#š¤Æāaugmented-reality
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Hello, anyone familiar with passthrough can help me? I'm trying to make an AR app and I'm having a problem in which my scene isn't transparent when loading in the quest. What I mean is that if I play one of the oculus scenes, it works as intended, but when I play mine, it is all dark, and I can't see my surroundings, despite me having copied the lightning and camera settings. Any help is appreciated
Okay I solved my problem, I accidentaly deleted my source light and that's why it didn't work š
not quite ar, but closest thing i could find. does anyone know of a good guide for setting up projection mapping in unity? all i need is a guide for setting up the projector and aligning the virtual camera. i do not have a camera for it, or a kinect.
hello could someone explain what aranchormanager from ar foundation does, ive tried it out using in a sample project that uses it but I still dont really get what is happening or if its even really needed alot of the material ive looked at online looks like stuff doesnt really need it but im not sure?
If you have a worldmap in AR, you can set virtual anchors to place objects for example. That manager handles it
Nope my arsession isn't persistent, I instantiate an ar session throughout every scene switch
I found the solution tho, I was working with OpenXR plugin 1.0.3 and that version seems to have an issue. In 1.0.2 everything works fine
I'm seeing a recurring theme here with Unity, whether I use ARMeshManager.cs or ARPlaneManager.cs the depth is exactly x (I believe 1 meter irl space) amount off on the human occlusion calculation and I need some assistance with it. I had an underwater scene which worked fine. But I'm now realising it was fine since it was a transparent material with caustic highlights.
I am occluded about 1 meter in, whilst the scanning of the room is accurate, the occlusion of the person in the scene is not
The ARKit background material is occluding fine as you can see behind the transparent planes which is present in some of the video examples here
Hi, I'm making an application for Android with vuforia, it turns out that I've been getting some errors for days, I'm using Unity 2020.3.0f1 and Vuforia 10.2.5. When trying to turn on the pc camera to test the AR (second photo), and When exporting the project to APK (first photo). I've been looking for solutions online and none of them work for me. I tried to install Vuforia 9.8 and the project gets corrupted, with the export to APK I tried renaming the project.
What does the build error say in detail?
Try building to a folder without the Ć” in it @dark thunder
It works! Thanks!
Unity partner making the news! https://venturebeat.com/2021/10/05/echo3d-raises-4m-for-cloud-authoring-of-3d-ar-and-vr-content/
Hello, I want to ask something. I am using AR Foundation to create a simple tap on a plane to place an object. But I have a drifting issue. What is the best way to solve this? I have seen there are multiple ways to place an object on a plane such as using SessionOrigin.MakeContentAppearAt() or Anchors. I have tried using Anchors but I still have the drifting issue.
Drifting usually depends on the quality of your enivornment tracking and the feature points your object gets. You should also think about stopping generation of new featuretracking when you placed the object. But first you gotta besure your tracking state is tracked, so you can place objects and maybe get less drift. also your hardware is a big part of how accurate your placement is.
Thank you for the information. I see, so I should stop the tracking after placing the object. For hardware will be difficult to solve
The problem with continuous feature points is that it might add more to your plane making it change size. Are you placing anchors correctly?
So Iām planning on making something AR related for VR use, of course Iād need two cameras for each eye but how would I use webcams for this? Most things I see only say phones but Iād assume itās possible
Hello, I am using image tracking to play a video in AR, what I want to do is that after the video has started playing I want it to follow the phone's camera, how can I do this?
I am using the Anchor scene from the AR Foundation sample repo from Github
Good afternoon everyone! I'm new with Unity and I've been doing a project that I've got stuck for a few days now and so I joined here to see if anyone could help! But also I want to show it around to see what people think of it
The Project is an AR app where you can place a 3D object made of several parts and you could "explode view" it, with text appearing over each piece as you do so to explain it.
So far I've been able to do the following:
Have an object explode by clicking a button labelled explode
And now I'm trying to integrate this to the AR itself, which has been unsuccessful thus far
If I have it as a prefab spawn in the world, it functions fine
But if I try to implement as a "Place object and drag around" and then the explode button is pressed, it doesn't do nothing
Here it as a "Spawn in world" type of object
Here it is as a "tap and drag around" type of object
When I press the Explode button, it doesn't work weirdly enough
Are your button events hooked up properly? If they are, add a Debug.LogError("Explode button pressed");
In your build settings enable development mode to bring up the console in the bottom left and you can see whether the button press is being handled when you press it š . Your debug journey can continue from there
Hello, I want to display a button in my marker based AR app, when the marker is scanned a button should pop up on the marker, I will use that button to play a video in the app, How do I do this?
Whats the difference between AR and VR?
Applying textures / materials to AR Mesh Manager prefab?
ANYONE have a remote idea of how to do this?
Well it's a prefab right?
so just change the prefabs material
alternative
GetComponent<ARMeshManager>().meshPrefab.GetComponent<MeshRenderer>().material I would assume for during runtime
The people at #archived-code-general were able to help me with that, I assigned a Script that took the button press and activated a function that would look find the object spawned and then apply the explosion script to it!
I think that instead of just dragging around I'll do it so you place it once and a button to replace it elsewhere, so that accidental taps don't drag the whole object across the screen
Hello, I am new, but I want to make text from external devices appear in realtime on AR glasses. Does anyone have an idea whats the best way/ in general what ways are existing to do this or knows nice tutorials/ documentations? I already googled a lot, but I can't get any further.
Your question is way too broad, there's no single tutorial for that whole package. You should segment your requirements into sections. So first, manage to build a unity project onto these glasses. Then work on sticking a 3D object in place. Then figure out how to get your data into unity in the first place, and lastly put it all together
Thank you for your answer! Thats actually what I did, I already managed to build the project onto the glasses and am able to see a text I created as a placeholder, but now I am stuck at the point, how to get the data in realtime into my unity project from an external device.
That depends a lot on the external device. If it has bluetooth that might be possible, alternatively you'd need to send the data through a router or server
Okay, thank you! Do you spontaneously know whether there is an unity documentation on the website or a video that covers this? Otherwise I will try to google my way through it, at least I have a general idea of what could be possible now.
No i don't have something like that unfortunately, if you have to go through a simple server solution then UnityWebRequests is how you send and receive data https://docs.unity3d.com/ScriptReference/Networking.UnityWebRequest.html
Hello Guys,
Besides Easy AR Vuforia and Arfoundation.
do you guys know any other sdk for ar development?
It's not quite that simple. I can change the material and I do get the albedo but I don't get any of the detail which in this case is white stars. So something like this texture gives this result
I'm guessing the UV's are wrong / not the desired calculation
Hey everyone, hope you are well.
Quick question from a high school teacher: If my students are developing for the HoloLens 2, do you think they need to start from scratch for their project to be valid or if I give them a preconstructed template that just has the MRTK, project setup, and a basic interactable cube that I know can be built and deployed to the HL2 as a starting point that they can develop extensions and independent functionality in is that okay? With limited time in the K12 classroom with the hardware and limited hardware for students to test on I'd like to know, from professional developers, just how much my kids need to know while they are still in high school.
