a box and I'm using the "DefaultHololens2ConfigurationProfile" to run.

#

sorry for the wall of text... :(
yesterday was good, today unity kicked my butt 😛

nocturne ivy
#

One moment, let me invite someone to the chat that is more focused in MRTK d33forLove

#

I'm focused in ARFoundation/ARKit/ARCore, so I've invited a teammate that will hopefully be able to answer your questions more fully, he is currently stuck in the servers '10 minute time out' before being able to type, as soon as he can get through I will tag him 😃 !

half basin
#

awesome; I've gotta head out to be honest (it's 19.30 here and the end of the day). Can I ping him privately?

nocturne ivy
#

Preferably we would like to assist people the best we can publicly and try to keep issues within the confines of the Unity server, but he will tag you and you can absolutely read it when you're available :)!

half basin
#

that's great!

#

you guys enjoy your evening/morning (wherever you are)

nocturne ivy
#

It is morning here on the West coast, I'm doing well personally, thank you so much for asking! Yourself? I'm excited to see what you're working on using the MRTK articulation! I was so excited to see that feature, are you working on a game?

half basin
#

working on a game which melds physical/virtual world and my company's specialized technology.. can't really talk about it tbh. But yeah, it's pretty awesome stuff 😄

nocturne ivy
#

That sounds exciting, I definitely won't pry, but I'm definitely looking forward to seeing a game that melds physical/virtual world!
Reminds me of the SOA Movie!

half basin
#

alright, catch you later

nocturne ivy
#

Have a great evening!

#

@craggy orchid Hello Json! At your earliest convenience please take a moment above 🙏, thanks so much!

craggy orchid
#

Hey @half basin
Catching up on your question. Looks like we have a couple things to cover

  • Legacy XR hand tracking is not working
  • Hands are working on XR SDK
  • Remoting disconnecting on ending play mode
  • memory leak on native collections
  • Anchoring not working in XR SDK

All of this on 2019.4. Am I tracking everything?

#

I see you're heading out for the evening so we'll be in touch but I can try to leave some notes and see if that gets you anywhere, we can trade notes later

craggy orchid
#

Various notes and questions following as I need to understand what you're using or building:

  1. Verify the Holographic Remoting Player on the HoloLens is up to date. Uninstall and reinstall to get the newest version. Only the newest version will display a version number in the app. I specifically requested that because I was tired of not knowing and they realized "Yes, this would be a good idea!" :D
  2. the memory leak on native collections I think is a known issue but I'm struggling to find the bug for it, I'll update you on this again if we need a new bug filed but for now, reimport all assets and/or restart your editor and it should go away. 🤞
  3. When you say the anchoring isn't working. Are we talking about the component you've added to a game object? If things are jittering, what is your depth buffer sharing settings set to and how far are you away from the object that jitters?
  4. What is MSBuild path on the documentations? Can you share a link to that or something as I'm not sure what you're referring to
  5. If you're using the DefaultHololens2ConfigurationProfile that is MRTK's implementation of the hand mesh and their default configuration. We build and maintain https://docs.unity3d.com/ScriptReference/XR.Bone.html, which they may be utilizing for their meshing but our engineers and QA are not necessarily up to speed on anything they're doing or using unless they report issues to us. There is a full list of XR Bones under CommonUsages but unfortunately if the problem derives from DefaultHololens2ConfigurationProfile we will have to send you to Microsoft's Github and ask there as to why their hands are not showing up.
  6. The disconnect on play mode is an unfortunate result of some problems we encountered with the remoting system. That said, we have a new remoting solution on the roadmap but I don't have information on when that is scheduled to land. For now unfortunately we have to reconnect each time we want to enter play mode. I dislike it too.
half basin
#

Wall of text again.. sorry.. (if the anchoring/tracking was more stable in the XR SDK remoting it would be perfect).

  1. I'm using the v2.2.2.0 of the holographic remoting app (updated yesterday).

  2. Yea; I don't mind so much (the _unity_self null reference seems to be emitted from an unclosed thread by the MRTK's camera settings class). There is another exception regarding disconnection of an input device: "[XRInputSubsystem] A device disconnection with the id 2000004477 has been reported but no device with that id was connected." which I'm not sure what it means but it seems harmless at the moment.

3a. I'm not sure whether it is the MRTK or not; even if a WorldAnchor component is attached no matter what I do, when I remote in the editor with the new XR SDK the objects drift as I move (so while the hands are working for me, I can't actually interact in any meaningful way with my world during playmode).

3b. The world anchor store doesn't work in the editor with the new XR SDK (it does with the deprecated version).

3c. The world anchor store is marked as deprecated anyway but there's no mention of a replacement for it; maybe I'm using the anchoring wrong. Is there a way to point me to the correct documentation on it if a replacement exists?

  1. https://microsoft.github.io/MixedRealityToolkit-Unity/Documentation/Tools/HolographicRemoting.html <-- in particular note the "debugging hololens 2" section. I've tried to follow the instructions on MSBuild for unity but couldn't get it working (and I definitely don't have the DotNetWinRT.dll file in my assets).

  2. For the new XR SDK I'm using the XRSDKConfigurationProfile from the MRTK. There's a weird bug there too that it recognizes the remoting playmode as VR
    and displays an opaque camera (ie. with skybox).

#

If there is something I can use that's built into unity without needing to go to the MRTK for HL2 development by all means, I wouldn't mind at all. Can you point me to a starting place?

I'm going to make a fresh project with the deprecated SDK and a fresh project with the new SDK and see if I can get things working better in a more breadbox manner.

woven grotto
#

Hello,

I'm trying to get GRPC to work on Unity on HoloLens2.

Current status:

  1. Manually compiled a windows arm64 version of grpc_csharp_ext.dll (it came out in version 1.29.1). The reason for manually compiling: the grpc binaries do not include a windows arm64 version of grpc_csharp_ext.dll.
  2. Used this version of unity grpc package: https://packages.grpc.io/archive/2019/10/8853754e8caa0b2ffb3ab0e25514f3f7612ebf7a-d6090f79-7b70-429d-a477-9df736e4941a/index.xml
    • this is listed as 2.25.0, which I'm assuming refers to grpc 1.25.0
  3. Build works in unity, and in the il2cpp project. The current exception on the HoloLens2 is:

Trying to resolve this, I have two possible directions:

  1. Try to make the code find the dll (which is in the same dir as the .exe file),
  2. Fix the version mismatch between grpc_csharp_ext.dll and the grpc package.
    • note: tried using the a more advanced unity package (2.29.0), and it seems to be not working in unity (even before trying to add HoloLens2 into the mix). I did manage to get 1.25.0 working in unity (as well as in HoloLens1)

Any help would be much appreciated.

rain quiver
half basin
#

@craggy orchid
Alright; spent the morning breadboxing this stuff and found that it was indeed the msbuild issue. The MRTK 2.4.0/2.3.0 will not correctly create the DotNetWinRT.dll in Unity 2019.4 (it does on Unity 2018.4) and requires a manual installation via a NuGet client. Once that dependency is added the deprecated holographic emulation extracts hand information correctly from the HL2 device.

In general, the deprecated holographic emulation is currently more stable (anchoring, tracking, etc) so I'm going to be using it in the current project. Keep up the great work on your side and can't wait to see the next XR SDK version 🙂

craggy orchid
#

Hey @half basin just waking up today. So it sounds like your hands are working again, that's good! The tracking instability is concerning. Can you file a new bug with a project that's showing that behavior for us? I'll likely be the one receiving it, but you can send me the bug number and I'll make sure to grab it when I can. I'm going to look into the other errors because I think they're logged but I haven't had a chance to confirm. I've seen both of them before but I was never able to forcibly reproduce them so it's hard to bug a thing "I saw this once, a while back, somehow." doesn't usually fly lol

half basin
#

opposite sides of the earth, I'm just signing off for today 😆
I'll create a project to repo it and file a bug in the morning, no prob. Thanks for everything!

craggy orchid
#

excellent, thank you. Thanks for bearing with our giant planet getting in the way

#

im certainly curious to see if i can repro that anchor instability, i haven't seen any instability recently but maybe we're doing something differently

nocturne ivy
#

@rain quiver
I reached out to see if this might be possible and it sounds like there isn't quiet a way to convert "since its more like relative brightness, not a physical measurement", and thankfully they are amazing at helping with the numbers, so this is their suggestion d33forLove

In general, though, lumens will range from 0-2000, so a rough estimate would be to multiply the brightness (ranging from 0..1) by 2000.

jade turret
#

And then sometimes, for some bizzare reason, it just decided to spawn at origin instead:

Enemy Pos #0: (0.0, 0.0, 0.0)
Posem Pos #1: (0.0, 0.0, 0.0)
Enemy Pos #1: (0.0, 0.0, 0.0)
Posem Pos #2: (0.0, 0.0, 0.0)
Enemy Pos #2: (0.0, 0.0, 0.0)
Posem Pos #3: (0.0, 0.0, 0.1)
Enemy Pos #3: (0.0, 0.0, 0.1)
Posem Pos #4: (0.0, 0.0, 0.0)
Enemy Pos #4: (0.0, 0.0, 0.0)

Like, COME ON!

