#🤯┃augmented-reality
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Pixel 3A phone using OpenGLES
I also have XR Plugin Management 3.2.15 installed
I also have added this renderer feature to my renderer since some video mentioned that
But I get the same issue, with or without
Do I need to set something up so the app will request camera permission? Because when I launch the app, my phone doesn't ask me
https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@3.0/manual/ar-camera-background-with-scriptable-render-pipeline.html did you follow the documentation by chance?
nope
but I have everything set up like that
I was following this video
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...
And at the end please remember to go to "Edit -> Render Pipeline -> URP -> Upgrade project materials to URP"
If you already did that do you mind submitting a bug for us so I can have your project with it? (Help->Report bug), and then when you receive the bug link, could you please send it to me?
My project was created using URP template, there are no issues with URP setup
Yeah I can, but to be honest this is my first time using AR so far more likely that I have a setup issue?
Perhaps, but if you have followed the docs/video then I trust you should at least see the AR Passthrough
One thing I do see that is in the docs but not the video
on here
IS that I should enable ARCore in the XR Plugin Management section in the project settings
but then my build fails
what's that about?
Yes absolutely, I apologize, I had already assumed you had included the loader when you said you had the XR Management installed 
Is XR plugin management replacement for ARCore XR Plugin?
Should I remove the ARCOre XR plugin package if it says it conflicts with it?
The ARCore XR Plugin is what you will want to use when using ARFoundation, the standalone ARCore package is for only ARCore, or that is how it should it
I'm confused
do I enable ARCore here or not?
and if I enable it, how do I get rid of the console error on build?
because the error says if I enable it, it conflicts with the ARCore XR plugin
but I need ARCore XR plugin if I'm using AR Foundation
Correct, one moment
Can you ensure this is unchecked in Project Settings -> Player -> XR Settings?
Right so that was enabled, disabled it and it works! Thanks, you're a hero
Quite confusing that in one section of the settings I have to disable ARCore, and in another I need to enable ARCore
hopefully this will all be unified some more in the future
Ah yes, it is, in newer builds this will be removed, but for now it is 'deprecated' as a warning for people to gradually move away from the XR Setting and give them time to transition their projects to XR Loaders
Hi,
I'm using ARCore & ARFoundation for my game, if i set AR as optional can non-supported devices run the game without using AR features?
I think this is the second post without a reply
Hopefully i see answer 🙂
I asked to make sure and from what i've gotten back is that yes, that should be the case :).
Hello, does anyone know how to change face prefab at runtime? I mean face prefab is changing under ARFaceManager but it seems to be not updating or not working
do ping me
Is there some limit to how much scaling I can achieve with scaling the AR Session Origin? I am trying to place a relatively complex scene onto a plane but I cannot seem to figure out how to get it scaled such that it fits on the plane all in view, without scaling my scene which causes some collision issues obviously.
Generally when working with small scale AR it's recommended to scale the AR Session Origin up instead of the content down, is that what you're doing?
Yep, I'm using the MakeAppearOnPlane and ScaleController scripts from the ARFoundation demos. Is my scene too big? When I start scaling up the AR Session Origin my content seems to stay the same size and then disappear so I am fairly certain I'm doing something wrong, but I've set everything up as close to mimicking the scaling demo scene as I can.
It might disappear because of your camera far plane. The content would only stay the same size if it was part of the ArSessionOrigin hierarchy i think
Thanks @hybrid perch and @formal quest ! It was my camera far plane settings. Everything is working as I expect now, which is great and sad that it was something so simple hehe. I appreciate your help!
ummm why when i download unity its said something went wrong and the installation stop?im downloading unity in unity hub
Make sure your internet is stable
Is there a place to look for collaborators in XR projects?
I have crazy awesome ideas and awarded patents... but could use some help building the example projects and foundations for the apps.
(I'll get it eventually on my own, I'm just slow and it would be awesome to collaborate with someone 2-4 hours per week.)
Tried hiring... but it's really difficult finding the smart ones.
wasted a lot of moolah 🙂
Hi guys, just wanted to let you know that we added 🥁 Object Tracking to ARSimulation in 1.0.4-preview.2 🙂 -> https://get.needle.tools/ar-simulation
Does anyone know what Vuforia changed this into? RegisterEventHandler(this);
what i do i need to do if my raycast is too deep inside a collider that it doesn't detect it?
so I'm following this guide https://developers.google.com/ar/develop/unity/quickstart-android to get into Unity and ARCore, I'm using Unity 2020.1.6f1, does this only apply to 2019 or is it outdated?
because I get the same error as I would in 2019 if I don't include the packages
https://www.youtube.com/watch?v=xg1YxBkldpw
I want to make something like this on vuforia but I don't know where to start >.<
Any sources?
Try this AR app concept, today. Attach augmented reality models to WEB GL graphing concepts as they actually exist in space. Provide an enhanced and expanded view of three-dimensional graphs by expanding them into 3D space. With image tracking and an easy visual animation engi...
@umbral briar might be 2019 onwards so also for 2020 since it says Legacy input helpers
@fallow mica something like this might get you started - https://library.vuforia.com/articles/Training/VuMark my Vuforia experience is limited.
Alright I'll check it out thanks!
Hey guys..I'm a beginner in game development...I would like to start from the beginning...can anyone suggest where to start from...sorry for bad English
https://learn.unity.com/ @grand cave
@hybrid perch thank you so much
@grand cave Go to yt, and search up Brackeys
or click link
@elfin drum thank you.. definitely I'll check:)
np any like a month old game dev(unity) knows that brakeys is the best tuturial(my opion) @grand cave
@elfin drum :)ok
to bad he quited yt hes doing his own stuff now 🙂
I really want to learn more about AR programming... is there anyone here that does 1-on-1 tutoring for stuff like ARFoundation?
I just want to learn the basics and also implement some of my own ideas. I have a couple years of Unity & C# experience, but still have a lot to learn.
I successfully programmed a Vuforia app and can do anything I want with Vuforia Image Targets. But i want to learn about Plane Detection, Object Detection, Complex Environments, connecting point-clouds with meshes and even allowing the user to correct/delete/redo certain meshes and points.
I even programmed my own custom AR Camera / Gyroscope Camera... but when it comes to learning other people's API's and understand how they set up their code... I am slow.
I want help learning more about OpenCV, ARFoundation, ARCore, ARKit
Not sure if Im allowed to offer payment, but I would happily compensate for tutoring.
@elfin drum yes:(
f
Assets\GoogleARCore\SDK\InstantPreview\Scripts\InstantPreviewManager.cs(33,23): error CS0234: The type or namespace name 'SpatialTracking' does not exist in the namespace 'UnityEngine' (are you missing an assembly reference?)
how to fix this error
whenever i try to import google arcore sdk
the same error pops up
Do you happen to have Legacy Input Helper package installed?
Got a question about VR Toolkits I should be looking to for new project, would love to get some opinions on, for a new VR project should I be focused on Unity XR, oculus integration toolkit, or VRTK, I used VRTK years ago but haven't done much in unity since. Got a demo with both XR and oculus working last few days
Do you happen to have
Legacy Input Helperpackage installed?
@nocturne ivy no
If you install that does it fix the issue?
!rank AR foundation
!ranks
!rank hlep
!rank Generalist
@raven heath, you joined Generalist.
@raven heath #502893580512395264
oops
Hello. I want to download my augmented 3d objects to be stored on cloud in runtime when target image is being detected. Is it possible
So my program will not be responsible of having heavy process. (3d objects and image targets)
@bright wyvern
Talk in #💻┃code-beginner
hi, i have an issue with onnx model in unity for an object detection in ar. is it right to ask here?
anyway, i have downloaded this repo: https://github.com/Syn-McJ/TFClassify-Unity-Barracuda , and I created a custom dataset from tensorflow following this guide: https://www.youtube.com/watch?v=Rgpfk6eYxJA . i also converted the .pb graph in .onnx with this : https://github.com/onnx/tensorflow-onnx , but when i import the onnx model in unity, it does not recognize it. how can i fix it? thanks
and i would like to add a gallery button so users will be able to acess the gallery after taking an image
how do i do this?
Anyone know if I can do Marker based AR without unity MARS?
Yes. ARFoundation @jolly dust
ok ty so much for reply @hybrid perch. now i need to find a tutorial lol
i found this: https://docs.unity3d.com/Packages/com.unity.game.foundation@0.6/manual/index.html bout to just read it 
There is also AR Core and AR Kit, for Android and iOS respectively. Then there are third party alternatives like vuforia and EasyAR
One of the issues with AR Foundation is that it’s still under development, so a lot of tutorials contain outdated info
Vuforia is a good alternative if you want an easier introduction with more stable documentation and tutorials
my implementation is super simple. just want a 3d model to pop up when the camera sees an image, then i want to be able to shoot it.
Then both vuforia and AR foundation are good candidates
coo thanks again! i found the AR foundation github samples 🙂
someone used to AR cloud anchors? is there a simple example or video tutorial for start?
@unique gale https://codelabs.developers.google.com/codelabs/arcore-extensions-cloud-anchors/#0
@royal dome awsome!!!!
Are there any "best practices" for the optimization of ARFoundation-enabled apps? My team and I are working on a relatively complex application and we're running into some framerate issues
@royal dome have you used these, it takes a lot of time to resolve sometimes, how can i fix that?
I haven't used them but from their documentation it looks like the only things you can really do to speed it up is be on a fast device, with a fast connection, with excellent lighting. 🤷♂️
@subtle verge I'd look into normal mobile optimizations. Reducing poly count, excessive allocations, texture sizes, ect. Maintaining stable 60 (ARKit) / 30 (ARCore) FPS is important for good tracking.
This series (part 1 and 2) are a good starter for optimization and give a broad overview of different things to consider https://www.youtube.com/watch?v=ZRDHEqy2uPI
Unity evangelist Arturo Núñez knows games inside and out. In the first part of this two-part series, profit from Arturo’s experience helping game developers optimize performance. He’ll cover the underlying architecture of Unity’s core systems so you’ll know how to get the most...
Looking for AR developer in order to create something similar to this I will be providing the characters with shader and reflections + other plugins your might need. 350$ DM me if interested
https://streamable.com/153jew
hello, anyone knows how to give rotation animation to a 3D model with vuforia? 😄
Hello AR folks ! When I cover the camera with my finger, the tracking of the session is lost. If I uncover it, it sometimes retreive the previous transform, and sometime not (and then I have to rescan my trackables). All of this seems perfectly ok to me, but are there events for all these states?
@ancient moon yeah you can check if the session is tracking and there's even reasons for why tracking has been lost or isn't currently tracking. This script covers some of the functionality. https://github.com/Unity-Technologies/arfoundation-demos/blob/master/Assets/UX/Scripts/ARUXReasonsManager.cs
It's part of a larger UX sample that shows the different tracking reasons https://github.com/Unity-Technologies/arfoundation-demos#tracking-reasons
Thanks @jagged patio . There is still one use case I can't manage. When the tracking is lost, for example if I place my finger in front of the device camera, and then is back again, there seems to be two situations. Either the session is able to localize itself back in the world, or it is not
@jagged patio i see you active in the group, i want to ask if you used AR Cloud Anchors of google and if you know how to make the resolve process faster?
If the session can go back to normal, trackables goes back in place and everything is fine. If not, we just have to ask users to scan the trackables again. But in both situation, ARSession.trackingState in back to normal, so how can we know that we are in this pending state?
@ancient moon you might be able to check the state of the trackables. What are you tracking, imagines, planes, ect? can you describe the app a bit more?