If it's out there as templates that you can use then yes. If people are asking their name be referenced, that's also okay, as long as you reference them. That's what academia is all about, all ideas come from somewhere and in University studies, it is the responsibility of academics to make known where their information and basis on their thesis has come from. I think It's totally okay to build upon frameworks so long as the original author is referenced where possible or even necessary. Good practice to citing where the information came from!
Good luck in your project š
Setting up for the HL2 can be a pain, I would probably let them play with the demo scene with all the interactable stuff and then go from there
yeah that's definitely a mesh issue if you're generating that yourself
I would bet the uv is just one small corner of the actual image, or maybe even only picking up one pixel worth of data
Recube DX266 Demo for Tilt Five Tabletop AR - Released at Deadline 2021 demo party.
Hi all. Is it in any way possible to configure/improve plane detection for AR foundation for Android?
I am dealing with an issue on plane detection as well, horizontal planes are spawning while on vertical detection mode , any tips ?
ar is like, digital elements displayed in the real world, vr is a completely digital immersive experience.
Hi, I have never made something like this before or seen what someone made. I do know what it means, but can someone explain how you can make it and for what ? Thanks!
Sorry for the question above. Itās not formulated right, but hopefully you get what I am trying to ask :)
What is your actual question?
How do you make it and for what
Yeah, like I know people made PokĆ©mon go of it, but I donāt expect everyone is making a Shrek character out of it, so more like what do people do more with it
Are you asking what AR is?
LMAO imagine a disco where everyone wear a ar glasses and everywhere in the air are dancing cubes or dancing geometric shapes
Strong "accidentally the whole bottle" vibes
Oh I know what it is
lol, that's the dream!
How would you know what a lsd trip is like š®š®
step one, take lsd...
true
step 2 record inside of eyeballs
@copper socket I donāt think you understand me, but nvm.
Still unclear what "it" means.
"I do know what __ means, but can someone explain how you can make __ and for what ? "
Replace __ with a word that you mean, do not use "it"
step 3 demoparty!
Nobody understands you. You're just asking what "it" is used for, without actually telling us what you're referring to.
Just repeat your question and instead of saying "it", replace it with what you're actually talking about.
I only know augmented reality is used for placing a character in screens, but is it used for other things then just that
So you're referring to AR after all.
lmao this would be funny if this would work
Wouldnāt be in this channel if I didnāt, would I ?
It's used for placing thing in the world. What you use that for is entirely up to you. Silly games, serious medical applications, engineering blueprints, etc.
That's a silly excuse. It could refer to any number of things despite this channel.
Ohh no I was talking about AR. Sorry for the confusion.
watch 3rd act of 2001: A Space Odyssey (1968), LSD invented like 2 years prior or something crazy
i think i program this ar party with dancing geometrics now and make it trippy af
and randomly theres a dancing tarno (the dude on my profile picture of animal crossing)
@half basin people have different definitions and expectations of what AR really is, for some it's pokemon go, for others it's hololens/magic leap, AR everywhere, for others like me, it's tabletop localized AR like Tilt Five
Try to see AR tech the same way as you would a regular computer monitor, the display tech don't nearly matter as much as the art you make to show on it
how long do yall work with unity / program
Just searched up what a HoloLens was. Never seen one of those things. Pretty cool
I been at it since Unity 4, but took a break, ironically to work in the AAA computeer games industry! lol
look at Tilt Five next bro
scroll up a page and look at the pink flower video
i made this demo to demonstrate the capabilities od Tabletop AR
is it hard to work in the computer games industry? im 23 and a 'more advanced beginner' in programming, im working since 1 year with Unity and learned programming with it
it's hard and stressful, tight deadlines, low pay, but fun to be surrounded by like minded creative people
it can be constraining creatively to work at a big studio also
most all will request to sign NDA and non compete contracts, restricting you from developing/profiting from indy game titles
did you study or did you teach yourself everything :o
but why will they restricting me to develop a indy game
That thing almost looks like just glasses
Thatās sick
The flower video really is a lsd trip ššš
Looks really cool
bit of both... i thought myself to code as a kid (i'm old) on commodore 64, bit more in college, bit more working in industry, finance, banking, bit more in open source hardware, firmware in c, and a bit more in unity c# and games/VFX industry
thanks, that flower was a kinda happy accident
You did that all by yourself ?
tnx
I'm in process of making games for it too, based on 8 bit games with good gameplay, but extended from 2D gameplay to 3D volumatric
What is it actually that the AR community is striving for ? Like for example just RayBen glasses that are AR ? Or something else
hmmm
What are you trying to make ?
there's all kinds of competing tech, all with their advantages and disadvantages, strengths and constraints
Tilt Five tabletop AR is constrained in the area you got to play with, but has mad high FOV, the solved the convergence problem very elegantly (everything always in focus) and it's pretty cheap for what you get
Is the HoloLens a competing company against the tilt five ?
competing is a strong word, as they are very different systems with different uses
i generally never liked the fanboi vibe in tech, apple vs windows, sega vs nintendo, playstation vs xbox
use the thing that's right for you
you gotta figure out what it is you wanna make and then pick the best tech to implement it
if you wanna sell it, you gotta remember not a lot of customers have this gear yet
but if you wanna make something people never seen before, this tech is a good place to start, it's the wild west in the young AR space
Yeah thatās what I also thought like the community of AR is not really letās say famous as I hear very little about it
Yeah def like Pokemon go it just blew the internet at how you could play it
@merry aurora will the companys restrict me to develop a indy game at lifetime or only for how long i work at the company
companies differ, I worked at Starbreze, where as long as i worked there, they owned whatever i developed in my own time!
lol
there was a workaround where you write up a spec of your indy game and submit it to the CEO, and he could sign an all clear for you, but i didn't like asking while giving my ideas away
That really sucks
all the big studios have similar contracts, EA, DICE, Ubi, Blizz, Activision etc.
I always knew working at game compagnies werenāt very good, but didnāt know it could be this bad
you can probably negotiate it before you start, it's written by lawyers to cover their asses to the max
it reminds me on the music business, the labels restrict you to release music or work with other artists together if in your contract is defined that you have to release a few amount of albums/songs
but still, it but me off my unity hobby for as long as i was working there
there's also burnout to consider, the last thing you wanna do after spending 10-12 hours a day writing code is writing more code for an indy title
Pretty scary that there are so many ādarkā sides to these ādreamā companies
well they know they are 'dream' companies and respond to demand accordingly
I got paid well there because i was providing specialized expertise in infrastructure
but creative staff got less pay, holiday days, benefits etc.