#

Anyone got an idea as to what's with AR Foundation's wonky positioning?

#

@nocturne ivy

nocturne ivy
#

@jade turret - Is there a reason you have a NullReference on screen? Perhaps i'm not fully understanding what you're trying to do 😰 ..

What is your ARF/Core/Subsystem/Kit packages set to?
What Editor?

Are these pre-defined lines or are these lines found on a plane?

rain quiver
#

@nocturne ivy Thanks, that was actually me asking on SO as well. Seems like a good enough solution

jade turret
#

@nocturne ivy The nullreference was just the canvas I just disabled. Even without the error, positioning is still weird.

#

@nocturne ivy Also, I'm using Unity 2019.3.1f1 with AR Foundation 4.0.2, ARCore 4.0.3.

nocturne ivy
#

It looks like four of them are on the lines you wanted right? The ones facing to the left? And the middle guy is not reacting correctly?

jade turret
#

nope

#

That's what's supposed to happen

#

The middle guy is in the correct position

#

However, weird stuff is happening.

#

@nocturne ivy

#

That is what AR Foundation spawns in. Origin.

#

This is the debug output:

#

Where:
Posem = the line where the enemy gameobject is supposed to spawn
Enemy = enemy gameobject

#
Posem Pos #0: (0.0, 0.0, 0.0)
Enemy Pos #0: (0.0, 0.0, 0.0)
Posem Pos #1: (0.0, 0.0, 0.0)
Enemy Pos #1: (0.0, 0.0, 0.0)
Posem Pos #2: (0.0, 0.0, 0.0)
Enemy Pos #2: (0.0, 0.0, 0.0)
Posem Pos #3: (0.0, 0.0, 0.1)
Enemy Pos #3: (0.0, 0.0, 0.1)
Posem Pos #4: (0.0, 0.0, 0.0)
Enemy Pos #4: (0.0, 0.0, 0.0)```
nocturne ivy
#

Is it possible to share your project so I can see the code?

jade turret
#

Sure, I would have to upload the project first though. And since it's a 3 game compilation I'm making, it's going to be big. like 500mb big

nocturne ivy
#

Ah I see, Can I just see the script attached to positioning your assets?

jade turret
#

Alrighty.

#

@nocturne ivy

#

Also note that the entire thing is being spawned as a prefab by AR Foundation once it detects a certain image. So I made the code to be self-containing

#

The prefab included everything that the game needs, including menu screens, walls and board, scripts, navmeshes made at runtime, and player and enemy gameobjects, as shown here:

nocturne ivy
#

Unfortunately I reached out and because this does not appear to be an exclusive ARFoundation issue (package side) I am unable to help 🙏 .
I do see the GameAssets are in the line like you want, just happening to be a more diagonal line, so it is almost there 🙌 !

Hopefully a fellow Unity user can come and assist you further, I also highly recommend posting this question in the AR Forums and/or perhaps StackOverflow for more fellow coders to be able to take a look!

jade turret
#

@nocturne ivy Then why did some of the game objects just decided to spawn at origin for some bizzare reason?

nocturne ivy
#

It appears the first Asset is where he should be (and if this is all one solid prefab) then the positioning is just a bit off and can be fixed in the code, but if you strongly feel this is an ARFoundation issue and not a code side issue, please never hesitate to file a bug in our issue trackers 🙏
https://issuetracker.unity3d.com/

hexed condor
#

Hello everyone. Does anyone used NatCorder fir video recording. My app crashes on some devices at line 333 Mp4Recorder.java
I have this information from firebase logs.
And really cant understand what is the problem. Any ideas?

woven grotto
#

I'm trying to get GRPC to work on Unity on HoloLens2.
GRPC has a c++ dll (grpc_csharp_ext.dll) which I compiled to arm64 via vcpkg (vcpkg install grpc --triplet arm64-uwp).
The code works from the Unity IDE (with the x64 grpc_csharp_ext.dll), but running in HoloLens2 (via IL2CPP compilation) causes a DllNotFoundException.

So to isolate the problem I tried creating a small c++ dll with a single function. It has the same effect as with the grpc_csharp_ext.dll - DllNotFoundException.

Logging the directory tree on HoloLens2 shows that the dll is in the same directory with the application's exe file.

Attached are screens of the small c++ dll settings in Unity.
Any ideas would be much appreciated.

severe spear
#

Disclaimer: the following is **very relevant **to AR development in Unity but certainly also advertising our Editor extension. I hope it's ok to post it here, otherwise please let me know.

For everyone working on ARFoundation applications, I'm happy to announce that we finally released our once-inhouse tools for develoing AR apps and testing and simulating them right in the Editor: http://get.needle.tools/ar-simulation --- available on the AssetStore now.
For us, this greatly speeds up workflows and allows for superfast iteration, avoiding slow steps and being able to test most aspects of your app at blazing speeds ⚡ 🧙
You're welcome to try it out, contact me if you would like to access a trial version!

Use the AR Simulation from needle on your next project. Find this utility tool & more on the Unity Asset Store.

modern chasm
#

Hi, I have a bug with ARFoundation. Previously when I use mono everything works fine, then I change to IL2CPP to publish to Google play then it become black screen when I open it. I am using Unity 2019.4.2 and ARFoundation 4.0.2.

I try to google the solution then I found they say to change the link.xml, but I can't find this link.xml in the project

nocturne ivy
#

@modern chasm that sounds bad!

So we can get a better look into it and direct it to the correct people, can you please take a moment to file a bug here : https://issuetracker.unity3d.com/

Please ensure your logcat is included and all other information that can help us reproduce this locally!

modern chasm
#

@nocturne ivy Thank you for your suggestion, how do I find the logcat?

nocturne ivy
#

https://developer.android.com/studio/command-line/logcat for CMD logcat commands, or if you go to Package Manager you should be able to install Logcat package that will give you a Unity integrated logcat tool with a search function you can type Unity into and copy paste the console :)

#

@modern chasm so sorry, forgot to tag!

modern chasm
#

@nocturne ivy Thank you, I will do that

nocturne ivy
#

Thanks so much!

sonic zephyr
#

\

shell python
#

anyone got opencv for unity?

#

does the image tracking work well for webgl on mobile?

#

because it claims to have webgl support

#

but I don't know, I can't contact the authors

tall marten
#

I don't know this asset, but if you need OpenCV on web with Unity, I think that you can look for OpenCV ports that are specific for the web, and on runtime get the data you need from them, and send it to the Unity WebGL Instance on the page

jade turret
#

@nocturne ivy So, I managed to get the game working, but I'm still perplexed by the fact that the positions in the enemy gameobjects are still disappearing, even after anchoring it to the board when the game is idle.

jade turret
#

How do I get the position and rotation of the scanned image in AR Foundation? It's so that I can set the origin rotation and position to the image.

half basin
#

wow, amount of project files with the MRTK is killing performance. Anyone else encountered this? Anyone got a good fix?

teal hollow
#

guys how perfect graphics are made

jade turret
#

what in the hey is that question?

half basin
#

needle in the hey?

primal arrow
#

question in the needle ThinkPlop

shell python
#

@shell python there's webgl demo there, but it crashed on my Galaxy S10e
https://enoxsoftware.github.io/OpenCVForUnity/webgl_example/index.html
@tall marten Just tested here. Too bad, their webgl version share the same code...so for example I can't access the camera on my phone on the webgl version, probably because they don't request permission, but it works on the desktop browser

stuck path
#

Anyone here familiar with the MRTK particleheatmap?

#

I can't seem to figure out how to get it setup.

fickle pecan
#

Hey Guys, i am trying to create an opc ua client with my hololens, i get it to work with the unity editor, but after building to the hololens, it stops working

#

someone got an idea how to fix this?

teal hollow
#

@shell python NIBBA YOUR THAT GAME LINK RUINED MY PC SORRY I DONT HAVE GTX 2080 TO RUN THIS GAME SORRY, MY PC BURNING IT HAS FIRE

safe barn
#

Hey mates

I'm facing this error, when I import XR library in Unity,
Unity 2019.3, AR core 2.1.8

raw star
#

I have a Hololens 1 and Unity 2018.4.17f1 so far I have been using the version of HoloToolKit(MRTK 1) that is the 2017.2.1.4 . It appears that it's missing some useful things that have been added later such as ToolTips. What's the latest versio of the MRTK 1 or 2 that I can use that won't break everything when using the Hololens 1 ?

nocturne ivy
#

@safe barn This is a pretty old version of ARCore, do you need to be on this version? What do you have for ARFoundation and ARKit?

shell python
#

Anybody using WebGL, how do I make a javascript file reference another? How do I make javascript file B import javascript file A, and then use javascript file B in index.html?

next elm
jagged patio
#

You'll need to use using UnityEngine.XR.ARFoundation;

oblique palm
#

Hi all.! I am a 3D Artist and I am trying to learn AR through the Unity Learn. I am follwing "AR Development: Create Marketing Apps" Course but things are quite different from what I am seeing in my Unity and AR Foundation package.
For example- theres no "place on Plane" or "leanTouch" script in my package.
Any kind of help or suggestion would be really helpful.