@unique gale it's been awhile since I've used cloud anchors, only the original implementation not the latest update. My understanding is it's just general scanning and environmental conditions (good lighting / contrast), ect. Potentially there's something to be done on the anchoring / placement side but I'm not familiar with them enough to know for sure.
yes of course. I only have one tracked image that is spawning a prefab. When the session tracking is lost, the prefab appears to be going to the same coordinate as the camera, and follows it. when the tracking is ok again, the prefab goes back in place if the session can retreive the origin, and stick to the camera position otherwise
Ahhh so in that case you'll want to link into the image trackable and check it's state (the session as well to make sure everything is working).
to properly check that you'll want to do an else on trackingstate==TrackingState.Tracking like this section here https://github.com/Unity-Technologies/arfoundation-demos/blob/master/Assets/ImageTracking/Scripts/ImageTrackingObjectManager.cs#L121-L149
That was my first idea, but the trackable state is either tracked or limited at all time
I don't know how to check if I am in the state were the session is tracked but origin has been lost (whether it will be retreive or not in the future)
I should add that I want my prefab to stay enable even if the image is tracked with limited state
to give more context, my user is scanning an image on the wall, and then appear a prefab that is a big rig of pipes inside the walls and floors around them
they can then turn around and move away, so image is in limited state, and the rig is still visible
I see, maybe you can do something to check the position of the prefab / object to what the initial position of the image marker is in world space. If it's gone beyond a certain distance maybe it's floated away / lost tracking enough that you'd want them to relocalize and look at the image again.
ok I suppose I can do something like that. Thanks a lot for your time !
i heard that ARFoundation now supports mesh generation from point cloud automatically , i don't have a device that supports AR but i need to know how does a typical mesh looks like that is results in AR, is it simple / complex ? does it has UV's ? Does it has valid normals ?
I believe you will need a LiDAR supported device for Mesh and the ones on the sample use UV coloring meshing to show depth :).
ARCore devices have a small amount of meshing but comparatively to the iPad Pro it is faint UV coloring.
hello, anyone knows how to display the AR without any image target? and also i would love to know whether we can import .obj file format into the project? any advice would also be great 😄
@proven umbra #💻┃unity-talk
@ornate nacelle sounds like you just want plane tracking?
@ornate nacelle sounds like you just want plane tracking?
@hybrid perch oh yes, plane tracking... i didnt know the term, thx tho. Any suggestion on the .obj and .stl file format to unity? Is it doable?
obj is supported just fine
stl I haven't used in Unity, I think that might be an issue
Hello, I'm trying to detect QR codes on the Hololens 2 with Unity and Microsoft.MixedReality.QR but I really don't know how to do that. It feels like whatever I do, nothing is working. (I just started AR 2 weeks ago and I have poor knowledge of unity and c# in general)
If u have any advices or something that could help me would be great
I'm getting this issue.
Missing 'package' key attribute on element package at [:arcore_client:]
I'm using AR Foundation 4.1.0 Preview 10
hello, I have an issue with rotation/position of a 2d object hovering next to a 3d object. I want it to follow the y-rotation of the 3d object, which it does, but it also somehow moves in what feels like position as well. No idea why... heres an illustration https://i.imgur.com/mIKOpT9.png
transform.rotation = Quaternion.Euler(transform.rotation.eulerAngles.x, targetObject.transform.rotation.eulerAngles.y, transform.rotation.eulerAngles.z);
I'm using this code
what happens is, when I touch a plane, a 3d object spawns and the 2d object follows beside it, and if i drag it around, I want it to rotate as the 3d object rotates
not sure why this rotation code changes the depth value of the 2d object
when I move the cube around
worth mentioning is that I placed the same 2d object but above the cube horizontally, and it rotates as intended without moving position
So you want to make an AR/VR experience for mobile webgl, but you're having trouble using the webcam? The gyro doesn't even work? Well now you can make mobile webgl AR/VR experiences. Work with your device camera and gyroscope on webgl without issues: https://assetstore.unity.com/publishers/49512
Huawei AR Engine — Unity AR Foundation Integration Coming Soon https://youtu.be/fKYA-PWbvhk
Hello people, I wanna make a zoom like virtual background feature but using unity. Any thoughts on this?
@limpid vessel no
I believe you will need a LiDAR supported device for Mesh and the ones on the sample use UV coloring meshing to show depth :).
ARCore devices have a small amount of meshing but comparatively to the iPad Pro it is faint UV coloring.
@nocturne ivy do you know how to generate a 3d model after scanning the environment
Unfortunately I would have to refer you to our ARFoundation Test sample project which supplies a great environment meshing scene with sphere spawning to look at for reference 😰
Unfortunately I would have to refer you to our ARFoundation Test sample project which supplies a great environment meshing scene with sphere spawning to look at for reference 😰
@nocturne ivy I have tested that one, but it seems only for meshing, but no further 3D model output
I think one way to do it is get the meshing values, but I don't know how exactly to get it
@limpid vessel Why using AR? Want to track something? Search for Green Chroma Key shader (for background insertion) and RenderTexture to retrieve camera stream on a texture
@livid sonnet for extracting a mesh you could break it down as the following.
- define a specific area you want to scan (maybe a bounding box)
- store and capture each vertex from the 'mega mesh' within that area. Storing could be writing each vertex position value to a text file
- recreate / merge those vertex values into a mesh. Write or reconstruct that mesh to a readable 3D file format like obj or fbx.
- share that file
There's nothing out of the box for extracting scanned meshes and personally I've found the fidelity isn't super high for small scale objects. Scanning large objects like rooms seems to work well. At it's core a mesh is just a collection of vertices and faces and there are a few different ways to store those.
Hi all - I'm attempting to implement a multi-camera AR session, where world tracking is done with the rear, world camera, but the camera background is rendering the front facing camera. I can't seem to find a way to disconnect the actively displayed camera (front/user) from the one that is doing the tracking (rear/world), but I know it is possible natively based on this blog: http://www.bradgayman.com/blog/faceWorld/index.html
I've looked at the "WorldCameraWithUserFacingFaceTracking" example, but this does not seem to allow for tracking to happen on one camera while rendering the other. It seems that switching camera in the ARCameraManager to front will also disable world tracking
@jolly prairie I'd look into writing a custom configuration chooser https://docs.unity3d.com/Packages/com.unity.xr.arsubsystems@4.1/api/UnityEngine.XR.ARSubsystems.ConfigurationChooser.html to make sure the loaded configuration supports those features. More details on how to write custom configurations and how they work can be found here (timestamped): https://www.youtube.com/watch?v=jBRxY2KnrUs&feature=youtu.be&t=677
Dive into the latest updates in AR Foundation, Unity’s multiplatform AR development framework for creating AR experiences that blend seamlessly into the real world.
Learn more about AR Foundation: https://on.unity.com/2EPmthf
Speakers:
Dan Miller, XR Evangelist, Unity
Todd S...
awesome, thank you @jagged patio
the tutorial of cloud anchors in codelab site is gone. has someone found an alternative?
anyone knows how to create a non virtual button? and is it possible to like color a specific part of a 3d model after clicking the button?
hello, i'm 3d artist and i'm looking for a unity use to make great ar app, is there anyone available to cooperate? pm me if you you may be interested in @everyone
@jagged patio the answer to my above question was actually quite simple. When an ARSession has tracking mode set to "Position and Rotation" that essentially means "world tracking." User Facing Camera precludes you from using a configuration that has anything else to do with world tracking camera (like plane detection, image tracking, raycast, collaboration etc...). Seems a little restrictive to assume the "front" camera is always pointed the user, and the rear camera is always toward the world, so disable all irrelevant features, but perhaps they'll change in the future.
So basically, just to view the front camera - not yet adding face tracking or anything computationally expensive, you have to disable most world tracking features. Seems Face Tracking should be the mutually exclusive feature, not User Facing Camera
(I'm forced to use config 5)
I see, are you saying the configuration seems a little restrictive or the way it limits some features? AFAIK those configurations / restrictions are set by the platforms not something we're controlling on the Unity side.
Oh yeah - I assumed the configurations are enforced by Apple/Google , not Unity. My hope is that they will make cameras and features a little more independent of one another, particularly as iPhones start to have front and rear LiDAR. Right now it does feel like features are unnecessarily restricted to a specific camera.
no particular request from Unity, I think this is all super well supported/documented, so thanks! 🙂
oh actually I do have one request: support for the Nearby Interactions Framework: https://developer.apple.com/documentation/nearbyinteraction?language=objc
while it's not technically part of ARKit, it's super helpful for AR apps. It's basically the new framework for the U1 UWB chip which is in iPhone 11s and later, new HomePod, etc. Good for very precise localization with radio
@jolly prairie ahh yeah I've been keeping my eye on the Nearby Interaction framework too. We don't have any plans for support that as of now, someone would write a native plugin / wrapper to enable it. I'll pass along the request to the team though!
Hi everyone, I'm looking for a freelancer dev with experience with mobile dev and Unity AR Foundation to help me with a project. Please send me a PVT message if interested. Thanks! 🙂
Would anyone know of how I can gain native control over the camera. I'm trying to make a camera capture system that results in the highest quality image I can achieve in selfie mode with face Reco. But requires that I have control over the camera like that achieved using NatDevice (from asset store) being able to change ISO, exposure, focused areas, etc. This all seems to be non accessible using foundations. Anyone try this or know of how to achieve this result?
@grim pecan off the top of my head I'd say yes that is not accessible and I'd also bet ARKit / ARCore take control and manage those sort of things when being used for AR so I'm not sure you'd be able to modify them at runtime.
Hey everyone, is there anyway to run AR Foundation on phones/laptops while debugging in the unity scene to check what's actually happening.
anyone knows how to make a specific part of 3d model to be clickable? or is there a way to make it work like that? any advice would be appreciated 😄 (im working with vuforia rn)
You could just place colliders wherever you want it to be clickable @ornate nacelle
@hybrid perch hello there, colliders as in normal materials? (can be quad or cube or anything?)
Any kind of collider, box collider, capsule collider etc. They can be added as components
Is there a way to use/download Unity As Library ?
@dark juniper
For all those people who find it more convenient to bother you with their question rather than search it for themselves.
@hybrid perch sorry for the late reply, yes i've given colliders and made them transparant and it works 😄
anyone knows how to remove the green transparent indicator though?
Hey everyone, I want to use AR for making a game similar to Pokémon Go and I have already started of with AR Foundation. Do you think there are other API's more suitable for this purpose? excluding API's that cost money.
No I think AR foundation is a good choice @upper mural 👍🏼
Thanks @hybrid perch!
does anyone know why my text description on my panel doesnt change after being assigned another text? or is it because it's overlapping so i should destroy the first panel or something?
any advice would be appreciated 😄
anyone else having trouble getting vuforia on latest unity?
@ornate nacelle you should be able to update the text with a reference to the text element rather than having to delete it and create a new one.
If you are adding a new one, it'll appear based on your UI settings, so might be clipped.
@storm knot i think i did that it's just in a different script. Should i put it in the same script or import the other script file? i think it's because of that though my idea was that the texts are on the same gameObject which should be fine assigning through 2 different files
just tried the new 4.12 occlusion system on android. it works "ok" for static environment stuff, but I couldn't get it to detect people. Do any of you know the state of the occlusion system?
I thought human segmentation was a thing running on top of depthAPI but.... maybe not?
Human segmentation is only supported on iOS at the moment i believe
ok thanks! i thought that might have been the case.
is it reasonable to assume human segmentation to be cross platform by the end of the year?
Has anyone tried out VisionLab?
How's it compare to Vuforia and ARFoundation.
Is there anything other than those three for AR?
Hello! Could ARFoundation be used to make a map of a room, and then understand what a person in that room is poiting at?
@raw parrot AR Foundation abstracts ARKit and ARCore so it might be a better comparison to look at those platforms individually.
@latent anvil Can you describe more of the use case? AR Foundation (using ARKit) body tracking can determine arm position and rotation in 3D space so potentially use that for figuring out what someone is pointing at.
@jagged patio well to be speciffic, let's say i am in my room, and i made a 3d map of my room using vslam or any other 3d mapping option. then i will put a camera in a corner of my room. Then in unity i will somehow define what the objects in my room are. Then, if i point to something, could then unity see that i am pointing, and calculate towards what object i am pointing at?
if the camera is a LiDAR enabled iOS device that'd be a little more straight forward / out of the box but technically speaking yes that's possible just a few complexities for like mapping the room (LiDAR enabled devices can do this too), segmenting / classifying objects in the scan.