That sucks
places like Blizzard got girls getting harassed etc. which sucks a lot
my dream is to live a independent live as a music producer and indie developer
really? lol
but why
because video game industry is a massive sausage fest already, last thing it needs is a culture that drives out remaining female tallent
i thing game industry is to guys what fashion industry is to girls
big brands take on unpaid or poorly paid workers and exploit them
it's not all bad though as i said, there's a lot to be learned from like minded colleagues
in which industry do you have the 'relaxed' work as a programmer?
and you can learn a load and go do you're own thing alone or as a small group
none really! lol
:D lol
I worked in finance
that's relaxed, well paid, but also attracts lazy uninspired people
same for civil service
code is boiler plate database scripting and by the book security
but you can get in easy and make a lot of OT when young
what does OT mean?
but get out before u lose your passion for code!
overtime
get in, make money a couple of years, get out
okey :o
i'd say there's similar industries you can code in and make scratch
energy industry for example
how long do you need to work productive in those industrys as a beginner?
defense, if you don't have ethical concerns
i have the 'fear' that i join a company and they think tf r u doing because i only worked with unity
i can program and understand and know a few algorithms but idk i never had projects or something for others
and design patterns
well here's the thing about being successful in tech industry... it doesn't really matter how long you work at something, because tech is so diverse and changing... when companies say thay are looking for experience thay are not looking for 5 years C# on your CV and a reference, any schmuck can write whatever they want on their CVs and they do...
...what they are really looking for is people who have made stuff that they can show!
Hi My name is Rayle, and I made this game, or demo, or AR video player, or VR whiteboard!
thanks for this advices :o
the job could be for something else, but they see that you can take an idea and make it real
that's what you're selling
okey :o nice
i came out of college with a bank internship, and could only get work in other banks
it's only when i started making and showing AR demos that i was employable in games industry
The demo above DX266 i brought to Deadline demo party 2 week ago in berlin, demoscene programmers are the best graphics programmers in the world, and I managed to melt their minds š
are you german?
ok nice im german :o
i made a corona statistic in AR where you can see the daily new infections and deads and the 7 day average of the towns of the states and towns of germany for fun when i was in quarantine, do you think if i show this to a company and few other projects its enought to get employed?
yeah, absolutely, build your port folio and show you got chops
another thing i did was make a 1 page CV...
but make it in inkscape (like adobe illustrator)
lots of style/graphics
my CV is only 1 page too
very minimal, but refer to linkedin for all the details
i made the whole thing a graphic
so that it can't be parsed for keywords
this is the opposite of what people recommend
but why :o
because I only apply for jobs i want
and i don't wanna be called because i matched a keyxord, i made my CV an expression of my kind of creativity
and i want to be called by people who see and respond to it
thats really cool :o
I'm doing to companies what they are doing to us
filtering them
some people hate my CV and recruiters ask me to change it, include a txt file for parsing
I keep it as it is
once i'm in interview , anyone asks me about CV, I say it's designed to get me in the door, and show them what i've done, have a discussion about what they need, and how i might help
thats a cool idea :o
anyway, target only the jobs you want, avoid huge studios if you can, a good 10-20 man studio should be perfect for learning from others while providing a good, enjoyable vibe
Does AR Foundation have an extended tracking feature like from Vitoria where you can still track 3D object without directly looking at the image target?
Is it possible to use a QR code to define a plane and spawn an object into that plane (create an anchor at QR code location?), and then use Point Cloud to keep track of it even when the QR code is out of the view of the camera?
I'm not sure how the different AR components interact together, to they feed off eachother to help track things, or are they "separate"?
I think that's what you can use Point Cloud and anchors for, but I'm still trying to make sense of it.
Basically trying to solve the same problem, but detect QR codes dynamically in the camera feed instead of a "static" image target.
So you'd automatically create an anchor on the detected image, and then use point cloud to track it even when it's out of view.
I have started a new project with the AR Core and selected Android for my build setting. I am following this documentation but have come to a problem.
https://developers.google.com/ar/develop/unity-arf/getting-started-ar-foundation
I do not have the option to add a new AR Session Origin.
Any clue what I missed?
Have you tried to right click an empty space of the hierarchy window and go to the XR part there?
HI all. i have one problem. i have 2 XR plugin. Arcore and Google Cardbord XR plugin.
When they both selected(ARcore is before the Cardboard),
XRGeneralSettings.Instance.Manager.StartSubsystems(), initialize only ARcore.
When i uncheck the AR core. Cardboard works great.
Question. How to Initialize each plugin separatelly. Thanks
Do you want them at the same time? We used OpenCV for floor tracking with cardboard.
But there are conflicts woth arcore and cardboard ull need to fix
yes, i have AR app, and want to make the AR camera capable for Cardboard. so it will give me MR experience.
It worked great on unity 2018, after upgrading to 2020 i cant solve it.
Hello, is there an AR Tool in Unity, which supports Android Versions older than Android 6?
When you start AR Foundation, the session origin (world zero) is where the device is on start. Is there anyway to change that to something else in runtime? I would like to point my camera at an image (using image tracking manager) and make that my new zero
Why did you upgrade to 2020?
OpenCV
Your choices are pretty much ARFoundation - which is a less functional version of ARKit and ARCore. Wikitude, vuforia, easyar, maxst, and openCV. Likely some other options I missed.
because of Arfoundation v4
Im assuming you are only targeting Android.
I would have gone a different path. I would use ARCore & Cardboard. Technically using both is not supported but you can modify the packs to work together.
When you use ARFoundation, you are using a less feature complete version of ARCore that handles the java libraries for you. Which also will likely interfere with your XR order...
You can try enabling both via code and debug logging to read the results over ADB. But I cant help you with ARFoundation involved I am afraid
I shall withdraw and let someone who uses ARfoundation help :)
Nope. Im targeting botch platforms. app is in store with 3M donwloads š
i realized howXR manager works
and was able to initizalize the Cardbord when i need it
and it works
it just freezing to long in begining
What feature(s) are missing?
Then you dont need my help - good luck
My project was on Unity 2018, in player settings there was Virtual Reality devices.
So when using ARFoundation, i was able to use XRSettings.Loaddevicebyname ("Cardboard), and make AR view separate for each eye(for carboard)
After updating to Unity 2020, that option gone. And i just lately found that Google has XR plugin for that.
Main problem was to initialize the XR plugin whenever i need. and today i find it(activeloaders[index].initialize)
Just one bug(maybe), in XR management when Initialize on start is selected. and when you have multiple XR plugin selected, only 1st one will be initialized.
Was interested in this statement: "When you use ARFoundation, you are using a less feature complete version of ARCore that handles the java libraries for you." -- what feature is missing from AR Foundation that ARCore provides? @wanton turtle
I donāt want to demotivate you, because you are one of the few unity folks trying to help people. My relationship with Unity as a company is not a positive one.
Really sorry to hear that. I thought we had pretty good feature coverage (we didn't in the past but do now). If you think there's something missing, I'm the guy to tell. Constructive feedback is always welcome.
Hey, @crystal dawn would you have any information on this issue? https://issuetracker.unity3d.com/issues/android-build-fails-when-using-arcore-xr-plugin-and-build-app-bundle-google-play-is-selected
Reproduction steps: 1. Load the users attached project "Prj_ARCoreXR_Builds.zip" 2. Open Build Settings 3. Check Build App Bundle (G...