half basin
#

Hi all.! I am a 3D Artist and I am trying to learn AR through the Unity Learn. I am follwing "AR Development: Create Marketing Apps" Course but things are quite different from what I am seeing in my Unity and AR Foundation package.
For example- theres no "place on Plane" or "leanTouch" script in my package.
Any kind of help or suggestion would be really helpful.
@oblique palm Say that in #🤝┃introductions

grim pecan
#

I'm looking to make an AR game that would let you play content with others but also act as a video app. I've been seeing stuff online that mentions you can't have both front and back camera running at the same time. Most of the information I've seen so far revolves around trying to do face tracking and room scale AR at the same time. I'm just looking to achieve a vanilla video call while seeing the AR content from your back facing camera. Has anyone achieved this or recommend an approach to doing this?

nocturne ivy
#

@oblique palm if you search those old terms in our Unity documentation (if they are old Unity terms) you can find how they've migrated into other terms :)

grim pecan
#

@nocturne ivy Thanks for the direction I'll dive into that and check it out! I appreciate your help.

nocturne ivy
#

Of course happy to help!

oblique palm
#

@nocturne ivy Thanks! will definitely look into into it..

nocturne ivy
wintry quarry
#

I have 2 scenes in unity combined. When I hit play it plays all 2 together at the same time but when I try to start it in the HoloLens Emulator I'll get only one scene working. Do I need a trigger for that?

oblique palm
#

@nocturne ivy Thanks..this will be really helpful.!

clear cosmos
#

Quick question - is the Google ARCore SDK for Unity (https://developers.google.com/ar/develop/unity/quickstart-ios) still supported at all? When I try to set it up in 2019, ARCore is disabled in the project settings, and I can only enable it by adding the ARCore package, which then conflicts with the Google SDK

clear cosmos
#

Or, alternatively, whether it is possible to use ARCore's face tracking on iOS with the ARCore package?

hybrid perch
#

You'll need to manually load the scene in a script @wintry quarry. Play mode just plays whatever is open

tall marten
steel lark
#

how to add vuforia after installing unity 2019.4.5...i have tried buildsetting>player setting>xr...but vuforia is not available to add

obtuse star
#

The vuforia package info is pinned to this channel

fickle pecan
#

Hey, does someone know if its possible to open the webbrowser within an unity app on hololens 2?

tall marten
#

@fickle pecan you can try this https://blog.mozvr.com/a-browser-plugin-for-unity/
Buy I guess that you'll have to do some of the development by yourself

Mozilla Mixed Reality Blog

Unity's development tools and engine are far and away the most common way to build applications for VR and AR today. Previously, we've made it possible to export web-based experiences from Unity. Today, we're excited to show some early work addressing the other way that Unity ...

fickle pecan
#

Thank you very much! But for me the idea was more like scan a qr code and immediatly open the webpage inside of the built in edge browser^^

tall marten
#

Oh, so I guess Application.OpenURL should work. You'll have to implement QR Code reader...

fickle pecan
#

thank you, and i guess i cant do a mixed reality application

tall marten
#

Why not?

fickle pecan
#

I thought when in an MR App i couldnt open another one, but can i?

tall marten
#

I don't know, you'll have to test it

grim pecan
#

I'm a bit lost as to how to work with the XR interaction Toolkit.

I watched the tutorial series https://www.youtube.com/playlist?list=PLQMQNmwN3Fvx2d7uNxMkVOs1aUV-vxrlf

I get how to apply these to objects and get functionality with the base system. What I'm not really understanding is how these are really communicating with each other to get that functionality.

For example, the XRGrabInteractable has an override void ProcessInteractable, but how is this actually getting called to action?

What I'm looking to do is use the XRGrabInteractable for AR and grab objects like you would with a standard VR setup. From what I understand, this class is really meant to be used for XR with controllers so I'm looking to convert it for touch interactions.

This question kind of stems from two areas,

One, how are these classes interacting with one another? (ARGestureInteractor communicating out a selection being made to the object from these abstractions)

Two, are there any Unity tutorials or tutorials in general people recommend that would help me in understanding this area of programming as I find myself getting a bit lost in understanding of how to work with the majority of the XR interaction Toolkit.

next elm
#

Ahoj everyone 🙂 how are you doing? I am wondering if is it possible to have a object stays at scene, on the image target, after the camera lost sight of target. I am using AR Foundation. Vuforia has the exact function and it is called "Extend Tracking". Any idea, please?

nocturne ivy
fickle pecan
#

Hey, when scanning an qr code for the first time after builing an application on the hololens, a window with "Open link" open. When i scan another code, or the same after closing and opneing the app this window wont open. Does someone know how i can manage to open this window every time when scanning a qr code?

severe spear
#

Also @next elm you can grab https://get.needle.tools/ar-simulation from the AssetStore for local testing of Image Tracking and the resulting behaviour 🙂 (let me know if you'd like a trial)

next elm
#

Thank you @nocturne ivy I already checked it out. Unfortunately I didnt find a solution to my problem in these sample scenes. I will try to dig deeper 😉

#

Thank you @severe spear it seems very helpfull, I will definitely check it out 🙂

#

Is AR Foundation still so bad in multi target image tracking? Does anyone have luck with spawning a prefab per image? AR Foundation 2.1.8? Are there any improvements in this regard in newer versions, please?

severe spear
#

Yep, should work. Reference Image Libraries can have multiple entries and spawning prefabs works fine. (also, that is fully supported in AR Simulation to test in editor)

#

Example with 3 tracked images. ARSim supports ARFoundation 3.x + 4.x, so not sure about 2.x

hybrid perch
#

Oh wow is this new @severe spear?

#

I see it's published in the beggining of july, this is very useful

severe spear
#

We released that a couple of weeks ago after using it in production internally for, like, half a year

#

Started it as soon as it was clear that MARS serves a very different usecase

hybrid perch
#

Yes, we'll be looking at MARS as well, but this is obviously wayyyy cheaper but also way more straight to the point of what is needed most of the time

severe spear
#

It's intended to be minimally invasive (drop in and works) instead of a Framework that requires heavy rework, yes...

hybrid perch
#

Will definitely get this and let you guys know what we think :)

severe spear
#

Awesome! There's a discord as well, feel free to join if you have any questions 🙂 and obviously would be great if you leave a review at some point!

hybrid perch
#

For sure!

next elm
#

Example with 3 tracked images. ARSim supports ARFoundation 3.x + 4.x, so not sure about 2.x
@severe spear Wow, very nice! 🙂 Thank you. I will probably have to migrate the project to 3.x, unfortunately. I just cant get it to work in 2.x. Any chance you can share the project, please? I would love to check it out. I will understand if you cant, so dont worry ;)

Btw, I checked out your AR Sim and I will buy it very soon. It looks like the real time saver. Awesome tool! 👍

#

@hybrid perch what are your thoughts on MARS, please? 👀 🙂

hybrid perch
#

I still haven’t gotten around to using it properly, gonna try it when I have some time

#

It seems powerful but also a lot to get into, like a whole new paradigm

severe spear
#

@next elm that scene is included in the ARSim samples (just there with one image tracking target, I just added more images to the reference library – let me know if you need help setting 3 up, or join the Discord!)

next elm
#

@hybrid perch thank you for your interesting insights as always 🙂

#

@severe spear Great, thank you! 🙂 I will check it out when I buy it. Can you send me an invite to your Discord, please?

severe spear
#

(sent you a DM - not allowed to post discord invites here)

hybrid perch
#

I’ll gladly take an invite as well!

next elm
#

Thank you @severe spear 🙂

nocturne ivy
#

Hello @grim pecan !
I reached out to our Toolkit expert and he requests you make a thread on the forums so he can link it to devs, when you can spare a moment can you post your question in the AR forums?
https://forum.unity.com/forums/ar-vr-xr-discussion.80/

And please post them link here so I can directly link the dev to your question :)

grim pecan
nocturne ivy
#

Thanks so much, forwarding to the team now :)!

unique gale
#

hello friends, i have a black screen

#

when lunching my AR app

#

can someone help

nocturne ivy
#

@unique gale Hello!
Could I ask a couple follow up questions? Is this ARCore or ARKit specific?

What versions of the packages (ARKit, ARCore, ARFoundation) do you have installed?

What version Editor?

unique gale
#

AR core

#

i think my problem is with this, but i can't tick it:

#

ar founadtion 4.02

#

ar core 4.0.4

#

2019.3.12f

#

editor

#

@nocturne ivy have any idea why i can't tick it?