@jagged patio i clearly seen that feature that you just explained as a Demo in one of the ARKit @latent anvil you can check that in ARkit youtube videos
i saw that demo quit back dono exatly is it a ARkit youtube video
but i definatly saw that in action
now i remember check the AR Foundation video in unity Youtube channal
great, if it's possible, that's all i needed to hear. time to learn unity and arkit
thanks folks
see you in 2 years
https://www.youtube.com/watch?v=jBRxY2KnrUs see around 20:00
Dive into the latest updates in AR Foundation, Unity’s multiplatform AR development framework for creating AR experiences that blend seamlessly into the real world.
Learn more about AR Foundation: https://on.unity.com/2EPmthf
Speakers:
Dan Miller, XR Evangelist, Unity
Todd S...
here's a small demo of what's possible with body tracking, in this case I'm recording the position and rotation of the 3D joints and replaying them in real-time. I've also exported the animation and brought it back into Unity. https://twitter.com/DanMillerDev/status/1216725207773106177?s=20
it hasn't been updated / supported but the source is available here: https://github.com/Unity-Technologies/arfoundation-demos/tree/BodyRecording
and recommend the Human Body Tracking 3D scene here: https://github.com/Unity-Technologies/arfoundation-samples/tree/latest-preview/Assets/Scenes/HumanTracking
Keep in mind Body tracking (and Meshing) are only supported on a subset of iOS / ARKit enabled devices.
Worked on a #ARKit 3D body capture app that can place the capture back in #AR, replay it, and view onion skins of the capture. It can also share the captured data and process it in @unity3d, which creates an animation clip that can be applied to other models. #madewithunity h...
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AR Foundation demo projects. Contribute to Unity-Technologies/arfoundation-demos development by creating an account on GitHub.
This is so cool, thank you for taking time and looking for the references!
Hi, I was wondering how those apps that allow you to see internal structures of an object are made
like x ray vision
@reef flower there's a few different ways to do them but the general idea is localize to the object with an image or object tracking so that object is in a known position. Have a 3D model of the internals and line up that 3D model with the real world object. Maybe some interesting shader FX for revealing only parts of the internal model.
im tryna build helloAR for xiaomi mi 10 note lite but it crashes on start
i have installed xr management system and imported the arcore sdk
arcore is also installed on phone
i am trying to work with instant preview but when clicking play on the editor i get this messages. help @jagged patio
"Please ensure a valid loader configuration exist in the XR Project settings" check the XR plug-in management settings under project settings and make sure ARCore is checked.
it is already checked
Are you using ARCore Extensions or just the ARCore SDK for Unity? afaik the ARCore extensions does not support instant preview. If just the ARCore SDK for Unity then it might be the XR settings at the bottom of player settings and not the XR-plugin management.
i am using ARCore Extensions. how do you know that it is not supported?
i want to use instant because when trying to resolve cloud anchor in a different session- the cloud anchor returns null or task -in -progress @jagged patio
i am using ARCore Extensions. how do you know that it is not supported?
@unique gale it's in the documentation. https://developers.google.com/ar/develop/unity/instant-preview
"ARCore SDK for Unity 1.20.0 or later"
In general I suggest asking more specific questions, there's lots of others around to help and with different experience. I don't have much experience with cloud anchors so can't help out much on that front.
where can i find answer to this? there is nothing on google. is there any AR discord group or facbook group? @jagged patio
@unique gale you could try posting an issue on the arcore extensions github https://github.com/google-ar/arcore-unity-extensions or on the google support platform https://support.google.com/
We have managed to create a solution which lets You use shared-experience and work on city scale locations . We the help of Unity we place 3d objects and let other users to view them ! Its a classical CV solution , all You need is Your mobile for reconstruction !)
https://drive.google.com/file/d/1buqPk1IF4bZA8N38uqHbnVoN1LWf13fU/view https://drive.google.com/file/d/1HIKArxsmrz0HDqKbd7VColbyzzHBVOUF/view
Hello I'm doing an AR app and try to use the input system with it but when I get UnityEngine.InputSystem.Touchscreen.current.touches.Count it's always 10 ><
How can I get the real number of touches?
@lusty lance might be a better question for #🖱️┃input-system. Looking at the API touches array is Array of all TouchControls on the device. so that wouldn't be the actual fingers and instead the number of touch controls available
oh didn't see this channel
thanks a lot!!
I'll use activeTouches
dunno what is activeFingers lol
there is no description
lol good point, I'll ping the docs team 😄
cool thanks :p
ahh looks like it's updated in the newer package version https://docs.unity3d.com/Packages/com.unity.inputsystem@1.1/api/UnityEngine.InputSystem.EnhancedTouch.Touch.html
Set of currently active fingers, i.e. touch contacts that currently have an active touch (as defined by activeTouches).
looks like they have different uses as you can query the phase from a touch but not a finger for example. For just the number of fingers on the screen either array length should be fine.
does anyone know how to create the x ray view over an obj model
ok ty
Is it normal for HandInteractionExamples to run at 10 fps on HoloLens 2?
also what happened to the build window? its gone
No. Did you build in debug mode from visual studio?
I have added the vuforia package from their website but Vuforia game objects are not showing up in the Gameobject menu.
How do I fix it?
No. Did you build in debug mode from visual studio?
@hybrid perch i tried both that and creating app package and install via device portal
the app from the store runs smooth but my build runs like shit and i dont know why :/
@hybrid perch lemme give it a shot, btw do you know what happened to the build window in unity? i dont have it for some reason but other people do
like i dont have a build window
Which one do you mean? The MRTK Build and run thing?
@hybrid perch tried release/master and now it doesnt even run, like after the splash screen it goes to app envelope window thing
Are you on an old version of MRTK?
no, latest
and arm works but on arm64 it crashes i guess
tho arm64 didnt crash on debug build which is weird
Anyone got experience with worldmaps from AR Kit?
Has anyone been able to get ARFoundation 4.0 working with MRTK? It's giving me a black screen and I'm not sure why, everything looks right and like there's no breaking changes to the package.
It doesn't even ask for camera permission on app launch.
It works fine with 2.1.8, but I really want lidar support.
You need to use the right Unity Version with the right package version
So no chance of 4.0 then since they say 3.1.3 for 2020?
Also what's the deal with Step 3: "Update the MRTK UnityAR scripting defines by invoking the menu item: Mixed Reality Toolkit > Utilities > UnityAR > Update Scripting Defines"? There's no such menu? (But 2.1.8 still works.)
I guess you can use 4.0 only in like the latest beta or so.
I was hoping to use worldmaps, but it seems 2019 does not support that ARKit version...
I was able to use 3.1.5 in 2019 without MRTK with no problems.
hm, did you like update everyhting to 3.1.5 then? Like fooundation and subsystem?
Its just weird it is letting you update everything separately but you have to be likeon the same version to make it work 😄
Yes, and ARKit to 3.1.3
yeah, seems to at least load the package and dont hate my worldmap thing, thank you for helping me then! 😄
Good luck. Now I need to figure out how to get 4 working with MRTK 😄
Nevermind, lidar is in 4.1, which isn't even available in 2019 at all. 4.0.9 is the maximum version available.
AR Foundation has compatibility with earlier version of Unity but is verified with later versions. AR Foundation 4.1 which adds the depth API (included in LiDAR) is compatible with Unity 2019.4 (LTS). LiDAR support for ARKit scene reconstruction (meshing) was added in AR Foundation 4.0. This slide is a little dated but shows some of this compatibility with the color blocks.
As for AR Foundation + MRTK that's a bit more complex and handled by Microsoft as they maintain MRTK.
@stuck path you'll need to enable preview packages to see 4.1 in the package manager
Thanks!
ARM build works but ARM64 build crashes for hololens2, does anyone know how I should troubleshoot this?
Access violation executing location when I run it from visual studio on release
Any breakpoints to look after when running it?
Anyone used worldmaps in AR before?
you mean pokemon go style?
or with a camera overlay?
like google's AR map thing
I've done the first, haven't done the second (yet)
More like an exhibition style, so inside a hall and you can like examine different stations. I was wondering if I can like have a image or another trigger to load a certain worldmap, if the user is in the right position, and then show the right content. for example, having a realtime box and being able to overlay it with a 3d digital box , just an example
Hope you are getting what I mean 😄 @kind pollen
I don't think I am, sorry 😬
are you wanting the user to be inside a specific real-world location? If so, you can print out a picture and use AR reference images - that way, when the phone "sees" the printed image, you can put your world map on top of the printed picture
you can use triggers and colliders as normal, though, so if you just want the user to walk over to an in-game box and have it display your world map, you can do that as you normally would 🙂
We want to achieve a kind of markerless experience @kind pollen So the user is going to enter a building on different floors and will have stations to checkout with AR. Of course, it wont work without any type of marker, I was just wondering, if I could like trigger through a moderator telling, this is now worldmap 5 and ARFoundation will recognize the surroundings with the loaded worldmap automatically after looking around a bit
Could anyone help me fix the problem with "Manifest Merger Failed"? I am trying to build and run my AR project onto my samsung phone, but there is an error stopping it. I tried to manually put in the androidmanifest.xml into the Assets/Plugins/Android, yet there's no success.
@fluid sky follow this documentation, https://developers.google.com/ar/develop/unity/android-11-build it's a new requirement that rolled out for the latest android OS
@jagged patio thanks for the help
Has anyone tried getting gyroscrope or accelerometer data in WebGL on iOS?
Should work the same as it does without WebGL, doesnt it? Hav eyou tried it? @raw parrot
It does not
I've only seen this asset advertised, so I don't know it works. But it gives you access to the gyroscope https://assetstore.unity.com/packages/tools/camera/gyrocamwebgl-176394
Oh, so you have to like pass the gyroscope from browser internals to Unity via javascript, yeah, you can put that together, google will help you there without paying for that plugin.
Something like this should give you the right direction:
[DllImport("__Internal")]
private static extern void setLinks(string url1, string url2, string url3, string url4);
and something like unityInstance.SendMessage('GameManager', 'LoadMainMenu'); for your Website to call, there you can pass your own stuff to unity and back. Some keywords you can google for @raw parrot
yeah I've been trying that, but iOS requires you to requestPermissions() to access the gyroscope.
I'm trying to figure out how to call it, cause it says its requires user input to trigger.
When you rwebsite asks for it, you should be prompted a permission of the user form: https://medium.com/flawless-app-stories/how-to-request-device-motion-and-orientation-permission-in-ios-13-74fc9d6cd140
Just be sure to call the associated requestPermission() method from a click event.
How do I do that on Unity.
Thats something your website needs to do
Ah that's going to be troublesome. Hmm.
Thank you.
The DeviceMotion works fine on Android WebGL.
I just can't get it to work on iOS WebGL.
Do you debug.log anything of the gyroscope stuff? like, do you get any data?
For Android yes.
iOS I get NaN for my Gyroscope data.
I'm pretty sure its due to the Permissions.
Is there anything I can do a to replicate a click event on unity or the jslib? I'm not able to do stuff on the website.
Afaik and read on posts, you have to go with the javascript thing to get it from the website itself.
Its just a little script that will call a script on your unity build, not that big of a deal 😉
okay wait...
if I create a button to request permission, how do I pass information from the website down to my Unity project.
I can use that code even outside the .jslib?
I'm not very familiar with javascript sorry, I've only really worked with C#.
The docs website should tell you everything. You just need basic javascript from the browser to get the device stuff if available.
Hey guys, I got issues making a WebGL build run on Iphone. Any ideas of how to make this work?
What is the issue...
It works fine on android and desktop but on iphone it does not start. The loading goes to 100% then the canvas is just white
Did you debug log anything to get errors or so?
Unfortunately I'm working from home due to covid and got no access to a mac for debugging. I am hoping it's a common issue.
maybe there is a template project I could use?