Play store now only accepts .aab files, so if the build exceeds 150mb we have to use the "new" split binary version that generates the UnityDataAssetPack
I've tried the export to android studio workaround to manually delete the duplicated file, but I'm having hard time with building it afterwards. Looks like the build doesn't include the asset pack and only the base apk when using run build option
however, when I generate .aab instead of running and check the files, it will show both packs
I don't have any more information, no.
Iām the wrong guy to lean on. Unity bought one of our competitors up here and has been trying to take contracts from small studios - just to turn around and invoice us for the software afterwards. I have no intentions of encouraging or assisting with Unity bound systems or features.
Iāve shared my story enough times I donāt want to repeat it. ARFoundation is getting better than it was - but doesnāt do anything better than ARCore or ARKit. Once it supports OpenCV, EasyAR, MaxST, Wikitude, even Vuforia maybe as a fall back if might do something somewhat unique. But right now it is just an excuse for Microsoft to pay Unity for Hololens support, and rewriting what existing kit & core already do - just making it harder to get at what are already simple frameworks. Imho of course.
As for feature issues, even if you can upgrade a project to the latest unity without breaking everything - you still are going to have issues with environmental probes not working right, lighting not looking as good, and lots of deep features in the existing frameworks you can no longer access or modify to make innovative works. It doesnāt do feature parity, and the frameworks it copies arenāt terribly complex as it is. We use our own AR wrapper so we arenāt limited to the frameworks Unity decided we should be using.
But, weāve also been moving our projects away from Unity, so my opinion isnāt of the highest value on the subject
What is wrong with env probes? (Got an issue tracker link?) What isn't at feature parity specifically?
Most of this is already in your own documents. If you want more information, Iād speak with your team at Unity. Documentation, QA and research shouldnāt be free services.
Specific issue tracker numbers would be useful. I can see several issues you've logged but I don't see anything related to XR.
Is it possible to unlock FPS and set to 60 on android devices with ARCore?
What's the difference between augmented reality and vr? They sound the same to me
One augments the world around you, the other replaces it
In one you are adding small objects to the world in front of you. In the other you are building that entire world. Generally speakingm
Its possible ARCore will override you, I'm not sure. But you can use Application.targetFramerate and/or Disable vsync and do a build test to android to test out the FPS. I feel like this may be phone specific. I would test and verify this one.
i checked this "Application.targetFramerate and/or Disable vsync " and it doesn't work. I have Mi 8 device
Hello, I'm trying to run a AR passthrough game which I haven't worked in in a couple weeks and I'm having some trouble. I was able to get it to build correctly and play normally on my quest 2, but after trying it out today passthrough didn't seem to work, and all I got was a black screen. I opened the OVRlint to see issues and it told me to upgrade to android sdk 26. Thing is, I have installed it and it still says the SDK is not installed. Has anyone else had this problem?
Screenshot of the error and proof of the installed sdk
Okay I went back on a previous commit and the problem is gone, I'll keep looking into it but I think I don't need help anymore š
Hello! I want to use Google Cardboard for AR, and I found some good examples of that. Is it possible to switch from using the phone camera for the video feed to some other camera (i.e. via livestream or something like that)?
Hello guys! We are doing a project in AR using AR Foundation. Need help in the implementation, its working, but we are having some issues. If you are available to help please send me DM. Cheers!
Is there a way to set world zero in runtime? Is that by shifting AR Session Origin?
Yeah, shift the session origin upwards by the difference between the detected ground and the camera position
Is there any way to get the rear true depth texture from ARKit? It seems to be giving me the relative one- it isnāt 1-1 scale
Hi all. im back after expo and have question. @crystal dawn i think it is only you who can help. I know you are too busy, but anyway:)
Im using ARfoundation for AR, now added Google Cardboard XR plugin. Everything works great except switching the VR mode.
When ARfoundation camera working, im initialising the Google Cardboard XR plugin. after that my screen goes full black. When i lock my phone then unlock, i can see the AR camera working in VR view, which is the perfect result. just dont know which is causing the issue of black screen. like application must be refocused to update cmaera view, or something like that.
Does someone know a good reference for the rest api? Id like to know how to start and stop apps on the Hololens device from a computer over a usb cable.
Hi!
My Device isn't compatible to ARCore. What should I do?
Can anyone tell what should be used for Final product
Vuforia or ARCore or ArFoundation!
HI. If your device is not supporting ARcore,. then you should by new phone if needed.
it depends on what exactly you are doing.
Is anyone familiar with rendering the human shape through people occlusion and applying values to the colour either through colour values or a texture?
@graceful cargo Don't post executable packages if they are not published.
Okay sir
Will remember that
ok, i missed .Start() function for active loader.
No the issue is with vuforia. can make it work with vuforia's camera
Hi, I'm making an application for Android with vuforia, it turns out that I've been getting some errors I'm using Unity 2017.2.0f3 . When exporting the project to APK i got unable to convert classes into dex format ,I've been looking for solutions online and none of them work for me.
Hey! Just set up a mobile AR app. Used only standard AR assets by Unity. Simple plane detection + object spawning. I've set up the forward render in the graphic settings and described the camera usage.
AR functionality is working, planes getting detected and spawning works. But the camera feed stays black. I've checked the default AR camera and it's rendering to a solid black color. Is that on purpose?
Unity 2020.3.21 (LTS)
AR Foundation (AR Kit, AR Core) 4.1.7
Can you right click on the assets folder (inside of Unity) and click 'reimport all'?
Might take a while, but that's what fixed it for me. Had to do it every build...
If it helps, make a bug report!
Forgot to update: it was the light estimation settings. It was set to Everything, after switching to None it worked!
Ah nice!
Hi guys, does anyone know/have ever developed webXR app for HoloLens ?
Does anyone know/have ever developed photon with WebXR?
Hello, has anyone worked with the HoloLens 2? I am still at the very beginning and have three questions. First, does anyone know what reasons there can be, why I can't see the canvas I created when building for the HL2. (It should be in the right angle to the camera and I also checked the background colour). Second, after building to the HL 2 the screen is flickering, but I have no idea why. And third, what are easy ways to connect the project to a database, to get external real-time data? Sorry for the long text, I would really appreciate any help!
@tranquil drum are you using an actual hololens or the one that appears when you hit play
for your third question, you could use https://docs.unity3d.com/Manual/UnityWebRequest.html
to connect to a database via the web
but im not sure if thats exactly what your looking for
flickering I have never seen but I have also only used it in the context of the unity editor
canvas has always worked inside unity, but for mrtk specifically they provide their own kind of canvas I think? I could be really wrong
I have a Raspberry pi that is streaming video(frames) to script on android phone, my question is can i use that video i recieve for AR Core
So i want to se video stream from Raspberry Pi camera with ar features on my phone
Could someone help me?
No, you can't feed the video from an external camera to ARCore. AR calculations require precise calibration with the source camera, and ARCore does not provide an API to do this.