#

or you think it is another thing

nocturne ivy
#

Does the console throw an error when you attempt to click it?

unique gale
#

nothing.

nocturne ivy
#

Hmm, I can't say I have seen this issue before, could you tell me what version your XR Management is please?

unique gale
#

3.2.13

nocturne ivy
#

Can you try rolling it back to 3.2.10 and see if you are able to tick ARCore? I will also see if I can reproduce this locally 🙂

unique gale
nocturne ivy
unique gale
#

yes i have

#

i even try to debug with this adb logcat -s Unity ActivityManager PackageManager dalvikvm DEBUG

#

and what i got was:

#

i searched for it and it was mostly answered with the thing that can't be ticked

nocturne ivy
#

Ah I see this is an issue we were unable to reproduce locally, though our expert was able to assit someone with the same errors out of the issue, do you mind taking a look at this issue and seeing if it is similar enough to yours to fix the problem 🤞 ?
https://github.com/Unity-Technologies/arfoundation-samples/issues/551#issuecomment-660400609

pale sorrel
#

I am using Mapbox & Photon (if that matters, dont think so.) When I change build to WebGL, it breaks with the following error. Is there a possibility there are different AR SDKs for different platforms and I've just got a wrong one?

pale sorrel
#

Fixed it: the solution is to remove all MapBox's AR stuff (I dont need it so it's fine). The reason for that bug is that MapBox is using old versions of AR in Unity.

unique gale
#

someone has an experience with arraycast?

unique gale
#

I am developing an app with AR and i can recognize an object in the world by raycast, but i can't drag even when trying couple of tutorials

restive oracle
#

Can someone help with LipSyncPro in AR. I need it to activate when the target is detected

jade turret
half basin
#

anyone managed to get the articulated hand mesh visualization with the MRTK working in the Editor? What am I missing? [Unity 2019.4 LTS - MRTK 2.4.0.0]

visual shoal
#

Anyone have ARCore Experience for Unity usage (Android)?

nocturne ivy
#

@visual shoal May I ask what the exact question is so hopefully we might be able to better assist you ;u;?

visual shoal
#

@nocturne ivy Sorry, had to step away from my computer for a moment. I'm trying to set up the base HelloAR app (to get everything working so I can build an AR app). I Have followed the Quickstart guide, and have the build going to my personal device. Google says they support my phone (Samsung S8+) for use with Depth API, but when I try to run the HelloAR app on my phone, it says that "This device does not support Depth" (I also know this is false, because I had a working build, 3 hours ago. The only difference between then and now, is that I upgraded to Unity 2019.4.6f1 instead of Unity 2019.2.12f1

nocturne ivy
#

@visual shoal - Thank you for the information!

That does sound like an issue we might need to look at locally, could you file a bug through the in editor bug logger with your project attached and post the bug link here so I can forward that to the team and we can try running it locally?

  • Also do you by chance have a secondary device to test this issue against?
#
  • Could you by chance also tell us your Google Play Services version? Sometimes mix-matched/out-dated versions just cant play nice together
visual shoal
#

@nocturne ivy I'll send that your way shortly. I don't have a secondary device (my whole family uses the same phone). Where can I locate the GPS version?

nocturne ivy
visual shoal
#

Should I send that here, or in the bug report (or both)

nocturne ivy
#

Please include the version in the bug report 😄

visual shoal
#

@nocturne ivy Thanks for the help! I just sent in the report 🙂

nocturne ivy
#

Great! Hopefully you should receive an email soon with a link to the bug, once you have that link could you send it here please?

visual shoal
#

Will do!

visual shoal
#

Also curious if anyone knows about Unity's meta files

#

I keep getting this error, when trying to "Build and run" a new android project

#

This is along with Google CoreAR

thick magnet
#

Im learning about machine learning and image processing is interesting. Would AR be considered a good segue into Machine Intelligence Image Processing?

fickle pecan
#

Hey guys, so i am scanning QR Codes with a Unity Application ijn the Hololens. It works fine, but sometimes i get an popup from to hololens to open a scanned url, how can i deny the hololens to intrepret my qrcodes? I just want to this in the unity application?

#

Does someone has an idea?

jagged patio
hard plank
#

Hey Guys,

#

So AR foundation image tracking seems to work sometimes, and not at other times. Environment is the same, I'm just pointing it at the image on the computer monitor. I'm using unity example.
I am using AR Foundation Editor Remote asset. Do you think that could be an issue? It weird because if it works on play mode, it works for the whole session. But 90% of the time, non of the images are recognized

formal quest
#

Hello everyone, I just wanted to share that we're currently working on support for ARCameraManager.frameReceived event using ARSimulation 🙂 https://twitter.com/marcel_wiessler/status/1292537408760811521

Another test: I replaced the plane shader with the camera background shader - first video is again in Unity and the second part on device

#ARSimulation #ARFoundation #ARCore @unity3d @builtwithARCore @NeedleTools https://t.co/Rzx2oJM36V

▶ Play video
proven wing
#

What tutorial should i follow for projection in ground frame

#

I am jus starting out

#

with unity and vuforia

turbid temple
#

@everyone

#

i need some help

half basin
#

Hello

jagged patio
#

If you need help, please specific the question, what platform you're building for and what you've tried already. Don't @ everyone.

#

@proven wing can you elaborate more on what you mean by "projection in a ground frame"?

proven wing
#

@jagged patio i am using vuforia with unity for basic 3d object projection in a markerless environment in a UWS(windows10)

jagged patio
#

What's UWS?

proven wing
#

Universal Windows systems

jagged patio
#

is that different than Universal windows platform? UWP?

proven wing
#

no sorry its the same thing

jagged patio
proven wing
#

@jagged patio ill look into it and get back to you

#

Thanks for reaching out

bronze void
#

Hello everyone, I got a question about using Unity profiler on MS HoloLens. Would this be relevant post to this channel?

proven wing
#

@jagged patio I went through those links and it helped me, I just have one more question, how do i import the file and convert it to an application so that i can run using vscode

bronze void
#

Hello everyone and @south isle , I got a question about tweaking Unity (2018.4) profiler to measure framerates and memory consumption with the minimum overhead on MS HoloLens and hope I am posting to the right channel. I am trying to measure those while the HoloLens is rendering the volumetric data with single-pass ray casting.
Although the profiler showed the most of time consumed by XR.WaitForGPU (I guess it is due to heavy ray casting), I would like to have the results that are almost identical to those without the profiling. Followings are what I did for Unity profiler:

  1. Only enabled CPU, GPU, memory and rendering profilers.
  2. Set profiler to save the profiling data to a file.
  3. Measured 100 frames.
    Is there anything I can do more? Thank you in advance.
jagged patio
#

@proven wing import what file?

south isle
#

XR.WaitForGPU means that the CPU is waiting for the GPU to finish its work. I'd suspect the volumetric rendering is using up a lot of time. It would be good to test this theory somehow. Can you reduce the volumetric rendering work load somehow? Then check the WaitForGPU tming again.

#

There where bugs with this tool when I tried this on the HL2 months ago, but hopefully they've been fixed by now.

#

Unity's GPU profiler really just shows stats, rather then explicit timing information. But it may be worth attaching the Unity Frame Debugger to your program running on the HL to make sure there isn't anything unexpected (extra passes, rendering things twice, etc). https://docs.unity3d.com/Manual/FrameDebugger.html

#

cc @bronze void ^

#

Is the raycasting on the GPU?

#

Another thought. Volumetric rendering is expensive. Have you considered using Holographic Remoting to render on the PC and display on the HL?

bronze void
#

@south isle Thanks for lots of tips. For your questions, 1) I reduced the rendering work load by reducing sampling rate and WaitForGPU. When the sampling rate reduced to 1/2, the WaitForGPU reduced to almost 1/2; 2) The raycasting is on the GPU implemented in vertext/fragment shader without lighting; 3) I have considered using remoting but I would like to do it on local to do it as standalone.
I will try with VS GPU profiling. I got another question about whether the calculating FPS with Time.unscaledDeltaTime as in "http://wiki.unity3d.com/index.php/FramesPerSecond" would be accruate?

south isle
#

Great. So the focus should be on improving the efficiency of the raycasting. Can it be cached? Done less often? Done in batches over a number of frames? etc. The profiling may give you clues for improving the algo/maths or show unexpected hot spots.

south isle
#

Another idea is to do the sampling/raycasting in a compute shader. Then you don't tie it to rendering frame rate and can use the results when they're ready.

bronze void
#

@south isle The only rendering optimization I have done was implementing "single-pass instanced rendering". Since only one volume was rendered at the time, I didn't considered caching or optimizing the rendering batch. I appriciate for the tips for optimizing rendering but currently, I aim to measure the local rendering performance on HoloLens to use the result of measurment for future research. To do that, the measurement should be accurate and have integrity.
I have a look on MRTK's profiler and seems like it uses FrameTimingManager. Would this be more accurate than using deltaTime?

#

@south isle If I use compute shader and use the results when it is ready, wouldn't this causing hologram drifts or delayed rendering when users moves?

south isle
#

I don't know if the MRTK profiler is more or less accurate.