Yes
What does your game do from the beginning of it, like, when its loaded. Any special stuff like gyroscope or loading from network or whatever?
All it does is start the camera and face tracking through Dlib FaceLandmark Detector
but no camera request is shown either
I think, you have to like allow the camera on the website and not on webgl build. Just a guess, so it wont load anything because it does not allow. You could try to just throw an empty scene in the build to load at start with a text or so and see if your iOS device shows it or not to know, if its in your scene or somewhere else
Ok, thank you I will test
@nimble fossil so I tried a empty scene and got the same result. But now it's all black on Iphone.
Did you put any object in the scene to be sure, its not showing the right scene?
No objects in the scene but on android I can see the horizon from the default skybox and on iphone all black
Then there is something else going on. but hard to tell from remote here
Can you upload it somehwere, I can check on macos, maybe I can find something fastly
Noone ever worked with worldmaps ?
I got my hands on another project which had it on iphone working and cleaned it out completely. Now it works so I guess it had to do with some settings
Oh well, yeah sometimes a little checkbox can do big things
Now the issue is only that it does not request permission for camera
hm, you could try this: https://docs.unity3d.com/ScriptReference/Android.Permission.RequestUserPermission.html but I am not sure, if you might have to fire up a camera call from the website itself to allow it.
Thanks mate, I'll check it out!
youtube, google
Seems like an android error, nothing to do with arcore at first place I guess. Did you go through ar core build tutorials for android?
There seems like a dex overload or something. You should google that gradle build failed along with java.exe and some other keywords, that might give you some ideas of solutions
whats dex?
check this reply, you need to update gradle and adjust some settings https://discordapp.com/channels/489222168727519232/497874498373156894/778345951856295936
Thank you
@nimble fossil thanks
I need a collider that I can raycast against on one of my floating menus, but I don't want it to block the input to the buttons on the panel. Is there anything I can do about that?
Not quite clear what you want to achieve.What is "the panel" 😉 Like can you show a screen or describe a bit?
hey all - I have all latest packages enabled but I'm not able to find any of the Light Estimation components. Any ideas?
annnnnd I found it. Light Estimation has moved to the AR Camera Manager in 4.1
ok, a simple one this time - my AR Selection Interactable on a prefab does not seem to trigger. Instead, when I tap on a placed object, it simply places another one right on top of it. I must be missing something very basic?
video of selection interactable not working
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new day, same question. anyone worked with arkit worldmaps yet?
Hi all, I am currently working with AR core and was wondering if i could have a chat someone more experienced on the subject.
Looks like we are quite alone here 😄
had no luck finding answers here @nimble fossil ?
Nope, like, people com ein and ask, but most of the time, no one answers. Seems like AR is being discussed somewhere else 😄
Like is there no AR guy online? 😄
Generally best to just ask your question - that's why you're not getting a response 😅 people will drop in and see "I want a chat about arcore" and think "I'm not asking them what they want to talk about to then have to wait for a response". If someone opens this channel and sees a question they can answer, or a discussion, they are far more likely to answer!
Well, in this channel, not really @kind pollen 😉
I disagree 😉 I can see loads of replies
Asking "Has anyone worked with at worldmaps" is exactly the same as the point I just made to danjohnstone
Well I altered my question already a few times, no response here. 😄
@kind pollen if oyu remember 😉
I don't actually understand anything in the second half of that message, which is probably why I left it for someone else to answer lol
Okay, will try to clarify 😄
User goes into a building and will walk to different stations. I want to scan that area, have the worldmap and then place stuff on it in the editor so the user has like fixed AR experiences. Therefore I need the worldmap somehow visualized or at least reference points that I can rely on, thats why I would love to put anchors there and save them along the worldmap. But for now, I only found placenote as a third party cloud SDK, but this is not being updated for almost a year now and I am kinda scared, they will drop the sdk, which would be like very very bad for the project 😉
I'm really not sure what you mean by worldmap sorry 😬
Well, so I have to wait for that "one" guy, that will never show up here 😉 Worldmaps are literally maps of the world storing all the reference points you can scan with your phone with ARKit. But there is nothing like a visualizer for it in Unity. Its just, yeah, you can save them and load them, hurray 😄
I have to wait for that "one guy"
Yeah unfortunately not many people are AR devs - it's a much more niche market 🤷♂️
Like I am in three discords and one slack for this and there is like noone 😄
That's just how it is when you're doing things not many other people are 😂 I'm making an app in which you take pictures of famous landmarks and get a score for them, and I've run into SO many issues that absolutely nobody else has run into, because I'm using such a specific set of really new tech 😬
Yeah, I agree. But I mean, it is AR, been there for over 10 years already 😄
I actually created AR with flash back in the days 😄
I haven't done worldmaps in Unity but I did go through it in ARKit just with XCode @nimble fossil
I don't think ARKit gives any access to the points directly so that you could preview the scene
Since you have access to them during runtime you could just spawn a sphere for every point I guess and save that collection of objects as your world reference
If you haven't, you could look for the ARWorldMap demo in this repo https://github.com/Unity-Technologies/arfoundation-samples
@hybrid perch I am actually rebuilding this demo right now and I was afraid, that this was the only solution to do it 😄 So I will add anchors on the device and hope, that I can export them somehow to my scene as a list and reattach them later.
thx for pointing out btw 🙂
Better to just ask your specific question @pliant cave
You have a compiler error, it could be in any script. Check your console
Did you look in the console?
Post a screenshot of the errors
It's ok,found it
can someone help me with ar foundation
i have installed everything needed and made a scene with ar session and ar session origin
what happens next?
are you following a toturial on youtube?
@half basin the AR Foundation tutorial on youtube should get you goin there
Did just that thanks
Black background when switching to URP? Seems like a common bug. I'm on iOS. Any tips?
You can only call cameraColorTarget inside the scope of a ScriptableRenderPass. Otherwise the pipeline camera target texture might have not been created or might have already been disposed. UnityEngine.Rendering.Universal.ScriptableRenderer:get_cameraDepthTarget() UnityEngine.XR.ARFoundation.ARBackgroundRendererFeature:AddRenderPasses(ScriptableRenderer, RenderingData&)
It looks like a bug with URP 10.1 and the ARBackgroundRenderFeature
Did you add the renderfeature? @jolly prairie
I'm getting HandshakeUnreachable when I try to connect using the holographic emulator in Unity, anyone know what this means?
Did anyone work with the ARRaycastManager not being blocked by the UI?
im not using raycast yet,sorry mate
Damn, like, all my questions seem to be unique in here 😄
@nimble fossil you need to elaborate more. What exactly are you trying to solve, what is not working, what is the goal of the system or application.
I tried like yesterday and nudiustertian, but in the end its quite silent here. About the raycast thing, the arraycast is ignoring ui elements, so i was wondering if its a setting thing or if i have to manually check for ui before I let the raycast fire off @jagged patio
AR Raycast is used ONLY for raycasting against trackables or AR things. For UI you'll need to use normal Unity physics raycast.
can you go into more detail on the use case? are you trying to ignore / not fire an AR raycast if you've clicked a screenspace button?
https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@4.1/manual/raycast-manager.html
Also known as hit testing, ray casting allows you to determine where a ray (defined by an origin and direction) intersects with a trackable.
these are basically special types of raycast from the AR platforms so you can do things like more easily determine if a feature point, plane, ect are hit
if you want to tap a screen space button and not have an AR ray be fired off I recommend structuring your code a bit like this
{
if (Input.touchCount == 0)
{
return;
}
var touch = Input.GetTouch(0);
if (IsTouchOverUIObject(touch))
{
return;
}
if(m_RaycastManager.Raycasat(touch.position, m_Hits, TrackableType.PlanesWithinPolygon)
{
// do AR Thing
}
}
bool IsTouchOverUIObject(Touch touch)
{
PointerEventData eventDataCurrentPosition = new PointerEventData(EventSystem.current);
eventDataCurrentPosition.position = touch.position;
List<RaycastResult> results = new List<RaycastResult>();
EventSystem.current.RaycastAll(eventDataCurrentPosition, results);
return results.Count > 0;
}```
Hello guys I just joined right now. I just hoped onto Unity, and I am currently stuck with a project. I searched for help online but I cannot find anything. I see some of you have lots of experience. Can someone help me? 🥺 👉 👈
So my issue is that I made a 3D object (cube) onto my target image. However, the 3D object doesn't show up when I try it on my phone (Android, Note 9). I have no clue what it could be.
Did you debug anything to check? @proven reef
Hello there! I'm having issues when building for iOS in Cloud Build with ARFoundation and ARKit (tried 4.1.1 and 4.1.0-preview.13) with Unity 2019.4.12f1.
I'm getting two exceptions:
"UnityARKit.m:91:28: use of undeclared identifier 'kCLErrorDomain'; did you mean 'SCNErrorDomain'?"
and
"Exception: Calling TargetGuidByName with name='Unity-iPhone'"
Have anyone here had these issues or similar?
Is this the wrong place to ask these kinds of questions?
The exception is just some bug from Unity I think, getting the same when building locally.
The other one I actually do not know, sorry.
But sounds like more of an iOS bug than a Unity one. Something weird going on with the location thing in iOS in your app. Did you try to build for different target iOS versions?
@raven goblet
But to be honest, I do not think this is a specific AR question, try to go into general code, there might be more people
@nimble fossil Thanks a bunch for the response. I'll head right over to general code and see if anyone has an idea over there. ❤️
@nimble fossil Perhaps we should continue the discussion over here?
Which file do you mean?
Nah, nothing more to continue from my side 😄 It says, that UnityARKit.m is giving you that error, but if I check mine with the previous ARKit version, liek 3.1 or something, that identifier is not even inside of that file, so I guess, its a bug, just try to lower the version and test it in cloud build.
That would be something to test, yeah. Need to see if I can go lower with the AR Core Extensions plugin as well then, since I'm using Cloud Anchors.
I am using my own ARAnchors right now, even if I think, cloud anchors should work too.
Oh, cloud anchors are stored online, okay, got it
Obvious from the name I guess 😄
Heh, yeah. Stored on Google's servers and requires the AR Core Extensions plugin, which has dependencies that is making my life harsher than it should be right now.
I guess if you use cloud build you might not have access to a mac, but if you do I’d try and build one manually in Xcode and see if you get the same errors @raven goblet
@hybrid perch Yeah, I don't have a mac, but a colleague of mine does, and got the same errors.
@nimble fossil Hello thanks for replying to me 😭 . Debug? I have never heard of this. Do I do it on the phone's application or on Unity?
This is exactly what I have. I am using one of my paintings as my target image. I placed that cube and tried to see if It would work on AR on my phone, so I downloaded it and opened the app up. However, the cube doesn't show up. I followed exact instructions from some YouTube tutorials and it just doesn't work.
This might be the right time for some tutorials about coding and unity...
Oh alright I guess I will have to dig up an answer. Thank You
I just thought someone would know
Yeah but you gotta fight the habit to ask for basics, cause Debug is like the most basic thing you can do 😉 @proven reef
Its not a habit, i literally got on here just to ask that question. It is the first question i asked. But go off i guess lmao
@nimble fossil
Looks like you're using Vuforia @proven reef , if you have a webcam you should be able to test and try it out on your PC. That will make it easier to debug, by looking at the console window and seeing if any errors or additional info pop up there. The console window is behind the project tab the bottom in your current editor.
also make sure you're following the most up to date documentation, not sure what video you were watching but I recommend checking the documentation from vuforia. https://library.vuforia.com/articles/Training/getting-started-with-vuforia-in-unity.html
@jagged patio OMG THANK YOU 🥰😘. Literally just needed a little bit of advice hehe now i have a clue of what is what and where i can find it. My Art professor just told me to make an AR project, with zero background knowledge and he is literally doing nothing to help us out. I will buy a webcam for my PC and try it there then! That could definitely make it easier for me to find out any issues. Thanks for taking your time to help me and share your knowledge with me (and not being as asshole about it hehe). I hope you have a blessed day 💖🥰 If it goes well I'll send you a pic directly! 😁
@proven reef Sorry if I measured up you the wrong way, but of speaking habit, it was more of a common thing I was talking about, just trying to get away people from starting with it at all, coming from the experience on this server 😄 The advice still stands with tutorials, but as you said, as it might be just for this one project, you do not really have to take in account about future proof of this at all 🙂 so sorry again, didn't mean to bitch on the wrong target here 😄
Hello there, I recently joined this server to ask a question about a project I have in Unity. So, what I want to do is to create an application that can change your environment with AR. So far, I have an app that can detect planes and spawn an object when you tap on the detected planes.