Thank you very much for your answer! I am using an actual one, when I click play in Unity everything works correct. The problem only appears when I build the project to the HL 2. Yeah when I build a canvas there is an option to convert it into an MRTK canvas, I already tried this but the problem still remains.
I also already came across UnityWebRequests, but I am not sure how to implement it. To begin I just want to have the functionality, that as soon as I adjust data in the database, the new data is displayed in real-time on the HL 2 - the get-part of the UnityWebRequest so to speak.
@tranquil drum im not too familiar with unity web requests myself, but as a small suggestion, u could keep it in a couroutine that checks every couple seconds or async, im not terribly familiar with unity myself also so ud have to look up more, the flickering actually does happen on
Oh u know what
Flickering what? Like what do mean the screen is flickering like a menu is flickering or everything?
In my case, the menu items were flickering because of a component added onto the main object
That sort of acted as like a barrier where once u were past it or outside of it, no more flickering
If u could post a pic or describe more, i might be able to suggest a bit more
But see if its a particular component on an object or something in ur logic that allows it to happen
@robust sluice Okay, thank you very much! I will try it, do you know if a database like the one firebase provides is working with it? I know that firebase rt database is not designed for UWP, but maybe I could use the database for the UnityWebRequest?
I think the whole screen was flickering. Thats a good point, I will look it up, right now I don't have the HL 2 here, but when I have I will describe it in more detail.
Im not sure about the web request stuff @tranquil drum, im not capable of answering thay
The flickering was because a material attached to a component, once that was taken out, it worked
I'm doing some research into accurate occlusion methods for HMD Mixed Reality.
I see, generally, there is 1. Mesh based occlusion (using LiDAR sensors to generate mesh), 2. Depth Occlusion (using IR or another sensor) and 3. Image based Occlusion (using ML to generate the silhouette of an object).
So my question is which approach would be best for a case study where you can use an Airsoft weapon to shoot at MR targets accurately? So using the Iron sights for example. Or is this a more future thing?
can wikitude sdk dectect planes?
yes, but not all versions iirc
so not all language APIs can do it, I think
it's somewhere in this list:
https://www.wikitude.com/products/wikitude-sdk-features/
hello everyone, i have some questions. how do i make my AR objects touchable and able to pop a panel into the phone screen(non AR)? i want to fill the panel with information(text and image)
thanks in advance
Hi, I'm making an application for Android with vuforia, it turns out that I've been getting some errors I'm using Unity 2017.2.0f3 . When exporting the project to APK i got unable to convert classes into dex format ,I've been looking for solutions online and none of them work for me.
Hello Guys, i'm working on a project to take pictures with an ar App i made and then being able to mesure stuff on the said picture with a desktop version of it where i can send the photo/picture. And i'm having issue with it.
just to quick explain the situation. on the app where i take the picture, i store in the picture (as pixels) some data, like Camera position, Camera Rotation, there is also a plan that i place in AR on the ground in front of the surface where i want to mesure stuff so i give also it's rotation, and position to the data. also the FOV of the camera.
Then on the desktop i'm loading the image, but i'm having issue getting the right mesure in CM when i click on the image
anyone familiar with that kind of things ?
it's some advanced stuff and a bit tricky, and i think that i was too much in my code to see the problems myself, so if anyone can help on that would be really appreciated
@grim tide that wonāt work on Android anyway, 2017 doesnāt do 64bit Android for Google play iircā¦.
But that error is usually your Android SDK version
Expand the second error and it should show you the full commands and errors
I am using galaxy A21s and apparently ARCore not supported on A21s just to make our life harder but anyway, is there is any way at all i can run AR project using something else ?
on the same phone i mean
Many phones (even S8 for me) don't come with ARCore. Just download the Play services for AR: https://www.apkmirror.com/apk/google-inc/arcore/
(if this link isnt allowed please let me know or delete it. The software is free on Play and used for ARCore)
@wanton turtle should i use latest Android version to fix it?
It really depends on your goals! But the short answer is to download and install the Android SDK that your version of Unity wants to use. It should be somewhere in the preferences where you specify the Android SDK path.
Personally, I would make sure the project is backed up. And then move it to 2019.4 LTS - which has the build options for Google Play but is also very stable. However once you upgrade that far it will be too far to go back. So I would upgrade, try and get it running on my phone. If everything is successful only then commit to keeping it running on 2019
i did but when i try to run the project on my phone it keep crashing
Use logcat to see why
Hi guys anyone here have any experience with the AR Foundation Object Tracking feature. I have it working which i great. the only issue I have is that I am trying to play an animation on the instantiated prefab but I'm really struggling to do so. Hoping someone will have an idea that i've not tried yete. Thanks
We've done lots of animations that way, just keep in mind it might disappear and reappear, and you want to manage that animation appropriately
Any tips how can i solve this error in Unity 2021.2.3f?
Can anyone help
Stuck at blendshape mapping
Added arkit blendshape visualizer component on the 3d mesh object .. but now how do i connect blendshapes so it can be seen as per my face movement
Did someone have a good tutorial to connect the hololens 2 with Unity?
After I build my Unity project and send it to the Hololens, I have the following problem: The splash screen appear followed by a debugging window on the bottom. In the background is a white net. Does someone habe a idea?
Post for Spanish Speakers
Como crear una aplicacion de realidad aumentada.
š° Capitulo uno: Capitulo uno: Arquitectura basada en eventos ā https://youtu.be/TI599JorZ5M
š° Capitulo dos: DiseƱo de Interfaz ā https://youtu.be/97d-2bPKhgk
š” Proximo Capitulo: Visualización, detección de planos y nube de puntos en Realidad Aumentada
Thanks
š² Creando una aplicación de Realidad Aumentada desde cero
āļø Capitulo uno: Arquitectura basa en eventos.
š” Proximo Capitulo: DiseƱo de Interfaz
š° Links:
š¹ Configuracion de Realidad Aumentada para Unity 2019 ā https://youtu.be/pF6o7ckk7O8
š¹ Eventos ā https://youtu.be/OuZrhykVytg
š¹ Singelton ā https://youtu.be/g1fbpipqg3E
Esta aplicación esta insp...
š² Creando una aplicación de Realidad Aumentada desde cero
āļø Capitulo uno: Arquitectura basada en eventos ā https://youtu.be/TI599JorZ5M
āļø Capitulo dos: DiseƱo de Interfaz.
š” Proximo Capitulo: Visualización, detección de planos y nube de puntos en Realidad Aumentada
š° Links:
š¹ Descargar Iconos Package ā https://drive.google.com/uc?export=do...
can anyone suggest a good unity ar tutorial??
hello, has anyone worked here with hololens2+vuforia? my spawned object has a quite interesting offset bug, sometimes the offset is just a few centimeters from the center, sometimes it's almost half a meter, the behaviour changes from start to start...
the marker is a generated AR market (5 stars) with a IRL size of 17cm, and in the vuforia database the image is set to 0.175
Hey. What is the best way of passing the position of an Tracked AR Image to an Anchor after the image is tracked?