#

Yes it would cause drift, and so would the other techniques that split the load over time. This may be acceptable for small a small number of frames. You may also be able to reproject until it's updated. But I agree, measure first and then see what solutions are available to you. There may be an easier path!

bronze void
#

@south isle Thanks a lot. I got the last question related to the profiler. Apart from disabling profiler modules (audito etc.), is there anything more I can do with profiler to avoid overheads may cause by the profiler during the measurement?

south isle
#

Not really. If you're running on device and profling in the editor, then it's not really an issue besides the overhead for taking and sending the prolfing samples. Considering you're GPU bound, then Unity's profiler is not going to be telling you much anyway.

bronze void
#

@south isle Would it be different, if I save as binary file?

south isle
#

I don't know, then you have file IO overhead. My guess is not much different.

half basin
#

quick question

#

anyone here knows how this app is being developed?

#

Introducing TRYON — the augmented reality software for buying and selling jewelry online.

At TRYON, we create augmented reality for the jewelry, so that customers can try on rings, bracelets and watches anytime and anywhere with their smartphones.

We are destroying a barrie...

▶ Play video
bronze void
#

@south isle Thank you very much for your tips and information. 👍

south isle
#

All the best with the project @bronze void!

half basin
#

@south isle will pm u for more info

#

would it be better to use Spark AR instead and bring it into social media?

south isle
#

I don't know SparkAR. Does it does object recognition?

half basin
#

it does not have object reco at the moment but it does have a hand tracker built in

south isle
#

Then it wont be able to do all that you need.

half basin
#

if i approach the spark ar way then it would be on facebook and insta and users will be able to choose the desired object instead of selecting it on the magazine/booklet

proven wing
#

@proven wing import what file?
@jagged patio the unity project in my desktop, it throws errors

proven wing
#

i have built a projct and when im trying to build it the exe file is made but it isnt working its on and nothing is on
when i build with UWP it says exe excited with 0x000000007

glacial raft
#

Hi, I've been having a problem with my AR project. I'm doing a simple "instantiate an object at raycast hit". My problem is that whenever I instantiate a large object (e.g. water plane), the object follows the camera's height (y-axis). I tried using an anchor but I still get the same result.

unique gale
#

how to save data on an object?

#

if i raycast on an object how do i get it's information?

tawdry inlet
#

Are you asking for AR Raycast or Normal Raycast ?

jagged patio
#

@proven wing Make sure to check on platform support. As far as I know Vuforia is not compatible with Windows and only works on UWP (HoloLens), Android and iOS. But I haven't personally used it in some time so am not 100% sure.

#

I know a handful of people have been asking about a URP shader for rendering shadows on transparent surfaces. I worked with a couple coworkers and released a hard shadow and blurred shadow version. They're now available on the demos repo. 😄 https://github.com/Unity-Technologies/arfoundation-demos https://twitter.com/DanMillerDev/status/1294377908555800576?s=20

Happy Friday, time for #AR shaders for @unity3d they all use URP and shader graph, compatible with AR Foundation and Unity MARS!

available here https://t.co/VtzGL7uxqC

@arturonereu and Landon Townsend did all the complex shader work, I just put them in AR 😀

#madewithunity ...

▶ Play video
dark snow
#

How to add button to change the scene, i tried but not working, any help would be appreciated

#

😔

#

I'm using arcore

astral cloak
#

@dark snow there are so many good tutorials explaining that, why are you asking? 🤔

dark snow
#

Yes i tried, add function to button onclick event, then change the scene using scenemanager

#

But it's not working so I asked here

#

😞

grave lance
#

You really need to post some code if you want help

marble flame
#

I agree. or you can PM me @dark snow . I have solved this problem.

hexed condor
#

Hello everybody.
I need some help.
Vuforia's AR camera rendering pink color on OPPO phones.
Is there any solution for it?
does anyone have OPPO phones? if so please contact me. I would like to send to app versions for test.

keen forum
#

anyone here knows how this app is being developed?
@half basin Look carefully at the video, it seems to me that it's a fake. The hand on the phone move slightly before the filmed hand, which is impossible.

grave lance
#

@hexed condor a pink color usually means a texture or material isn't found

I would get a phone, and run RenderDoc on it to see what it's missing

hexed condor
#

@grave lance no its not texture, or material. 100%

its something with connected with ARCameraBackground. All "OPPO" phones has same problem.
Same build of app works perfectly on other phones.

grave lance
#

Still, same process. Unless you stumble on someone here who encountered the exact same issue....

You won't know until you step through the draw calls

half basin
#

@half basin Look carefully at the video, it seems to me that it's a fake. The hand on the phone move slightly before the filmed hand, which is impossible.
@keen forum i see now that u point it out i also saw

#

thank you for your reply

hexed condor
#

@grave lance i dont need to check draw calls. again, it is phone specific issue, it cant rend it correctly, so its either shader problem or graphic API.

grave lance
#

Exactly. And then, you could possibly fix it, if the camera texture was in the GPU, but not drawing

If the camera texture wasn't in GPU memory then it would lead you down a path to see if there's a specific permissions work around for OPPO

If there's not that, then you would have to file a bug with Vuforia

snow geode
#

hi, I'd like to add postprocessing to the camera image only, not the 3d objects, is there any way?

grave lance
#

@snow geode on mobile?

snow geode
#

yes sorry, on android/ios

#

perhaps by using a custom material on AR Camera Background?

grave lance
#

You'd likely need to make your own shader that draws on the camera texture.

But, you need to consider latency... The trick with good AR is that the camera capture to screen draw is low

#

Yes, and I'd start off by copying that shader, also so you can diff it in the future

snow geode
#

ar camera background only applies to the camera image so? (not the 3d scene?)

grave lance
#

Or you could add a shader that extends it

#

Yes, it's been awhile since I looked, but that material is usually the target to hand off the camera capture and draw it on an ortho plane

snow geode
#

ok hmm, I just found the fog demo in arfoundation-demos, I should probably start with that

grave lance
#

Definitely prototype with what's easiest :)

snow geode
#

well, thanks for your help

snow geode
#

too bad, green screen 😦

grave lance
#

Something is looking for a specific shader to set the camera data then

It seems likely someone has figured this out, I'd check out their prototype

unique gale
#

how do i import 3d models? it is like they have no color

snow geode
#

@grave lance I found the default arkit/arcore background shader and modified them
It worked like a charm! 😄

#

still needs to manage one shader for android and one for ios, but postprocessing on only the camera image is easy now

hexed condor
#

HI all. is there anyway to turn on flash light(tourch) when using Vuforia's or Arfoundation camera?

keen forum
#

I don't get why you can't

#

but you'll have to use native code (my guess)

#

You can't because it is linked to the camera?

hexed condor
#

@keen forum no, i did research. i have arcore sdk in project.
when device is ARcore supported, Vuforia Fusion use it for device tracking.
And ARcore not supporting flash light for now 😢

crystal flame
#

@jagged patio not sure if anyone asked this, but is the AR Foundation Image tracking demo able to support 10+ pages for an AR book app?

jagged patio
#

Yes, ARKit and ARCore support much more than 10 images in a library. There are smaller limits for consecutive tracking. ARCore is 1000 limit, ARKit doesn't list one.

crystal flame
#

@jagged patio ok so the limit for expanding the library is dependent on ARCore and ARKit and not AR Foundation. Would adding more "pages" to the library in the demo be as simple as modifying the reference library script and adding more images to the library database?

jagged patio
#

At runtime or at compile time? Either way the answer is yes. The only stipulation is if you’re adding image targets at runtime use a mutiable reference library not a normal one. And yeah in general AR Foundation doesn’t limit things so you can always look up the features on the ARKit /ARCore side to understand how it works. There are a few features not yet implemented in AR Foundation though.

crystal flame
#

@jagged patio yeah definitely at runtime. Thanks. I am curious for the image demo script. is it better to build an array add more page reference or replicate the solution in the demo multiple times?

crystal wren
#

Hello guys, I have a few questions about AR.
First of all, I don't have any device that supports AR (ARCORE, ARKIT). How can I test the apps while developing on pc ?
And second question is which AR APİ should ı use for the games like PROS , CONS .
Last question what is the Unity AR Foundation is that a global AR APİ thats support multiple AR API (ARKIT,ARCORE) ?

#

I'm going to start developing AR and frankly I'm a little confused 😅

crystal flame
#

check out MARS or Device Simulator @crystal wren

#

AR Simulation in Asset Store by Needle

crystal wren
#

@crystal flame i will be check these thanks

raw star
#

Let's say I create a floating text using the Hololens virtual keyboard. Can I edit said text using the virtual keyboard ?

#

Is it possible to load the existing text for editing in the virtual keyboard ?

keen forum
#

I think keyboard is working just as an input, so you can do whatever you want with it

#

you get access to keyboard.text

raw star
#

so I can do something like keyboard.text = "Test" and see it in the virtual keyboard ?

raw star
fickle pecan
#

Hey guys, how can i create an app package to install on multiple hololenses

next elm
#

Hi everyone 🙂 I have a project with image tracking and I showing transparent video above the targets. But few first frames of videos are black when a target is registered and video starts to play. Any idea how can I solve this? I will probably try to scale the video plane to 0 for the first few frames, but I would love to know why is this happenenig and if is there any other solution.

keen forum
#

@fickle pecan a package is by default build for ALL hololenses, so what's the problem? Just follow the documentation

#

@next elm it might be due to the latency to start a video. Every time you play a video (your pc, streaming, youtube, etc) the video never start instantly.