What I want to do is to spawn objects when a plane is being detected without the users input. Is it possible to do that without using image tracking? If so, how do I do it?
I have found the solution, nevermind 😄
Whats your Solution? 😄 @pure widget
I need some help again
How i can get the distance between my camera and ground plane when using ar core
Is that even possible?
I made a shader in shader graph and it ended up looking like that after build (on android) any clue ? using URP and ARCore
@pliant cave so like the height of the device ? You could shoot down a ray and check for planes
@nimble fossil the ARArray thing?.Its still new to me.can i ask for you personal guide?
@nimble fossil well, i took the AR plane manager and stored that into a variable. After that I created a function that when the plane is being detected and added, it will spawn an object on top of the plane. I did that by using the ar plane manager event listener and then say in an if statement if a plane is being added
Oh okay so you dont care about the position of the object, got it @pure widget
not really
it was just so to add the object as soon as the plane was detected
it will spawn at the first point is being detected
@pliant cave sorry, already in bed and got a big project goin on roght now, sry. Just check out unitys ar samples
but ill figure out oin how to control the positioning of the adding object
Just raycast with arraycaster @pure widget
oh yeah, thanks ^^
what is your objective to use the ar foundation?
@faint rover you have to give us a little bit more information? What is your panel?
what's the best way to access hololens2 camera?
currently using this: https://docs.microsoft.com/en-gb/windows/mixed-reality/develop/unity/locatable-camera-in-unity
but it takes 2 seconds to capture an image which is way too slow for my computer vision use case
this is a better solution: https://github.com/VulcanTechnologies/HoloLensCameraStream
but it's no longer maintained
Help:
is it not possible to have shader graph with XR and URP ?
My shader just doesn't work properly in the android although it does in the Unity editor.
(right is correct)
@gentle flare My Shadergraphs work correctly with ArFroundation. I am working on iOS tough
is it possible to track objects that dont have sharp edges with vuforia? Specificly I want to track food. The scanner app detects about 400 point for the object but in unity it wont detect it and Im guessing its because its not really geometrical with edges any work around there? :)
just updated Vuforia to 9.6.3 and this is NULL - TrackerManager.Instance.GetTracker<SmartTerrain>();
is it still working?
yes,the ar camera still able to see the ui element such as panel or button
i just change the canvas render mode to world space and drag my ar camera to the event camera
How to Pause the video if the ar camera isnt looking at the imageTarget?
@faint rover To be raw and simple, YouTube videos are probably your best bet. As well as looking into the Unity's documentation. Here are a few links to get you started:
Unity - https://unity.com/unity/features/arfoundation || https://docs.unity3d.com/Manual/com.unity.xr.arfoundation.html
YouTube - https://www.youtube.com/playlist?list=PLQMQNmwN3FvzCWfvCvq2AYh1CFnTlv2Es
AR Foundation combines the full power of the Unity platform with essential core features from ARKit, ARCore, Magic Leap, and HoloLens for rich immersive experiences that work across AR devices.
@faint rover What helps me when learning something new, is to try and find some sort of small project that involves the skill I want to learn. It gives a practical application to what you're learning...and you might learn something new too! 🙂
I have a question how to combine 2 image market into 1?
I search that the ITrackableEventHandler isnt supported by vuforia anymore?
@nimble fossil but if i want to use 2 separate imageTarget into 1 but the problem is that it shows both the combine image and the separate image
Did you check the multitarget thing? @blazing prawn
Guess not, cause this is what you are after or I misunderstood you.
working with Unity 2020.1.14f, ARFoundation 4.1.1 and testing on Android. Is it possible I'm not getting OnPreRender and OnPostRender called in a MonoBehaviour attached to the 'AR Camera' game-object?
I guess not, as they are like in the pipeline of rendering things? Whats you rproblem with those calls? @sick hatch
I've got a behaviour to match and render out a reflection camera on the 'OnPostRender' which works fine in the editor but the method itself is not run during the AR session on the device.. I'm trying to figure out an alternative..
I'm using the standard rendering pipeline (ie. not any custom pipeline)
I guess the AR Hardware is not capable of your reflection thing as your local hardware is?
I wouldn't know as the issue I'm having is that the "OnPreRender" and "OnPostRender" callbacks on the MonoBehaviour attached to the 'AR Camera' are not even being called
And we can add the "OnRenderObject" callback to the mix of not being called. Is this behaviour documented anywhere?
Are you on URP or HDRP?
You can see the hooks for the different pipelines here https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@8.0/manual/universalrp-builtin-feature-comparison.html
Neither; I'm using the standard out-of-the-box pipeline (project is already in production and I'm not about to change the rendering pipeline :P).
I've tested the callbacks; it appears that the rendering callbacks ('pre', 'post', 'object') are not triggered on the behaviour attached to the 'AR Camera' but will be triggered on any other camera. So I'll try using a different camera and see if I can make the planar reflections work again 😄
It's probably due to some shenanigans by the ARFoundation behind the scenes 😆
weird.. my last comment wasn't posted..
anyway; ignore everything I just said. The tl;dr is that I'm an idiot.
I had an exception swallowed somewhere telling me that my custom shader wasn't found (the exception killed my monobehaviour). It was working in the editor but not in the build because the shader wasn't referenced directly in the scene and unity stripped it out of the build... lol
Vuforia 9.6.4 how to stop extended tracking?
turning off device tracker will broke ground tracking
Does anyone know, if unitys AR Tracking Object Manager is gone? Its not in my components...
Nevermind, thought it was in 3.1.x but its in preview 4.x
is this of interest to someone here? https://challenge.resight.io
Its an AR app competition with up to 5K$ prizes 🙂
?
@faint rover yes, you'll need to do an AR raycast to get an ARRaycastHit to grab the trackable ID, pass that to the ARPlaneManager and check the alignment. Something like this
{
if (m_PlaneManager.GetPlane(s_Hits[0].trackableId).alignment == PlaneAlignment.Vertical)
{
// spawn vertical stuff
}
if (m_PlaneManager.GetPlane(s_Hits[0].trackableId).alignment == PlaneAlignment.HorizontalUp)
{
// spawn horizontal stuff on the floor
}
if (m_PlaneManager.GetPlane(s_Hits[0].trackableId).alignment == PlaneAlignment.HorizontalDown)
{
// spawn horizontal stuff on the ceiling
}
yes, the scripts in arfoundation samples and demos are available to use in apps you develop. For more clarification you can view the Unity companion license here. https://github.com/Unity-Technologies/arfoundation-samples/blob/main/LICENSE.md https://unity3d.com/legal/licenses/Unity_Companion_License
Example content for Unity projects based on AR Foundation - Unity-Technologies/arfoundation-samples
Thanks
@faint rover you can add scripts to your project similar to any other file. Simply copy and paste them from the project location into any folder or location inside projects Assets folder. You can do it in your file browser similar to how you copy and paste any other file and don't have to do it in Unity. Unity will recognize new files have been added and import them into your project when you click back to it.
not sure exactly what you're asking but each plane has a mesh render and a material assigned to it. You can modify the material to be transparent or you can disable the mesh renderer or hide any visuals from the plane.
GUYS
please help
iam getting sooo tired
this is sooo confusing
i cant build my simple AR app
wtf should i do
Maybe try lowering your api to 24 in player settings
Q) How to move any character in AR world with the help of sensors instead of comtrol buttons
I just installed 2020.1 and installed the ARCORE pluging and AR foundation but the AR is not working for my game it works on 2019.4 but not2020.1
seems I need to uninstall URP
Are there ways to make the placement of objects using the sample code better?
Like is there some thing I can look into
To make object placement cleaner
How do you make a 3D object follow you?
I’m not sure if this works for ar put you can create a script that makes an object follow another
The other could be the camera
In this Unity tutorial I show how to write a camera follow script for a thirdperson player with C# with the option to look at the player and apply a smooth interpolated camera movement.
Download the full project here:
https://www.patreon.com/posts/unity-free-15983015
See my social profiles here
G+: https://plus.google.com/+JayAnAm
Twitter: htt...
Thank you! That's pretty helpful actually
Simple question probably, but Vuforia
- im guessing simple object view is done by just the viewer app (by cloud database)?
And if you want functionality (like animations, buttons, ext) are done via built unity app?
Or is everything done via unity app?
Opposite of this also possible? I mean can the player follow the camera?
@gusty hemlock follow this documentation. https://developers.google.com/ar/develop/unity/android-11-build you need to upgrade gradle and configure some settings in unity. It's a more recent change on google's side with the latest ARCore. Unity 2020.1+ ships with a newer version of gradle so it's not an issue if you install it along side your android module.
@astral geyser that are some package manager settings you may need to enable to see preview packages. 2020.1 has various version of the ARCore / ARFoundation package available in the package manager.
@desert arch in AR the camera is the device (the device sensors and tracking data drive a camera in unity). You can link into the position of the camera at anytime and have a character or objects follow it.
@faint rover can you elaborate on what you mean by 'make object placement cleaner'?
thanks for the help
Sure. Like enhanced the plane detection so it finds planes faster or doesn’t mistake a bunch of planes for just one.
So I guess not the actual placement. But the planes it’s being placed on
And detecting those planes better
Hi guys, we are running an AR app competition, its great for unity developers: https://www.challenge2020.resight.io/?utm_source=unity channels&utm_medium=all&utm_campaign=unity]
don't worry I solved it 🙂
@faint rover that's really on the platform and device side. in Unity we're just exposing the data that the platform SDK returns. Some devices will detect and merge planes quicker or more accurate but it can vary between devices and between iOS (ARKit) / Android (ARCore). The one feature that does help with the speed and accuracy of plane detection is the LiDAR sensor available on the iPad pro and iPhone 12 pro.
Yeah. I was thinking about checking the LiDar on the iPhone 12 pro out
Is there a sample for placement Indacators?
The mesh placement demo uses a reticle for placing objects, you can see it in action here https://youtu.be/jBRxY2KnrUs?t=1256
and the code here https://github.com/Unity-Technologies/arfoundation-demos/blob/master/Assets/Common/Scripts/PlacementReticle.cs
Dive into the latest updates in AR Foundation, Unity’s multiplatform AR development framework for creating AR experiences that blend seamlessly into the real world.
Learn more about AR Foundation: https://on.unity.com/2EPmthf
Speakers:
Dan Miller, XR Evangelist, Unity
Todd Stinson, Senior Software Engineer, XR, Unity
Ask your questions here: ...
hmm does it work on andriod?
could someone please explain this line of code?
if (m_RaycastManager.Raycast(touchPosition, s_Hits, TrackableType.PlaneWithinPolygon))
How should I go about learning at foundation?
The general idea / code would work on android but this example leverages ARKit scene reconstruction (Meshing) which in only supported on ARKit LiDAR enabled devices.
ah
if ( - conditional check
m_RaycastManager - stored reference to the ARRaycastManager
.Raycast ( - calling the Raycast method from the ARRaycastManager
touchPosition - stored touch position that is type Vector2
s_Hits - a static list of ARRaycastHits that get returned / populated from the Raycast method
TrackableType.PlaneWithinPolygon - the mask that determines what the raycast should raycast against, in this case plane within polygon is any point within a found AR Plane
in general m_ is just referring to member variables and is a coding style or coding conventions. It's more of less arbitrary but it can be helpful when multiple different developers are all working on a single codebase and to keep things consistent and readable. At Unity we have coding conventions that we follow for all public C# code.