When I use the position of the image to create an "Anchor" and assign its position to the 3D object, the object is not being set correctly at all!
about 8cm becomes lower than it was supposed to be.
https://forum.unity.com/threads/arfoundation-image-tracking-content-doesnt-scale-with-image.1203328/
Guys, is it normal that the tracked content isn't scaling with the size of the tracking image?
If I have a bigger tracking image, I expect the content to scale accordingly.
hello, i've got this problem with ARCamera that shows a "tinted blue" filter on my app when I finished building it. Any advise?.
Thanks in advance š
Its not a bug, Its feature š Probably try cleaning the camera. Its not screen problem though. How is your normal camera working
It happens only when I built the apk, in Unity's "game" tab everything's normal
edit: Im using a Xiaomi, some friend told me it was my phone
Anyone can help me?....
How can I make the tracked content scale with different sizes of the tracking image?
please
Anyone who has managed to run an AR Foundation apk on the Android Emulator ? What was the steps you followed caused everything I saw so far doesn't work.
can anyone help me? i cant rotate, drag, and scale my 3d model
#Unity #AR #Tutorial
In this tutorial you can learn how to scale, rotate And Drag a 3D object in augmented reality using Lean Touch in Unity with Vuforia.
Subscribe to my channel and press the bell button to never miss the my next video:
https://www.youtube.com/channel/UCogNt9cFEHML6ZzW95GEiag/featured
Instagram: https://www.instagram.com/cm_...
i was following that tutorial, and tried using free 3d model from asset store and it worked
but when i tried to use my 3d model, it didnt work
unity version is 2020.3.22f1 , using vuforia and platform is android
I tried installing the Vuforia package, but ran into an error. Anyone ever run into this?
Library\PackageCache\com.ptc.vuforia.engine@f3bddc12d5bc-1635979565000\Vuforia\Editor\Scripts\OpenSourceInitializer.cs(29,27): error CS0012: The type 'Editor' is defined in an assembly that is not referenced. You must add a reference to assembly 'UnityEditor.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.
I barely know Unity, I just wanted to try out some AR
Vuforia is notoriously uncomfortable to work with - itās one of the least supported frameworks imho. Iād start with ARFoundation first, or ARCore & ARKit directly
Is there any way that I can generate data on RaspberryPi(camera feed, IMU information, etc...(?)) and then send that data in any way to Unity for use of ARCore?
No
ARCore needs to run on the on-device Android camera. Google says it's because they need to do some very picky math with ARCors catered to the camera on the phone to avoid warping etc.
Which, unfortunately, means RPI camera feeds will always be rejected by ARCore itself.
Now, unfortunately, that's the only AR framework supported at all by ARfoundation on Android... So that won't work for you either.
You could look at 8th Wall, EasyAR, Vuforia, or Wikitude. Personally though for a RPI I'd use OpenCV.
Tbh though, not all AR is a good fit for Unity anyway. I'd look at some other lightweight options (i.e. not use Unity at all). But if you do go down that path, you can use a web socket to feed your Pi camera to the Android device, and then convert it to an image into a Unity app and run it through one of those frameworks. I should note some (Vuforia) are not easy to override the image and bypass the camera.
If you have more specifics on your goals, please share, and hopefully I can be more specific in my recommendations.
Hello. Our team have some problems with AR.
- As we understood system which responsible for floor height doesn't guarantees that found floor height level same as real world floor?
- We have render problems with large objects.
a) Objects "shaking"
b) sometimes if camera too close to any object then Render freeze and "snap" to screen and move with phone - Sometimes we have effect that object flying under floor and not laying on it. How to properly show to user floor
What AR framework are you using?
And what devices? (I.e. Google Pixel 2's with ARCore, or iPad mini with ARFoundation etc)
we have a lot of devices if it necessary ill check devices on which was problems
our app for both android/ios
Ok, I'll just say that stability of AR and functionality depends a lot on the devices.
Floor height is usually the first detected flat plane. So if they are at a table, it won't know a floor is there, and calibrates off the table.
You'll know code wise there is a problem as the phones world position is not significantly higher than the planes position.
Assuming you can replicate the problem, I'd test your models without going through ARFoundation. It's really just a wrapper, so it shouldnt interfere. But I wouldn't be surprised to see it adds a bunch of unnecessary overhead. I'd try direct to ARcore or ARkit examples to see if ARfoundation is the issue - but I suspect it isn't.
Make sure ARFoundation is up to date
Make sure your app isn't laggy
- you control which plane is treated as the floor, it depends on the accuracy of the device and what the first planes are that are detected
2 a) sometimes when I find it shaky, I smooth the location, or lock the rotations somewhat so it can't bounce around so much. Only show the object when the AR quality is high. Don't be afraid to sample two plane locations to get more of an average location. And don't overdue the polygons - if the phone runs slow on the GPU it wont have enough overhead to process the camera views properly.
2 b) is just how you implemented it when tracking is lost.
- you should be able to periodically resample. If the floor is too low, and the sample says the floor is correct, the question becomes is ARfound at fault - ARCore or ARkit at faultm... or is the problem in the code. I'd try resampling every so often though if possible and smooth the difference - so your objects aren't popping around every refresh.
In my humble opinion anyway :)
thank you very much for answer.
2 b) but why rendering freeze and any tips how can i influence this?
does VSync should be enabled or AR control itself ?
hi, anyone know how to get shadow for URP in unity 2021?
I got it on unity 2020 but seem the old shader for shadow doesn't work in unity 2021
https://www.youtube.com/watch?v=R3OCUE9TwZk&list=PLg4X1YeKpK3ZBM8q8bzQIMj__Wqk1NW2c&index=34
I'm following this tutorial here in render pipeline he has a rendere pipeline , i started my project as a AR template and i don't have any renderer pipeline, am i doing something wrong
This video will show you how to get started with making an augmented reality game in Unity 2020 by setting up AR Foundation for Google's AR Core for Android, Apple's AR Kit for iOS, Windows Mixed Reality Devices, Magic Leap, and other augmented reality devices that work with Unity3d. Just choose your appropriate AR Plugin from the XR Plugin Mana...
No, you can add them manually in the package manager
i know i tried that but still i get no option for render pipeline
Not sure where in the video he shows it (add timestamps if you reference something), but in package manager look for universal, and then add universal rp
i did add Universal RP but when i go to graphic settings it still does not show any render pipeline
Can you please send a timestamp or screenshot?
I have no idea what you mean
You gotta make one to use one. Right click - create and then look for rendering or urp or something like that
i downloaded AR Foundation, AR CORE Xkit plugin, ARKit Facetracking, and ARKit plugin but i'm not given the option to select a new AR session origin
what am i doing wrong?
i really really need help with this
What do you mean with new AR session origin? Where to select?
first go in hierarchy and right click<XR<Ar Session origin
This wasnāt coming up for me but I solved the issue and it was a package version issue!!