#

I don't know if there is a way to know if a video is ready to play, maybe you should dig from there

#

@raw star It's a string, it's up to you to do whatever you want with it.

raw star
#

I tried it but it doesn't show there

#

I can enter any text I want

#

but I can't see the prexisting text

#

in the input field

next elm
#

@keen forum thank you, will look into it 🙂

keen forum
#

is that an inputfield?

#

you should have two type of text

#

the preexisting and the one you type

#

It's not really AR related

raw star
#

it might have to do that I'm not using an input field in Unity, I have a TextMesh object that when I click on it I open the virtual input screen you see above and assing the input I get to the textMesh.text

keen forum
#

ok, with one text, you want a preexisting text and the typed text?

#

you could duplicate the textMesh

#

if the second is empty then you show the first

raw star
#

I want to be able to edit the prexisting Test text to Tost for example

#

just edit the e

#

while using the virtual keyboard

#

A better example might be what we are doing when we made a typo somewhere

#

we don't renter the whole word, we just edit the part that is the typo

#

in phones, text editor's etc

keen forum
#

ah ok

#

well this is more advanced

#

I can't help, this is not AR related

#

and i've never used the holo keyboard

raw star
#

Τhank you nonetheless !

crystal wren
#

Hello guys again I will ask same thing , I don't have any device that supports AR (ARCORE, ARKIT). How can I test the apps while developing on pc . I dont tried MARS because its not free . I tried Android Studio Emulators its normally supports AR Core while developing on with Android Studio(virtual camera scene) but when I lauch my unity build its directly crashing . And last one Unity's device simulator I think its only for desing and thats kind of stuff its not for an AR . Tried Things : Unity Mars ,Unity Device Simulator , Android Studio Emulator is there any another way which is "Completely Free" ? Thanks.

next elm
#

I am having trouble what is the easiest way for doing something like this: I am tracking an image and when the image is tracked I want to trigger some function to show UI element. How would you tackle this, guys and gals? Any idea please? 🙂 Thank you.

steep cosmos
#

Hello. I will learn AR and XR (for hololens) which SDK do you use for it.

#

I could not decide of choosing Vuforia, Unity Mars, ARfoundation.

#

Is there any chart to show it up how many programmers use sdks'?

hybrid perch
#

There is not. What features will you be using? The HoloLens comes with its own SDK in MRTK

steep cosmos
#

exclusively I want to learn for the future. I am on the learning progress.

#

What do the companies use most of?

hybrid perch
#

Do you have a HoloLens?

steep cosmos
#

I started in a gaming school as intern I mean yes

#

I have

hybrid perch
#

Most people developing for it use MRTK. It comes with a lot of tools and examples. So I would recommend looking at that first

#

AR Foundation is only for mobile so it does not apply to hololens

steep cosmos
#

what about vuforia.

#

It is very simple to implement. I tried.

#

Most people developing for it use MRTK. It comes with a lot of tools and examples. So I would recommend looking at that first
@hybrid perch Thank you. I will do it.

hybrid perch
#

Vuforia works on hololens

steep cosmos
#

What about Unity mars. Do you think they will take the market?

hybrid perch
#

MARS is pretty expensive. I haven't seen many people pick it up yet

#

It's a lot to get into, but if you get familiar with it I'm sure it's useful

steep cosmos
#

Thank you Ole for your valuable time! Ill keep them mind.

severe spear
#

@steep cosmos MARS builds on top of ARFoundation, so it's definitely worth looking at that as well. You might want to get an understanding of the entire XR ecosystem first:

Unity Technologies Blog

Amidst a period of innovation for XR, we want to ensure Unity remains the best development platform for creators and our ecosystem partners. We’re excited to announce our new XR plugin framework designed to empower the ecosystem and provide guidance on how this impacts develop...

GitHub

AR Simulation for Unity • Right in the Editor • Minimally Invasive - needle-tools/ar-simulation

crystal wren
#

@next elm thank you 🙂

hexed condor
#

Vuforia's camera not working on OPPO phones. is there any one with OPPO phone, who can help me to test my app?

half basin
#

hello i need some help with my AR application

#

im trying to get my car moving on a plane but

half basin
#

please help 😦

hexed condor
#

@half basin may you try on other image?
this one is so shiny, and not flat
[SOLVED] Vuforia camera tracking system was Device, Instead of First Target

half basin
#

@hexed condor Thank you for helping me ur the best

hexed condor
#

Is there anyone with OPPO phone?

grave lance
#

@hexed condor I really suggest you buy one locally. Get a used one that is a model that has the error, test, fix, resell

#

It's going to save you a lot of time and headache to have the device on hand. Then you can do things like look at RenderDoc, or in the Unity debugger

dark juniper
#

Hi everyone

nocturne ivy
#

UnityChanExcited Hello!

dark juniper
#

I'm trying to make AR App for chemistry students, is there a way to do this in Unity

#

I have a script to detect per image in a camera, but i couldn't find one for multiple images Ps. I'm new to unity and AR Technology

formal quest
#

You can do this pretty easily with ARfoundation and the ImageTracking Manager. There is a sample project with a demo scene on github

jagged patio
dark juniper
#

Thank you guys very much!

#

I'm just facing problem when building

#

BuildFailedException: Failed to generate image database. Output from arcoreimg:

stdout:

====

stderr:
Assets/ARFoundationDemos/ImageTracking/TrackedImages/OCard.png: Failed to get enough keypoints from target image.Assets/ARFoundationDemos/ImageTracking/TrackedImages/CCard.png: Failed to get enough keypoints from target image.Assets/ARFoundationDemos/ImageTracking/TrackedImages/O2Card.png: Failed to get enough keypoints from target image.Assets/ARFoundationDemos/ImageTracking/TrackedImages/NaCard.png: Failed to get enough keypoints from target image.Assets/ARFoundationDemos/ImageTracking/TrackedImages/CLCard.png: Failed to get enough keypoints from target image.Assets/ARFoundationDemos/ImageTracking/TrackedImages/HCard.png: Failed to get enough keypoints from target image.Assets/ARFoundationDemos/ImageTracking/TrackedImages/H2OCard.png: Failed to get enough keypoints from target image.Failed to add some of the images to database.

UnityEditor.XR.ARCore.ARCorePreprocessBuild.BuildImageTrackingAssets () (at Library/PackageCache/com.unity.xr.arcore@3.1.0-preview.8/Editor/ARCoreBuildProcessor.cs:312)
UnityEditor.XR.ARCore.ARCorePreprocessBuild.OnPreprocessBuild (UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.xr.arcore@3.1.0-preview.8/Editor/ARCoreBuildProcessor.cs:34)
UnityEditor.Build.BuildPipelineInterfaces+<>c__DisplayClass15_0.<OnBuildPreProcess>b__1 (UnityEditor.Build.IPreprocessBuildWithReport bpp) (at <6f28216fea9f453abf2e05b770ed3ee4>:0)
UnityEditor.Build.BuildPipelineInterfaces.InvokeCallbackInterfacesPair[T1,T2] (System.Collections.Generic.List1[T] oneInterfaces, System.Action1[T] invocationOne, System.Collections.Generic.List1[T] twoInterfaces, System.Action1[T] invocationTwo, System.Boolean exitOnFailure) (at <6f28216fea9f453abf2e05b770ed3ee4>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

#

Really stuck from yesterday, Tried my best

hybrid perch
#

The image trackers you have provided do not have enough feature points

dark juniper
#

How's that possible!

smoky lynx
#

Is anyone looking to buy a barely used Magic Leap One device for cheap?

nocturne ivy
#

Unfortunately this is an issue also known within ARCore/Google themselves as well https://github.com/google-ar/arcore-android-sdk/issues/580

This is an issue from 2018, that is still being bumped this year, the only workaround currently is to replace the image with one that has more feature points UnityChanAfraid .

spare wasp
#

Hey! I was looking to see, if this is possible. I was thinking of making an AR headset, like Project NorthStar (a hybrid of their design) but using Manomotion, and Unity ARFoundation.. Is it possible to create a system like that?

raw star
#

Just curious. If I have a Virtual Keyboard Input Field and click it does the virtual keyboard appear when testing in the emulator too? I'm using the HoloTookit. Generally is there anything that doesn't work in the hololens emulator ?

raw parrot
#

How to detect when the trackedimage is not in the camera's view anymore.
I attached a renderer and tried to detect renderer.isVisible but that didn't do anything, it counted as visible even when it wasn't there.

hybrid perch
#

Why don't you just try it @raw star? As far as I'm aware the emulator should run fully featured, minus hand tracking and eye tracking for the hololens 2

snow geode
#

hi, I'm trying to get the camera feed texture (without bliting it to the cpu), is there any way?