@faint rover as for learning AR Foundation it probably depends a bit on how you learn best. The above Unite now video gives a pretty good 0-100 overview of what AR Foundation is and how to get started. From there I'd encourage you to think of a project with a small scope and work towards building that app. I learn best from examples so https://github.com/Unity-Technologies/arfoundation-samples is a great way to understand how to use all the different features that are enabled in AR Foundation.
I also think having experience with general Unity development is a good start, there's lots of different resources out there at https://learn.unity.com/ on youtube and more.
Example content for Unity projects based on AR Foundation - Unity-Technologies/arfoundation-samples
I don't know about claiming myself to be good at anything 😛
😄
anyone else?
I don't know what answer you expect
Hi guys, I have been working on a DesktopAR SDK >>> Demo here: https://youtu.be/cuvJxsB285k
HoloSDK is a holographic software development kit (SDK) compatible with any generic laptop and desktop computers. The SDK enables the creation of holographic applications, which deploys the state-of-the-art computer vision technology to track users’ head positions, and then renders output images on a display according to the users’ perspectives.
Anyone interested in checking it out? I can get you a license for free (60$ worth), if you can share your thoughts and feedback with us about it. Thanks!
do I need Lumin SDK if I'm building AR for Android using Unity's AR Foundation?
@ upon answering, I'm on idle
@pliant smelt I do not think so, what is Lumin actually?
@supple dock So its like using your phone and the screen as marker to fake the screen being three dimensional?
Nope, this is a lesser known technique called DesktopAR. It uses a webcam to track the user and renders 3D pictures according to your view.
This is how it works: DIY Hologram | How to turn your laptop into Hologram with 1 USD https://youtu.be/jhh43ug23GM
Tired of seeing 2D image on your screen? Well, now you can turn it into HOLOGRAM DISPLAY with DesktopVR!
DesktopVR creates holographic effects by displaying 3D image according to your viewing position. Hope you can give it a shot and share your experience!
For this to work, you will need 4 things. First, a laptop or a PC. A red&blue 3D glasses...
@supple dock oh on webcam, okay, cool thing 🙂
well it wouldn't make sense to be required for Android build since Lumin is a whole separate OS, but earlier when I built an AR thing and installed it on my phone it couldn't detect my phone camera, it was just plain black and only thing that came to my mind is that Lumin SDK is missing
now I tried again with a new project and I got 74 errors
nevermind, I just updated unity to the newest version, and made a build somehow, I even installed it on my phone
only to find out my phone is not compatible with ar core
@pliant smelt than it does not make sense, yes. like I do not know your app, but if you need lumin sdk stuff, it has to be in there. How are you detecting your camera?
I do not need Lumin, it turned out
the reason the game couldn't detect my phone camera when I installed the app on my phone is cause my phone didn't have AR Core services installed, so I tried installing it only to get google telling me that my device does not support AR
Phew that is bad, nothing to do there besides getting a new one, even a cheaper one which supports it
you sure vuforia is not based on ar core too in some spots? @hybrid perch
Where AR Core is available it runs it I think
Lumin = Magic leap platform and is very similar to the android platform from a development standpoint.
I dont own an AR glasses and tried it once or twice.
Do not remember that it is stereoscopic or not?
Do MagicLeap and HoloLens just render mono-picture on the transparent plastic or stereoscopic?
MagicLeap and HoloLens render stereoscopic
Is it possible to set the build directory permanently?
got a weird thing going on;
I have a camera reflecting the main camera which then renders to the screen and eventually to a plane. Basically a very simple planar reflection solution. It works perfectly in the editor (camera follows the main camera and the reflections are plush on the plane) but using ARFoundation on my device (Android) there's a slight consistent shift as if the reflection camera isn't aligned to the main camera anymore (I'm aligning it at the OnPostRender).. Anyone had an issue like this?
(I'd post to the forum as well but I can't access it at the moment for some reason)
when building for iOS i've been running into a problem trying to build to the phone in Xcode.
Undefined symbols for architecture arm64:
all the error seem to be originating from the Face Provider under Unity.XR.ARKit.Facetracking.o
I've removed and added the arkit face tracking package so it is in there.
anyone run across this issue before?
not really had any issues with it, sorry. Did you just for testing used the unity ar sample project and build it to your phone ? @grim pecan
Yeah, I don't have any problems building when I use the Git repo of foundations for 4.1. I recently started with a blank project and used the package manager to bring in all the AR packages for core and Kit but just can't get the Xcode build to stop sending errors about the arm64
@grim pecan a blank unity project won't have the same project settings as the git repos, for ARKit you'll want to target the ARM64 architecture in the Project/Player settings.
hey there @jagged patio thanks for reaching out. The architecture for the unity project is already set to ARM64 it's actually grayed out so there's no other option to choose from other than ARM64. Just to note, I have gone through and double checked to make sure I have the correct settings within the player settings and the other various tabs like XR Plug-in Management etc.
interesting, what version of Unity?
I'm currently running 2020.1.15f1
Building to my device now, where were you seeing the errors?
something to note, I did start building out some features using the base git repo then exported them as a package with dependencies into the new project, I was using the preview package version 4.1.0-Preview at the time. In the new project I did end up removing each package then updating to 4.1.
all the errors are originating from the Unity.XR.ARKit.FaceTracking.o anything to do with the face provider
Everything worked fine for me.
hmmmm, building features ontop of the facetracking API's?
yeah
can you post your package manifest or what versions of each package you're currently using?
well, using the blendshapes
wonder if there's a mismatch with the face one
I tested with the verified versions for 2020.1
"com.unity.xr.arkit": "3.1.8",
"com.unity.xr.arkit-face-tracking": "3.1.7",
AR Foundation 4.1.1
ARCore XR Plugin 4.1.1
ARKit Face Tracking 4.1.1
ARkit XR Plugin 4.1.1
I can do a test to see if the verified versions are working for me
The errors are in Unity or XCode?
all in XCode
I just hit a linker clang error, let me try a fresh XCode Build.
yeah everything seems to be working fine on my end, there are a couple places where settings change with 4.1 vs 3.1 like the camera facing direction and the checkbox in the XR Plug management / ARKit settings.
ok, yeah I do have the face tracking checked within the XR Plug management, I'll try another fresh scene and see where I get.
can you give us more detail about you rerror? You just said "Undefined symbols for architecture arm64:" which is not the whole one I guess 😉
yeah I can, so like I mentioned it has something to do with the face provider in Unity.XR.ARKit.FaceTracking.o
not quite sure why it's all around face tracking but it definitely is the root cause
“If a vertical plane comes into view. Print (“Vertical Plane”)
The if statement is simple
But
How do I refer to the vertical plane
Is it trackabletype.vertical plane or something along the lines of that?
Thanks.
And I can use Oncollinsionenter for checking collision between ar objects and planes right?
OnCollisionEnter should work but make sure your planes and your objects have colliders setup correctly.
You need a reference to a plane to check alignment
foreach (ARPlane plane in PlaneManager.trackables)
{
if (plane.alignment == PlaneAlignment.Vertical)
{
// do thing with vertical planes
}
}
so something like this @jagged patio?
private void OnCollisionEnter(Collision collision)
{
foreach (ARPlane plane in manager.trackables)
{
if (plane.alignment == PlaneAlignment.Vertical)
{
if (collision.gameObject.name == "PlaneDetection")
{
Destroy(collision.gameObject);
}
}
}
}
and I guess I would attach this to the ar object
close, are you trying to destroy the plane or the object colliding with the plane?
might be able to do something like this
the object
I tried to post some code but discord is being weird?
but basically on the object itself you can first check if the object has an ARPlane component
if(collision.transform.GetComponent<ARPlane>())
next grab that plane component and check it's alignment
if(collision.transform.GetComponent<ARPlane>().alignment == PlaneAlignmentVertical)
Destroy the object itself
Destory(this.gameObject);
oh ok. Thanks.
also would you reccomend mars? Seems really expensive though. I'd be interested in trying the free trial as it seems very interesting.
Probably depends on what type of apps you're trying to build but yeah it has a lot of cool features and can do some pretty unique things with the built in systems / rule logic. I do recommend checking out the free trail to see if it's a good fit for your current project. We just launched some new on boarding learn content for it and there are a few videos and past webinars you can check out too on getting started and some of the systems.
Yeah I’ll definitely check it out. From the material I have seen it basically gives more ar functionality in the editor itself?
yeah that's one part. The simulator, simulating a mobile AR devices and enabling you to test and iterate directly in the editor.
I am not a fan if mars. Just adds another confusing layer to fiddle around with
And for 600 i am fine building the app now and then.
Yeah of course. I'd possibly consider paying 600 if it can be helpful is build apps.
Nah not annually, at least not with the ux from now @faint rover
Oh ok 👍
Hey all... been away from Unity AR for a minute... whatever happened to AR Remote? Did Unity totally abandon it in favor of pushing people to pay for MARS to get that functionality? I see that someone has a nice 3rd party asset on the store now for $80. Is that the only other option?
I see lol... based on mfuad’s track record, I expect we’ll be hearing again about this sometime in 2022
@finite rose the mobile remote is still in development, it's a larger effort by the mobile team alongside the XR team to support AR Foundation and enable quicker iteration and development for all mobile developers working in Unity (including AR developers). It has a planned release in 2021 but I can't share much more than that at this time.
Unity MARS while sharing some capabilities of what an AR remote might enable is not trying to compete or replace the remote. The simulation view is just one part of what Unity MARS offers, there's also complex rules system that allows for procedural placement on content and the ability to visual author AR content within the editor.
@jagged patio thanks I appreciate the response. I think a lot of unity devs would appreciate better transparency in these kind of situations. The last word on this is from 7 months ago when it was still an AR remoting tool. Now that the scope of this tool has changed, an official update would make sense. Unity devs have been desperate for a proper AR remoting tool basically since 2018. I think it really says a lot about the internal mechanics of Unity team management that this has gone on for so long.
Btw, I know it’s not your fault at all... just venting!
I’m sure its just as frustrating to you.
understandable and I appreciate you mentioning it as a vent and not directed towards me
things are winding down for the year but I can follow up with the team and see if we can provide some update early next year to let users know the current state.
Thanks Dan. Hope you get to have a nice break from work 🙂
So I tried running a simple ar app on my iPhone
However when I open the app up
I just get a black screen
Is there something that I need to configure in the phone settings?
I'd start by trying to check the output logs, you can use the ABD logcat unity package or android or the xcode console / output for iOS. Also make sure the XR Plug-in management in correctly configured and ARCore or ARKit are checked.
Ok
@jagged patio I remember checking the ar kit plug in providers but for some reason it was unchecked
That was probably the problem
Having issues with the windows mixed reality remoting and my HoloLens2 in the editor; using Unity 2020.1.14 and the MRTK 2.5.0
The remoting inspector says connected but when I press play nothing is streamed. Anyone?
I assume you've launched the remoting app on the HL2? there was recently an update I had to download.
Guys, i made my first AR project lol but now how do I add my own target file?
It shows empty in database
and if i change the type to user defined even there's nothing to drag drop image
Btw am using unity 2019.3.7
@eager sandal refer to a tutorial like this one if you're new https://tutorialsforar.com/how-to-use-vuforia-in-unity-to-create-ar-application/
I believe you can make them in the vuforia developer portal and import them into your project. Check the vuforia documentation here https://library.vuforia.com/getting-started/overview.html / https://library.vuforia.com/content/vuforia-library/en/features/images/image-targets.html
yea, I eventually figured out that the standalone player wasn't configured. That said, once I did that the default MRTK configuration profiles when adding the camera to the scene are wrong (need to manually change to profile to the XRSDK profile)
Is it possible to make to augmented objected not disappear when tracker image is lost?
How ?
I’m just learning but... couldn’t you create an if statement in which if the tracker image is lost, keep the ar object instantiated. I think I kind of know how this would be done but I’d probably be a bit off...