I want a 3D Model to appear at a certain location using GPS when the user is near. Like I have the location of the user, the location I want the 3D model to be present, the distance between the two(approximately) at every given time and ar foundation. Any guidance on how to achieve this, will be deeply appreciated.
Do you have any experience with ARFoundation?
sign up for niantic's lightship
I've used this before and it did the job, with a couple of meters margin of error https://assetstore.unity.com/packages/tools/integration/ar-gps-location-134882
@nimble fossil yeap ! @still siren looking it up now @hybrid perch this seems perfect, just tried the demo app. Thinking if it's justifiable to get this asset instead of implementing it myself. Though I'm under pressure so I think it's the right call for now. After all programming is based on using other people's work. Then I can study and implement my own solution in my own pace.
i think a couple meters margin of error is generous
really depends what you need this for
It's not like I have any other options. Like I can implement it myself but my experience, knowledge is lacking(though I'm willing and do improve every day) but time is really lacking.
And apparently it must be a hard problem to solve sufficiently thus so many companies making complete product on this and charging for it.
When I used this in our area in a city in Norway we usually got around 1.5-2 meter error, up to 5 meters at most
We also added a simple UI to adjust position. So you'd have your 2m error and then you could shuffle it into place. Worked well enough four our use case
We're gonna be testing it with 5G positioning in 2022
If the location you wanna achieve the result is only one or two. You can try iBeacon(iOS) or eggstone(Android) instead of GPS. Better accuracy.
@keen plaza can you provide a link to this "eggstone" ? For some reason I can't find anything.
i visited the website and did according to the instructions given there! but still this error occurs!
apologize. It should be Eddystone
@keen plaza thanks ! So regarding the "one or two", like ther are three parks in a city that I want to place something and when the player visits they will be there.
Anyone?
Hi all,
I am facing an issue with my AR app on iOS using AR Foundation. When I use the Human Segmentation Stencil Mode (set to 'Fastest' on the XROcclusionManger script), it crashes after some time, sometimes after few minutes, sometimes after 1 or 2 hours. The issue XCode is reporting is a bad memory access (see screenshot attached as an example).
With the Human Segmentation Stencil Mode is set to 'Disabled', the app is running fine for hours or even days without problem.
I'm using Unity 2020.3.f1 and ARFoundation 4.1.7 and run the app on an iPad 10.2" 8th Gen (A2270).
Did anyone have the same issue before and/or have any idea what is going on here?
Thank you
Maybe @jagged patio is aware of it?
arcore gives black screen and these errors
Hey guys I have a question about Vuforia , what I want to do is that when the Image Target is found by vuforia, a certain part of the map will appear, for example the width of the ImageTarget.But when the character moves, I'm trying to keep the Image target and the character in the same place, only the big invisible world slides underneath.
I mean, when the phone is always looking at the same place, when we move with the joystick, I want to move the character around the world as if it were moving around the world, what kind of way should I follow for this?
If u can't understand just think about like side scrolling to AR world scrolling š
Have your input move the world, not the character.
Doesn't this make mistakes in the future while jumping etc. @stoic oar
Can you sketch a quick visual explanation? It is hard to tell, what you exactly want
Now that I think about it more, you want it to work like a visual screen, right? So place the camera image above the imagetarget and inside of that you play the character on his world. You can just use a second camera that renders the world and act like a standard non AR game. Then render to a texture and show that texture in your maincamera that only renders that plane with the rendertexture on it.
Someone needs to bring back minecraft earth
Iām trying but aināt succeeding
If someone does it, they will be a [BIG SHOT]
Iām too busy with appx development these days
Hey guys I am getting a grade build error of my simple AR application when I am trying to build it
And also in console it's written that BuildplayerWindow+ Buildplayerexceptions like this
Can someone help me ?
Have you created the application from scratch or used an existing application?
Normally this clash occurs when the application is built originally on another unity's editor version than the one user is using to run the application.
Can anyone guide me from where I can learn code for "Unity's Augmented Reality"?
I created it from scratch , exactly that's what my problem was but then I figured it out lol thanks! Tho for the help
for anyone to help you, you need to share your error log
Okayy will keep in mind next time
Hey all, I'm trying AR with Lightship. Detected planes on demos I tried before with AR Foundation was having colliders so when I had my objects thrown around they would stand on things like floor or bed. But on lightship detected planes don't seem like to have a collider. I tried to change the plane prefab that comes with the Lightship but failed to achieve the same. Can someone help me on this please?
Can anyone tell how do i begin with Vuforia Cloud Reco?
Help pls!
Hi! Iām currently a senior/masterās student who is doing research for majorās thesis about multiuser XR experiences and holographs. If you have 5-10 minutes to fill out this quick survey that would be amazing. Thanks in advance for your help!!
Link to survey: https://forms.gle/rK1CyFubeB24tzuA6
It's not very abstract, simple box shapes, lots of vacant space. You'll only get tracking points at each corner of each rectangle.
LOTS of triangles works really well.
That still doesn't look particularly great.
In this article, we introduce different techniques for improving your image-based targets by evaluating and adjusting the contrastĀ or adjust other settings on the device that may impact tracking performance.
We present a series of adjustments and different techniques to help you improve low performance image-based targets. Image Targets are tra...
@stoic oar bro the camera is blurry and not focused
public class CameraFocusController : MonoBehaviour
{
void Start()
{
bool focusModeSet = VuforiaBehaviour.Instance.CameraDevice.SetFocusMode(FocusMode.FOCUS_MODE_CONTINUOUSAUTO);
if (!focusModeSet)
{
Debug.Log("Failed to set focus mode" + focusModeSet);
}
VuforiaApplication.Instance.OnVuforiaStarted += OnVuforiaStarted;
VuforiaApplication.Instance.OnVuforiaPaused += OnPaused;
}
private void OnVuforiaStarted()
{
VuforiaBehaviour.Instance.CameraDevice.SetFocusMode(
FocusMode.FOCUS_MODE_CONTINUOUSAUTO);
VuforiaBehaviour.Instance.CameraDevice.SetCameraMode(Vuforia.CameraMode.MODE_DEFAULT);
}
private void OnPaused(bool paused)
{
if (!paused) // Resumed
{
// Set again autofocus mode when app is resumed
VuforiaBehaviour.Instance.CameraDevice.SetFocusMode(
FocusMode.FOCUS_MODE_CONTINUOUSAUTO);
}
}
}
``` added this script still not working what you say
You can try changing MODE_DEFAULT for MODE_OPTIMIZE_QUALITY
You may also want to target a 30 FPS framerate.
Which version of unity r u using
20 sir
Hello Discord- first post. I don't know if return is going to send or carriage return...