#

I tried ARCameraBackground.material.GetTexture("Texture") without luck

keen forum
#

I'm currently working on an Hololens 2 project. I've got an issue with 2019.4 and Palm Up Constraint Menu. As I use QRCode tracking, I need to use Unity 2019.3+ and XR plugin management, but with this version and plugin, Palm Up Constraint doesn't work anymore. I tried to build for ARM/ARM64, Debug/Release/master without success. Does anyone has any clue or info about that?
Thanks

raw star
#

@hybrid perch I was trying to making sure it wasn't only me that I face a particular crash. Thanks for the response and sorry for my late response. ❤️

subtle verge
#

Hi, I'm not sure whether here or #archived-shaders would be more appropriate for this question so I'll ask here.

I'm attempting to create an AR application compatible with the Google Cardboard lens configuration, but am running into issues primarily concerning the stereo view.

The issues I'm trying to avoid are:

messing with plane detection, as it is a key part of the application
Using multiple cameras, as an SDK we are using (ManoMotion) needs a single camera to render things from for the purposes of hand recognition
Using a paid application, as it is intended to be used for 400-600 users within the next month and figuring out licensing would not be viable

Do you have any suggestions? I tried using a shader, but am not very adept at using shaders so it somewhat worked but didn't have the desired Google Cardboard view. Ideally it would be some sort of workaround to implement the Cardboard SDK alongside this but I'm open to try anything

crystal flame
subtle verge
#

@crystal flame thank you for replying! We're currently stuck to Cardboard headsets so I don't think this solution would work.

crystal flame
#

@subtle verge they have a cardboard one that is $7 called mogorigami

subtle verge
#

We'll try to look into it but sadly I think we're stuck to fixing this in code rather than through the headset

dark juniper
#

Hi,
I'm using ARCore & ARFoundation for my game, if i set AR as optional can non-supported devices run the game ?

snow geode
#

Hi, is there any way to switch camera with AR foundation?

#

I'm not using face tracking, only plane manager, and would like to have a "selfie" mode for tracking

cinder harbor
#

do i ask ques here ??

fossil flower
#

Almost all channels are help channels except for showcase ones

cinder harbor
#

wow , so i want to ask that i am absolutely new to unity and c#,,,,,,where do i start

#

??

#

@fossil flower can you guide a bit ??

fossil flower
cinder harbor
#

wow thanks ,@fossil flower

snow geode
#

hey, I updated AR Foundation from 3.2 to 4.0 and I can't record my screen on Android anymore... Anyone facing the same issue?

left beacon
#

Hi everyone, I'm wondering what is "Pass-through video" feature on AR Foundation?

nocturne ivy
#

Hi @left beacon ! On our Docs, we provide this explanation
Pass-through video: optimized rendering of mobile camera image onto touch screen as the background for AR content
Is there anything specific besides that, that you're looking to know?

opal portal
#

@ Unity Staff. Any idea about when openXR will be supported by the engine?

left beacon
#

Hi @nocturne ivy thank you very much for answering. I was curious and I didn't found the information ahah

dire jungle
#

On running a build on android while using URP, I get the error "Assertion failed: OPENGL NATIVE PLUG-IN ERROR: GL_STACK_UNDERFLOW_KHR: OpenGL stack underflow" any ideas what it is?

grave lance
#

What version of GLES? You may need to up it for URP

#

(just a shot in the dark)

raw parrot
#

[VUFORIA]
I spawned an object on top of an augmented image.
How do I have my object look at the camera and remain ontop of the augmented image?

dire jungle
#

I am using GLES3

nocturne ivy
#

Just for some troubleshooting fun, do you mind toggling Multi-threaded rendering and tell me if it changes any error messages?

#

@dire jungle

keen forum
#

@raw parrot The imageTarget gives you position and rotation from hierarchy, the transform is free to affect. It's not AR related, just use LookAt function. Therefore the pivot of your object needs to be well placed, or you can add a empty parent to your object and make him Look At the camera

raw parrot
#

I do use LookAt, but when I rotate my camera from portrait to landscape, my object rotates with my phone.

dire jungle
#

@nocturne ivy sure enough, removed the error message

#

much obliged

nocturne ivy
#

Glad it worked UnityChanCheer !

keen forum
#

Then it's totally another problem... can you send a screenshot of the problem please? it's hard to picture @raw parrot

#

Maybe it's related to the up vector of the lookAt

#

if you want it to be local (camera) or not (world)

ornate rapids
#

hi, I have imported a 3D asset but it doesnt look the same as what I have downloaded when I drg it into the scene... why?

hybrid perch
ornate rapids
#

Thanks!

#

Hi all, I am working to create a persistent content app, would love to chat with others that do the same...

#

THinking about anchoring McDonalds hamburgers in Burger KIng branches, to help them fight trolling

#

so you'd be able to go in Burger King's branches and see through my app, McDonalds burgers all over

#

some things I have been thinking about: is this may be a problem from Burger King's side? (legally)

#

And also could I spray coupons?

#

#beingcreative

half basin
#

anyone worked on AR app using the WebXR exporter? Is the passthrough working?

steep cosmos
#

Hello. How do you test your AR-foundation base game? I builded many many times to figure the problem out, It takes immense time for everytime?

#

Wha t is the best practise ?

hybrid perch
cinder fiber
#

Hello guys! I have a question regarding ARFoundation & PointCloud, where I can have a look instantiation of point cloud ( points )?

raw star
#

Is it possible to debug/open in emulator a Hololens build without opening Visual Studio ? Something like a command line command that I will give the x86 parameter and the HololensEmulator parameter

hybrid perch
#

Is there a reason you need the emulator instead of using the in-editor simulation? I don't have a good answer to your question unfortunately

#

It takes so long to build to test on our HoloLens that I'm very happy that the in-editor tools are decent enough

raw star
#

I dont have the device always on hand

#

and some times the app works in editor but crashes in the emulator

steep cosmos
#

How do I scale my game scene (game platform, networked players) without breaking the physics in Vuforia?

#

In ARFoundation we had been using ARSessionOrigin to do that.

hybrid perch
#

I think you can just scaleup the camera

steep cosmos
#

did not work.

hybrid perch
#

That's how it's done in ARFoundation but I'm not sure about Vuforia. I'm sure they have something about this on their forums

cinder fiber
#

Any one familliar with ARFoundation PointsCloud? I need some help with that.

dire jungle
#

@cinder fiber if you right click in the hierachy, you can go XR>Create Default Point Cloud, then make a prefab with that and use it as the prefab for the AR Point Cloud Manager on your AR Session Origin

#

you can check out the scripts associated with it at that point as well

shell python
#

anyone makes mobile webgl projects here?

bronze silo
jagged patio
bronze silo
#

perfect, thx!

ornate rapids
#

I like it very much. I am building a protoype for a similar feature that will help education

bronze silo
#

@ornate rapids did you network it at all? thinking about how to share the animation across the network

ornate rapids
#

good thought

#

still on my personal computers 🙂

#

didnt even think about it

#

just haveing fun with the cocncept

ornate rapids
#

@bronze silo just sharing the demo or a full app?

bronze silo
#

@ornate rapids does the bodycaptureprocessing work on the phone too or only editor?

#

the one that plays the saved animation

#

i got it working, runs amazing. Saves amazing. I can easily stream this data or save it wherever, so networking will be easy. Just unsure about playing the saved animation on the device in this example scene "BodyCaptureProcessing" not "BodyRecording." Other than that, this repo is ridic amazing

#

After looking through it more, I can just customize BodyFileReader.cs to pull from wherever i want. Praisebe

#

@jagged patio thx for this, it's the greatest thing ever

ornate rapids
#

@bronze silo WOW i am so much behind you 🙂

past prism
#

Any word on how to run Object Detection on Android using ARFoundation? I don't mind if I need to import another plugin over the top as long as it fits with ARFoundation

bronze silo
ornate rapids
#

@bronze silo Yes! Thanks

dire jungle
#

Currently having an issue where meshes generated by meshing appear really far away, instead of located where the actual surfaces are. Any ideas what could cause this?

#

The issue was the mesh filter prefab had a nonzero position

bronze sierra
#

Hello guys,

First sry for my bad english 😅
I've been working on this remote assistant ar app, there's a client and support, I connected both of them with webrtc, client's camera feed shown into support screen, and client can spawn cubes with ARRaycastManager also support can also spawn cubes but they will actually get instantiated on client's device, so I'm passing touch position through json, now the problem is the touch position I'm getting from support's end is not quite accurate, if I touch on bottom-right on the screen then cube will get spawn at different position. How do I prevent this from happening?