You can do this by combining image tracking and world tracking @eager sandal. So after you've instantiated the object, parent it under the world instead
Are you using AR foundation?
No... i am using vuforia
AR Foundation would help you with that as it gets more information about positioning than vuforia does I think
What is AR exactly
Hmmmmmm
OH I KNOW
IT IS BECAUSE COMPUTERS ONLY USE JPEG
USE PNG FOR ANY MOBILE STUFF
Oh
PNG works on pc too
☹️
I converted it ot jpg and it worked
Btw can anyone provide me link or video to refer on how can i rotate my augmented object and zoom in and out??
For vuforia and unity 2019.3
Putting digital images and data on real world objects
Augmented reality (AR) is an interactive experience of a real-world environment where the objects that reside in the real world are enhanced by computer-generated perceptual information, sometimes across multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR can be defined as a system that fulfills three...
Can you have two ar session origins in one project?
Lol I was just wondering
Now that I think about it
I can’t really find any use cases for it
oh okay 😄 just was wondering myself, what could lead to two sessions 😉
What if you wanted to create two different prefabs for horizontal and vertical planes
@faint rover Than you can just tell the thing what to do when found a trackable plane 🙂 The session is just as it is called a session that stores the trackable IDs of trackable objects. The only thing that will differ would be the unique IDs the session generates when creating the planes. But you can still tell unity what you want, when the plane is horizontal or vertical or upwards, downwards, whatever you like 🙂
Yeah.
But I mean technically it would be faster to simply create another session and make the plane tracking only horizontal and make plane tracking vertical for the other one
¯_(ツ)_/¯
Not really. Why have two systems search for the same thing? @faint rover
They wouldn’t be the same
I’m just saying it could be simpler for changing the prefabs
Sessions store all planes they can find
But you can set the tracking to one specific type of plane
Or
I guess
The planes it renders?
You just ask for what you want then. You can ask if the found one is vertical or horizontal
Yeah I know how to do that
I was just saying
That
If you wanted to render two different prefabs for horizontal and vertical planes respectively. You could quickly just create another session. However, this is not a good option because it doesn’t work for much else.
And add the plane manager
And put two different prefabs under the plane prefab GameObject
...
Lol
Again its doin the same. Just for laziness copying the session could work but will double performance impact of one session. Just add another prefab to the session and ask for isVertical or not 😄
Yeah I know. I was just saying it’s the lazy way to do it.
Alright...
Just to finish this with the „right“ approach 😉 https://docs.unity3d.com/Packages/com.unity.xr.arsubsystems@2.1/api/UnityEngine.XR.ARSubsystems.PlaneAlignment.html
afaik you can only ever have one active AR session, if you had two in your scene the second one will probably override the first and drive the experience.
Since the plane manager only had one 'plane prefab' you'd link into the ARPlane component and determine what type of plane it is in something like Start()
{
[SerializeField]
ARPlane m_Plane;
void Start()
{
if (m_Plane)
{
if (m_Plane.alignment == PlaneAlignment.Vertical)
{
// do vertical thing
}
else if (m_Plane.alignment == PlaneAlignment.HorizontalDown || m_Plane.alignment == PlaneAlignment.HorizontalUp)
{
// do horizontal things
}
}
}
}
That easy 😉
Hmm. I tried running with two sessions. I set one to detect horizontal planes and one to detect vertical planes. When I ran it, it was rendering both. Wouldn’t this mean it was utilizing both?
Sessions or Session Origin? I guess you could have two different AR Plane managers and maybe they both run 🤔
Session origin*
Yeah you can do that
I should have clarified sorry
all good, seems like a usable approach, although maybe not fully recommended 😛
For some reason when I’m destroying the game object if it hits a vertical plane it’s also destroying if it hits a horizontal plane
Do you know why this is?
can you share your code?
Yeah
It’s just checking to see if the object that we hit is a vertical plane or not
@jagged patio how am I supposed to put the code here
when I copy and paste it gets deleted immediately
maybe try to put it between three ` marks on both sides
ok
I had that issue before too, wonder if it's a discord setting or something?
I'm seeing if flash lol
maybe just use pastebin or a gist
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
ahh just saw this in the community guidelines ```Posting Code
Please be aware that Discord may auto-mute you if your code blocks are not linked externally, as this may be seen as spam. Large code blocks should be posted as links to services like hastebin, hatebin, gist, etc.. Post your questions as normal and then use one of these services to share the code so other users can help you.
Yeah it was just a temporary mute
Hey, so far I've been using SDKs like easy AR, maxst or vuforia for image tracking (different projects, mostly small experiences while tracking product labels). However most of the companies changed their licencing to monthly subscription per app, while also increasing their one time licence prices, i.e easy AR went from around 400 to 1300$! (That's a lot if you consider that we don't have clients that pay in USD and the ratio is around 1:4)
And now I lost some of the smaller clients, because 1. they don't want to pay subscriptions, because it's "another thing to manage" (yes it is if you want more than one app), or 2. the one time licence is too expensive (for a project where you simply display a video tracked to the image - yes it is)
Now, I want to switch to the ARFoundation, but I remember that there was a long time before the image tracking was added, and even after that, the ARCore didn't support dynamic tracking? (not losing target when it's moving). Does anyone use ARFoundation image tracking for project like these, is it worth it? How is the stability of the tracking, etc?
@modern sparrow when AR Foundation was still being developed and and new features were actively being added to ARKit and ARCore from Apple and Google there was some lag time. There was also some underlying framework development that took time.
The good news is the team and features are basically all caught up and the most recent updates and feature launches have included AR Foundation updates days / weeks after new feature announcements. For example, Depth the latest feature for ARKit / ARCore came out just a few days after it was announced.
Image tracking has been in for awhile now and supports dynamic tracked images as well as runtime Reference Image Library creation. Stability is also high as there's several verified versions of AR Foundation and really it just enabled ARKit / ARCore so performance is dependent on what device you're using with those SDK's.
Awesome, thanks for your input, I'll give it a try then!
I totally give AR Foundation a go! for now, too @modern sparrow I am working right now with worldmaps from apple and object tracking of crazy detailed stuff for a big factory, so for now, it seems to work fine even on detailed stuff or difficult situations.
@nimble fossil Is object tracking supported on both platforms via ARFoundation? I only used it for ground plane tracking before and worked with other SDKs when image tracking wasn't supported. I'm curious how it will work compared to Vuforia cylinder tracking for example (for bottle labels)
There is an AR Foundation Sample Git repo, where you can actually test that out. My client only works on iOS, so I did not test on android yet. I know worldmaps is an ARKit thing, but google has something called cloud anchors, which in the end will do something similar.
Object traction is only enabled on iOS from ARKit. ARCore doesn't have a feature like that so it's not available on android.
How come there is a such a big difference between 2.1.10 and 4.0.9 versions
Like if I downgrade to 2.1.10 a lot of namespaces aren’t recognized
Well its the way as arkit and core are also updated. Right now its arkit 4 out there, 2 years ago ipad only supported 2
It should be written in the docs which version supports what but I think yes
Right at the bottom https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@4.1/manual/index.html seems like
AR Foundation is a bit of a unique package in that it has 'compatibility' with earlier Unity versions but each version still has a verified version as well. There's been some fairly large architectural changes with AR Foundation over the versions, especially from 2.x to 4.x.
A big part was giving users / developers more access to things like configurations, camera facing direction, ect. Obviously adding new features from ARKit / ARCore as well like scene reconstruction (meshing) and depth.
Depending on what you're doing we usually recommend the verified version with whatever version of Unity you're using, especially for simpler AR apps. But if you need or want newer features you can upgrade the package.
That being said most of my projects are in 2019.4 and use AR Foundation 4.x since some things are easier to do with the package changes.
that's what we recommend but depending on the project and what you're working on isn't always possible.
not as major as 2->4 but still new features, some underlying changes, ect
Ok
4 has stuff like worldmaps for example I think
Oh
Will most of the sample scripts from the repo still work with 3 or they only work with 4
hard to say, the feature specific scripts no, some of the simpler ones? probably. There is actually branches for the different versions
Thanks. I didn’t notice that
Hi could anyone point me to the correct direction. I'm trying to get my UI to animate only when the Ui goes from inactive to active. Im pretty much tracking a ui element to a Augmented Qr code and i want the Ui to animate in only when the Qr code is scanned. Are there any easy ways to animate the Ui only when active instead of having to code it from inside the image tracking script?
@gentle cypress can you expand a bit on exactly what you're trying to achieve? also what framework / SDK's you're using? without more context I'd say you can use the OnEnable() method to do something when a gameobject becomes enabled / active.
Hey Dan thanks yeah ended up using the on Enable() method thanks
Just what i needed.
Is there any documentation on finding measurements of real world objects?
1 unit in unity = 1 meter in the real world
so if you placed an object on a plane in unity and then placed another object in unity the distance between them in unity units = the distance between them in meters. Keep in mind with distance checks it's at the root / center of the object if you're just grabbing it's transform.position
I meant as in like finding the length of a table top in the camera view.
And we would use Fiducials for that right?
there's nothing really out of the box that says "this thing in the camera view is x units in length". Instead you would need to calculate that manually by raycasting against feature points (or planes) at both ends and do a distance calculation. Fiducials / images at both ends could also give you that value with a distance check.
Lastly and much more complicated but possible would be some sort of custom computer vision approach based on tracking data and recognizing objects or something
if you're familiar with the measure app on iOS or android they are basically doing the first approach I described. Raycasting against a feature point to start the measurement.
Yeah I have a few of those measurement apps. I’ll give the different approaches a look at. Thanks.
Hi all, I've downloaded from Package Manager version 1.0.3 of USD, using URP version 7.5.1 in Unity 2019.4.14f1. When I export a prefab out from Unity it's only exporting the model, not the textures. I believe this is because USD expects separate maps for metallic and roughness, whereas the URP shader requires the roughness map to be packed into the alpha of the metallic, and as such the textures don't export. Can anyone confirm if this is correct, and if so how I can go about exporting USD out of URP? Is it even possible?
@fringe haven I see this listed in the USD documentation LWRP is the older version of URP so probably not fully working. Unity Materials: HDRP, Standard and limited LWRP support also this isn't really an AR specific question. I suggest asking in #↕️┃editor-extensions or on the forums for USD support.
@jagged patio Thanks, I'll ask there too
hey there... trying to get a new AR project up and running with URP (my first time using URP w/ AR Foundation). I've added the AR Background Renderer Feature to my ForwardRenderer asset and so the camera feed is now showing in the build, but the console in Xcode is getting spammed with this message: "You can only call cameraDepthTarget inside the scope of a ScriptableRenderPass. Otherwise the pipeline camera target texture might have not been created or might have already been disposed."
call stack
what package versions of AR Foundation, URP and what Unity version?
4.1.1, 10.2.2 and 2020.2 respectively
so if i've got the default ARSessionOrigin and ARSession in the scene and I add AR Default Point Cloud, i should see the point cloud stuff in the build, right?
the AR Default Point Cloud needs to be saved as a prefab and assigned to the ARPointCloudManager
ah makes sense
i'm a little rusty
ok got it working... but is that console flooding message a cause for concern?
not ideal, but if it's not causing performance issues might be alright. I'm looking into it though
k... @ me if you want me to check anything else
What error? @faint rover
Oops. I forgot to delete that message. I was getting a strange runtime error having to do with the subsystems but it’s gone.
Okay 😄
hey there, i want to get into AR and i saw, there are some videos but they are a little bit outdated, like 2015 and stuff..
i wonder if there is some good AR Kit/solution that can be recommended to start with?
please ping me if you are going to answer me, this server is other way muted to me :p
If you're comfortable in Unity already I'd recommend cloning this repo and having a look at the different parts of it in use @exotic bay https://github.com/Unity-Technologies/arfoundation-samples
Unfortunately it's difficult to find tutorials that are both good and up to date
thanks, i will take a look.
yeah, thats the problem i saw directly. there are some videos, but its not that good.
isUnity Mars for AR?
i saw it from time to time on LinkedIn, but im not sure if its a good thing to start with or if its something for more professionals
I think there is a SDK for it, but I do not know if it still supports the latest Unity versions @mighty sigil
@exotic bay I tried it and it was just too much more of a complex layer already above foundation and above arkit and testing in real environment was important for me anyways, so I just stopped the trial and did not pay for it. It is just too early I think to use in terms of user experience. AR is not that hard to handle without that extra layer of MARS. But thtas just my experience with it.
MARS if definitely for professionals, it's a separate paid service. But if you work with AR at scale it's probably super useful
ah okay, thanks for the fast replies
Hi, no idea if I've stumbled into the wrong house, but we're a bit stuck on an issue and have so far failed to find any info to help.
We have an existing app built in Cordova (I know) and are trying to implement some AR functionality. Eventually we have come to the point of trying to integrate a Unity instance into the code using a plugin.
We have successfully compile the Android version and have one error when compiling the iOS version which is apparently a missing library:
ld: library not found for -lUnityARKit
clang: error: linker command failed with exit code 1 (use -v to see invocation)
I'm not even the dev, just desperately trying to find some pointers 😬
Hi. Is there a reason why when I push my project to github and open it up again from github. The session region and session don’t show up in the scene. Any reason for why this is?
@faint rover make sure you're opening and saving the correct scene. Before closing a project it's good to 'save project' too. You should be able to see any changed in github and can even manually inspect the serialized scene that are somewhat human readable to see objects removed or added.
@mystic oar there's a supported 'product' Unity has called Unity as a library, more info here. https://unity.com/features/unity-as-a-library
I recently did an overview video of it here and it talks about how to properly link Unity into an existing native app as a library https://www.youtube.com/watch?v=2zQYrOeF1Ko
This might be a good place to investigate first.
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Ok. If I remember correctly I might have forgot to save the project 😅
@jagged patio when I add the sessions I’m not able to see those changes in github
after you saved the scene and pushed the changes?
Shouldn’t they show up immediately on GitHub desktop
There is nothing
If I make a cube a prefab
It along with its folder show up
I guess thats veering away from ar. I’ll ask in another channel.
a bit, I'm not sure how what your setup is but in general github (backed by git) works like this. You can make local changes and then you must commit those changes. After you commit them you push them and then those changes will be reflected and visible on github.com. If you're making local changes and things have been saved (such as a scene) or new things have been added to your project those will show up as 'local changes that need to be commited'
Yeah I know. However when I add let’s say a session origin, it doesn’t show up as one of the local changes.
it should after you save the scene.
I’ll do more research on it
@jagged patio is there a way to set Position and Rotation of the spawned object in Image Tracking using AR Foundation
like in Vuforia and EasyAR
what do you mean by 'Set Position and Rotation'?
in AR Foundation images have a tracking state that you can link into and grab a reference to the AR Image (trackables) that store a transform with a position and rotation.
Here is the most robust image tracking example that shows how to use custom images and attach unique objects (prefabs) to those images. https://github.com/Unity-Technologies/arfoundation-demos#image-tracking--also-available-on-the-asset-store-here
Instantiating the Object on different position instead of always above the Image
ya i saw the demo already
i understood
yeah for that you could just create an offset under the object attached to the image or can you arbitrarily instantiate an object in space and it should stay relatively in the same position as long as you maintain tracking. Keep in mind the origin (0,0,0) of the space is set / established to the device position once the session has been initialized and starts tracking.
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Awesome, thank you @jagged patio
@jagged patio if you dont mind asking, is there any way to like stabilize worldmaps for unity? Current case, I want people to like tap a button and the map of the room they are in gets loaded, any Unity magic or AR Foundation magic, that might help finding references faster, or is it just up to the worldmap to be good to be recognized fastly?
there's nothing in unity or nothing we're doing that's outside of ARKit. In general with world maps the larger and more detailed map you have the quicker is should resolve. Make sure you're correctly linking in the world mapping status as you map and consider extending it once or twice after the initial mapped state. From there it probably just depends on the devices, I imagine LiDAR enabled devices will probably map and relocalize to maps quicker (but haven't seen that specifically called out in apple's documentation).
is anyone else gaving issues with the ar plane detection?
like the plane it detects is like slightly above where it should be, like a good half a meter
Oh I think i missed the part of stopping the extending manually, so the mapped status can be used. Thanks for pointing that out.
I haven’t really had that issue. It is possible that there is another object on the floor(half a meter tall) and its rendering the planes from that height after rendering a plane on just that. That’s happened to me.
anyone here try Mars?\
i cant even get the sample template to work
wtf, just randomly complited and worked....
Is it possible to switch to your front camera to view objects?
@faint rover On iOS you can only use the front facing camera / selfie cam to use facetracking for example with ARKit
@jagged patio I hope its okay asking you here about the ARKit Worldmaps. Just a general question as I do not get a lot of resources about it. Is the automated mapping status you have in your example like a normal behaviour / a must, so that the worldmap constantly tries to extend, or could I just tell the device to use the saved worldmap and not try to find other planes? Just testing with your example and it constantly extends if possible.
@ornate rapids There's no reaction gifs or job ads on the server.
ah. sorry for that
anyone know of any good code examples/repos showing how to sample the camera's video image and align it to the LiDAR mesh geometry?
maybe you could just sample the texture with screen coords?
@nimble fossil for sure, happy to help out although my knowledge and experiences with world maps is a bit limited.
I'd recommend checking out the apple documentation. https://developer.apple.com/documentation/arkit/arworldmap and more specifically their sample project and documentation https://developer.apple.com/documentation/arkit/world_tracking/saving_and_loading_world_data there's also part of this WWDC video that covers some of the how and why of world maps https://developer.apple.com/videos/play/wwdc2018/602/
From that sample project you can see this line here that I think answers your question about the mapping status. ARKit provides a worldMappingStatus value that indicates whether it’s currently a good time to capture a world map (or if it’s better to wait until ARKit has mapped more of the local environment).
Thanks for the hints and the wwdc link, will check that out! @jagged patio
Been having trouble getting Xcode to build and run from Unity. Xcode will launch but I have to manually click the play button to run on device. Mild annoyance that adds a lot of headache over time. Anyone experienced this? Forum/Google search turned up nada.
i've always experienced that. it's the default behavior, afaik
hmm, perhaps something changed in a new version or Xcode or Unity. I've always had that behavior and it's quite nice
I don’t think there is any way to change that. I find it a bit annoying but haven’t really looked into something else.
@jolly prairie common thing in Xcode on my side. Never worked for my out of the box as Android does for example.
Hi, Is the plane tracking only work in rear camera?
@pliant briar front camera is only for facetracking in iOS, not sure about android but I guess quite similar
Thanks. Anyway, is it possible to use AR core with IOS since ARKit face tracking is only work with iphone X + but ARCore face tracking seems to work with more device
Yeah. Besides, I don’t think it would be very useful to use the front camera
@pliant briar well ARCore is Android, ARKit is iOS, thats the way it works, if ARCore has the function, it wont be able to be used in ARKit
A simple raycast would do, did you check if the AR object has a collider?
While doing plane detection, I came across a problem that at times, the plane generated obstructs most of the view. Hence, I have come up with a shader to cull the plane after some distance. I would require the views of you all to improvise 🙂
A quick video on an upcoming shader effect for culling the plane based on the distance from the ARCamera.
A very quick shader that can be made in less than 5 minutes.
Also, helps in adding value to the User Experience, as not many planes obstruct the view.
Anyone knows what this means
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No active UnityEngine.XR.ARSubsystems.XRSessionSubsystem is available. Please ensure that a valid loader configuration exists in the XR project settings.
How to solve this ?
I don't see anything related to AR and with no context there's not much help we can provide. I'm not sure this is the correct channel.
need a bit more context to offer any help. From the output it looks like you haven't configured XR-Plugin management in the project settings. Make sure to add an active platform to that list.
Hello there, anyone have any idea on how to detect object movement or probably hand movement through AR? and what's the best AR we can use for it?
I dont know what that error means. Maybe its the sdk version
I've noticed that after entering AR scene (with AR session) and come back to normal scene(no AR) the normal scene become more laggy. Is there any reason behind this? Do I need to manually call some functions to completely stop the ARsession and release all resources ?
So I’m using the place on plane script. The only problem is that when I press a button that I’ve made, the object is also moved. How can I fix this. Can I change something on the button or do I need to change the code.
ok I just found out that in android unity set frame rate to 30 thats why Im getting a drop in frame rate after returning from ARScene
May I ask for Vuforia help here?
anyone?
@severe anchor yeah i could prob help
if it's not too advanced
cool 🙂
Can you help me understand why this is happening.When I use Image recognition I have 5 stars and everything works normally but with the cylinder I have 4 stars and only after I added the sticker on the back and otherwise I had 3 stars. But it doesn't work the way I expected.
Reflective surfaces are bad for tracking @severe anchor
And reflective transparent is even worse
Is there a way to fix that? Take a look this video for example
https://www.youtube.com/watch?v=fTgawFAEN0U
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In that example I would assume it’s just using the label, which is flat
In my mini project I am also using just label
I’d try with a cylindrical tracker that wraps around the whole bottle and see how it acts then
I tried to do just that, scan the stickers and put them on the Cylinder Target. When I use a sticker as an image target, everything works perfectly
Any possible way to use text detection alongwith ARcamera feed in ARfoundation?
you can use the Camera image API to access the image on the CPU and pass it into a custom text detection library / plugin. There isn't any text detection out of the box for ARKit / ARCore.
https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@4.1/manual/cpu-camera-image.html
Hey there fellow experts. Wanted to ask if is possible to make the robot's end effector to follow the purple sphere as I drag it around? It works within the unity environment but not exactly with AR (Vuforia). And yes when I mentioned drag, the whole system is based of inverse kinematics and it works (Arm follows the sphere). It's just for the AR part that is not exactly going according to plan. Would appreciate your thoughts and let me know if you need the code for the target (sphere).
here is a quick WIP on displacement + tessellation shader in AR
Let me know your views on it please :)
https://youtu.be/fmnZAOyqib0
A simple demonstration of adding vertex shader displacement in AR. The plane is mapped with a vertex displacement and dynamic tessellation based on the distance from the camera. As the user moves the camera away from the plane, the optimization algorithm kicks in and reduces the tessellation. If the user moves closer to the plane, the terrain ge...
Hello, when building an AR empty project setted up with a youtube tutorial I have a black screen and not the camera. When I was building on my other computer it was working (unity 2019.3.17 IIRC). On my current laptop I have 2020.1.17.
After ticking ARCore in the plugin providers in XR Plugin Management I were asked to update the ARCore plugin via play store. After doing this, the app was properly asking me to share camera (which it didn't before), but I stoll got a black screen..
So now I followed this https://arvrjourney.com/running-arcore-with-unity-troubleshooting-with-android-phone-mac-8eb1d59f95f2
but Building fails with a huge error...
the error:
(I tried changing several times the AR packages version and lastly used the ones asked in the link, 3.0.1)
URP was causing the issue but it only works with the verified AR packages (3.1.6), and not with the latest 4.1.1 :/
I think I posted something similar here awhile back but the general idea is you want to 'ignore a touch' for placement or movement code if they hit a UI button.
{
return;
}
var touch = Input.GetTouch(0);
if (IsTouchOverUIObject(touch))
{
return;
}
so you put the above in your update or movement code with the IsTouchOverUIObject() method that looks like this
bool IsTouchOverUIObject(Touch touch)
{
PointerEventData eventDataCurrentPosition = new PointerEventData(EventSystem.current);
eventDataCurrentPosition.position = touch.position;
List<RaycastResult> results = new List<RaycastResult>();
EventSystem.current.RaycastAll(eventDataCurrentPosition, results);
return results.Count > 0;
}```
Hard to know exactly what's not working but I'd look into what coordinates the objects are in AR compared to Unity. Is the purple sphere a similar distance / position as expected within the editor and in AR?