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tl;dr how can I get exact touch position on all devices regardless of screen size? basically I'm passing position from one device to another through json

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Do ping me

wide steeple
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@bronze sierra try sending ratio of the width and height instead of the absolute coordinates
You'll also need to be sure that devices are in the same orientation
You could also use some kind of minimal common rectangle in case aspect ratios differ

bronze sierra
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Thanks for reply @wide steeple
Are you talking about the device's aspect ratio right?? and sry but I didn't quite understand that rectangle part 😅

wide steeple
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Yeah

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So basically if devices are different - let's say iPhone vs Samsung if you lay one on another you can get a minimum common rectangle where their screens intersect (to have a rough idea)

bronze sierra
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Okay so, if I get Camera.aspect, still how will I know that where user touched the screen, coz I'm passing just a ratio and not where the user touched?

wide steeple
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You get the ratio on another end and just convert it to the absolute coordinate by multiplying to width (or height)

bronze sierra
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So I'll send the ratio of support device with the coordinates? so on other end it'll know that yes user touched here

wide steeple
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Yep

bronze sierra
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Ahh gotcha, sorry but I'm still having trouble understanding this rectangle thing

wide steeple
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No problem, maybe you'll get it working good enough without that concept

bronze sierra
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Okay, thanks for the help 😃

grave lance
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@bronze sierra I would take a step back and try to figure out how to make the interaction in the world, not the screen

The screen isn't shared, and it's relative to each device. The world is shared, and concrete

bronze sierra
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I don't get it, by screen sharing I meant the texture rendering the camera feed. What I'm trying to do is touch on one device and that position get passed to another device and then fire a raycast from there and spawn @grave lance

grave lance
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But, why? You're ultimately just spawning something in the relative view of the device that touched

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Is one of the devices a non-AR device?

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If that's the case, then you need the non-AR device to draw the view of the AR device full, without cropping. Then, I'd pass a value that's 0-1 for the x,y, which is offset on the non-AR device by the camera feed position

So, if someone touches in the top left corner (of the video), that's 0,0, and on the bottom right corner, that's 1,1

Then you just take the target device's displayPixelsWidth/displayPixelsHeight and factor the float value. So, for example (0.5, 0.5) is the middle of the screen

hybrid perch
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I don't think there's any way you could do this without projecting the camera feed from the source at its own aspect ratio. So if it's wider than the remote screen, you're gonna need some black bars at the top and bottom

drowsy solar
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@hybrid perch that looks great! Thanks for posting that project.

bronze sierra
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@grave lance that's what I did, I'm using ScreenToViewportPoint, so regardless of screen size the numbers will be between (0,0) and (1,1), when I debug the value it is the exact same position (client device touch position) I'm getting on support's side

grave lance
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But, on the device that's touching, are you getting the value relative to the video or the touch device screen?

raw star
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I'm using the HoloToolkit and Unity. Any idea on why the button tooltips I've in my app show distorted ? It was something to do with the billboarding and tag along but can't put my finger on it

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basically I have this menu that chases you using tagalong and billboard script. It has a button as child and said button has a tool tip spawner attached. The tooltip shows distorted when gazing on the button

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I wanted to look clean and all without these weird scaling change.

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I would appreciate any theories on what might be wrong

grave lance
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@raw star There's a HoloDevelopers Slack group that official MS. I'd recommend joining that, the MRTK devs hang out there

raw star
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oh didn't know that, do you happen to have the link ?

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Thanks for mentioning it

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nvm I found it

hasty bay
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If I'm developing an application that should be usable by multiple ar glasses

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is this my best option?

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A lot of glasses are coming out with their own SDK, is it feasible to for example develop the app using the nreal sdk then again using the realmax ar sdk and so forth....

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feels like that would take a lot of development time, but at the same time I don't know the compatibility of nreal with Unity AR foundation

hybrid perch
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Yeah AR Foundation is made for mobile @hasty bay. You're probably gonna have to work with the SDKs and either make bridges to AR Foundation or create your own framework

bronze silo
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@ornate rapids did you ever change the robot to a diff model?

ornate rapids
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mmmmm... I wish I knew what you re talking about 🙂

lofty vapor
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me too^

steel vortex
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When will AR Foundation support Huawei's AR engine?

nocturne ivy
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Unfortunately ARFoundation will not be supporting Huawei's AR engine from what information I've received.

steel vortex
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@nocturne ivy I'm asking because Huawei talked about it at their dev conference

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I was wondering if that's possible in spite of the trade war and Huawei ban

nocturne ivy
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If they use ARCore then they will be able to run ARFoundation, however we currently dont support any non-ARCore Huawei engines

steel vortex
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okay, thanks

bronze silo
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@ornate rapids @jagged patio

steep cosmos
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Hello. Should I learn ARCore or ARFoundation

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ARFoundation includes ARCore features, so then why do people use ARCore?

hybrid perch
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AR Foundation bridges a lot of the functionality between AR Core and AR Kit, but both of those still offer some features that are not included in AR Foundation. For AR Core an example would be cloud based image tracking I think. There's a feature comparison table in the docs somewhere

wispy bluff
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Can someone please suggest good ARCore courses or tutorials

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I've seen few but they are outdated

steep cosmos
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for AR foundation, you can have a look Ufuk Demirbas's course on udemy.

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If you find for ARCore please let me know too.

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I have a question. I am currently making a BOMBERMAN game in AR with Vuforia. Should I instantiate all the objects (players, game platform and bombs) with in their own groundPlane or just platfom is enough?

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And I can not scale platform without breaking pyhsics. How to scale down?

upper mural
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Hello. any ideas on how to use a laptop's camera for augmented reality (AR Foundation) so that I can check what's going on in the scene during runtime.

hybrid perch
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You can not do that, AR Foundation needs to run on a mobile device

steep cosmos
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Hello! ARFoundation 4.1 is not on the package manager? How can I get it?

winter blade
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@upper mural I am using Vuforia as AR Engine currently and that offers the possibilty to use the webcam as source

steep cosmos
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@winter blade Malwurf, how do you prevent breaking physics when you scale up your platform?

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For instance, I have a platform as child of groundplane and the players initializing top of it. If I scale all the gameobjects with their scale property, then the physics been affecting.

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How to do that? In ARFoundation it is really simple. You scale ARSessionOrigin. But in vuforia?

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I could not find that

winter blade
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tbh I only used Image Targets until now

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And had now physics

steep cosmos
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hm. ok

winter blade
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sry

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Why you need the physics?

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And can you show what you mean?

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I am curious

steep cosmos
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Im making multiplayer game

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platform should be placed and other players been initializing. So I have to scale up and down entire scene not only platform.

winter blade
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Well I don't know anything about the game you're doing so it's hard to give "advices"

steep cosmos
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yes. I will record a video tonight

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and will send it here. I nee help!

winter blade
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I'll try my best then 🙂

ornate rapids
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@wispy bluff I am using this one for arfoundation which is also good for android https://www.youtube.com/watch?v=Ml2UakwRxjk&t=402s

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
wispy bluff
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@ornate rapids Thank you for the reference but I've already done this.

ornate rapids
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🙂 I am still stuck with the code hahaha

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but found it useful so far

wispy bluff
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That's tough lol

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It is useful indeed

ornate rapids
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more than other quirky tutorials

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it is so hard to find good tutorials that answer exactly what you need

wispy bluff
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I am try my hands on map API, it's like you're given a map and buildings are projected on your AR device

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Like when you point your camera to the map it will start augmenting buildings

obsidian coral
upper mural
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@winter blade unfortunately i'm not using vuforia but good to know it supports that .. thanks!

winter blade
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Welcome 🙂

heady lava
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Any tips why ArSession.Reset() crash app without any log and this is frustrating. I have realod button of my app to reload scnee and ar session and its just crash before scene start reloading? im using ar foundation 4.0.8 ?

formal quest
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Hello guys, just wanted to let you know that we'll be adding support for ARMeshManager in one of the next updates for ARSimulation. 🌟
As always there is an issue for tracking progress and if you have any suggestions or requests please let us know 🙂 https://github.com/needle-tools/ar-simulation/issues/37.

dire jungle
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Is there a way of dedicating more processing power to the image tracking? I'm finding that the results from tracking are a little sub-optimal, and would be happy with trading some performance for higher quality results.

formal quest
wide steeple
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@dire jungle maybe switching to a higher resolution of camera feed could help?

dire jungle
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I'll try the higher resolution later, thanks
Unrelated question, with ARKit, is it possible to alter/add to Object Reference Libraries at runtime?

bronze silo
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@heady lava you prolly have some code hooking off of arsession

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so when you reset, it is crashing whatever is connected to it

crystal flame
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I am having trouble with the same situation in the most recent AR foundation Image target samples where the prefab for an image target will not go away when I switch to another prefab. I noticed that the PrefabImagePairManager.cs doesn't have anything referencing the .removed and .updated for the trackedimage. Is that the reason the prefabs won't go away? I know the Image target sample from the AR demos doesn't have that problem, but I like how the Samples Image Target lets you add new images-prefab combos to the library seamlessly. Any help would be great...

simple nimbus
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What's this reality

crystal flame
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What's this reality
@simple nimbus is that directed towards my question?

simple nimbus
snow geode
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hi, is there any way to get the 2D points when using face tracking? the 2D points on the camera image (so I can postprocess in 2D like background removal)

thorn lava
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I'm getting a black scrreen using AR Foundation on URP

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any ideas why?

nocturne ivy
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Do you mind providing a bit more information?

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The AR Package versions, editor versions, phone, URP version?

thorn lava
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Sure, I just put these in my scene and when I build to android I get a black screen