I have an AR app building for iOS, and I would like to change the FOV- when the app starts on the device I see a frame of the FOV I want, the FOV I see in camera view in Unity, but it snaps to a more zoomed in view. I'm sniffing around the ARCameraBackground script, but I don't know what to try. Thanks for any help!
guys i added particles system for rocket , but the position of particles is not world geometry to the device when image tracking
The FOV should be set by ARFoundation based on your hardware camera, I'm not actually sure this can be overridden
Right on. Thanks for the reply. I suppose, at least, this should aid functionality across different devices...
how can i change the render mode to ar camera
okay i fixed it
Hi everyone,
I am completely new to AR and want to start with it. What's the recommended pathway?
hello I'm currently facing same problem as you even switching the code but i have red wavy and not sure why even already changed MODE_DEFAULT for MODE_OPTIMIZE_QUALITY
May i know why?
import vuforia
actually i'm still using vuforia
here it is for proof
Very blur
@tawdry zinc Can you help me? Or someone else?
I have a pair of nReal Light glasses and I want to use them with Vuforia. Can that be done?
inside code bro
Thatās a question for the nReal forum/documentation
I've developed with NReal light glasses before
I don't know why you would want to do that since it has a built in framework for AR that works just fine
Let me think about it
You probably could, but the tracking in NReal glasses ramework are way better(consistent tracking and placement), and if you're planning on making applications for it I'd recommend using the native framework they have
I recommend putting the SDK for Vuforia in and see if it works
Shouldn't take that long to try out
guys why its hard to detect the virtual button from image target , i have to position my hand 2-3 times to work correctly
@trim dune I have problems with tracking. Using nrsdk. The light conditions are bad? Or the camera is sh*tty? Or I do something erong? I've tryed with QR codes, same thing.. some help/tips?
I would always recommend having decent lighting conditions with ANY augmented reality project
It can't track what it can't see
I haven't tried image tracking with it yet, just general tracking
Could be General camera quality but not completely sure
If you're using Vuforia did your sticker have a good rating?
@trim dune I dont know how to use vuforia,thats why I asked š
Vuforia uses main camera. But glasses have external camera
Hi. Could someone help me out with that strange app crash? So when i put the .apk on my android device and start it, i get the common notification to allow the app to use my camera. After that the app instantly crashs... I've no idea what I'm doing wrong š© Struggling for 3 days now...
https://play.google.com/store/apps/details?id=com.candela.ardraw
Hi everyone, I uploaded an Augmented Reality drawing application on play store, so I would love you all to check out and review it for some valuable criticism and improvements. I'm a solo developer at Candela Apps - https://candela-apps.web.app/ and looking for some team members in art and music. If anyone is interested give me message, I have many ideas for future apps and games.
anyone know any way to remote test AR Foundation apps? I can't find anything
Not possible out of the box without MARS
This group made a plugin for running it in editor though https://github.com/needle-tools/ar-simulation
thanks
There's also this one. It's kind of expensive but great: https://assetstore.unity.com/packages/tools/utilities/ar-foundation-remote-2-0-201106
Hello everyone. Quick question. Does anyone know any AR library/SDK for WebGL?
any AR experts here? i have a few questions
also whats a good place to start about AR limitations
Don't ask to ask, just ask
Hello everyone,
I want to achieve something like Teams and Google Meet, where to user can blurs their background or put any image they want and pretend they are at a pool party at 7 am.
I want to add this to my app (iOS/Android) that uses ARFoundation. The user is being filmed by someone during the game and I would like to have be able to accurately (or not) detect the user's body to do the background removal.
Anyone has experience with something similar ? What tools or technique would I need to use ? I don't mind buying something off the Asset Store if needed.
Thank you ! Any help is appreciated.
Hi everyone! We're working on an AR experience for iOS / Android that uses multiple cameras (AR and non-AR) and have utilized the Mars tool set for some of the sequences.
We have been struggling to make Mars play nice with us switching cameras. Has anyone had any luck doing this?
Mars with non and AR cameras in the same scene? Any suggestions are appreciated! #mars #š¤Æāaugmented-reality #AR
Hello everyone, I have a question about Bluetooth Beacons. I hope this is the right channel to post in, but I want to integrate it into an AR App, so I hope it is fine. My problem is, that no matter how much I search in the internet, I dont get, how to simply watch for a specific Bluetooth Beacon near my device. I have a Bluetooth Beacon and a PC with Bluetooth. And the PC is recognizing the beacon in the device manager, so everything is fine. But now I want to trigger an event, when the Unity App (UWP) I am building is recognizing this specific Beacon. I dont want to read anything, just watch for this specific beacon and if it is recognized, I want something to happen. I already tried a lot of code snippets I found on the internet, but nothing worked.
Maybe I am thinking of it way to easy.
I appreciate any help or feedback.
I mean, if you can get the name of the device you're connected to, could just check it with a simple string
Looks like you might find the answer somewhere in here https://developer.android.com/reference/android/bluetooth/BluetoothProfile
Thank you very much for your answer! Ok that sounds good. Does Android Plugin/ Android Profile mean, it is for android development or for android bluetooth devices? Or isnt this important when I am writing an UWP App?
Hey everyone, so I'm trying to create an augmented reality multiplayer shooting game using ar foundation and photon, but i need some help
So this is what I'm trying to achive, i want players to join a room where they can play with eachother and when a player joins their name to be displayed on their head and you be able to shoot them and see them when they move around through the ar camera?
So is this hard to achive and what i need for this ?
I'm using ar foundation and photon, is there any other technologies that i need to include it ??
Do i need gps and map box for this ?
Photon and ARFoundation are all you need, the main difference is if you want them all in the same area, they need to be correctly oriented. So they all have to set the center of their area at the same real position
basically like a calibration setting that says "Hey, this is the middle of the field, and this is where it's located in real life"
Okay this is what I'm working on rn, so what i did is I synced the players position and rotation to the ar cameras transformation, so when you move your phone around , the players postion updates to that place on the editor scene. Idk is that the right way to do it ?
But my problem is since it's a fps i have to spawn the camera. And if i want to spawn that object in the postion of the camera it doesn't make any sence because how can you spawn something to the postion of something that doesn't exists yet!!
What i mean is that i want to spawn the ar camera at its position on the real world and i have zero idea how to make that work!!!!!
Well you won't be able to get an exact location from actually in the real world without a lot of workarounds and other things, and probably security issues
Which is why you have to have the player define a play area beforehand and have some sort of reference point to use as the center of the game
A lot of games who use any tech like this usually have some sort of sensor or object the phone camera can pick up on the player from the camera
Hmm that's interesting, i have to figure this out, but do you know any references to something like this on the internet so i can work on it? Like a documentation or a video?? Thanks
What if i use world scale location based gps ? Will it work ?
Using a smartphone, Apple iPhone 11Pro, ARKit 3 technology on iOS13.
Developed by Tomoki Itamiya, Ph.D. Professor, Aichi University of Technology, School of Engineering, Department of Informatics
Visiting Researcher, National Research Institute for Earth Science and Disaster Prevention(NIED)
hello anyone ever experienced with this ?
Hmmm I'm not experienced but i feel like it wont be that hard to create, you just need that water 3d model and you have to create a plane indicator in unity and place that water model on the plane
may I slide you on the dm ?
Sure
I mean, if you could somehow track each player specifically enough through gps and then use say "Spawn anyone within this range", that might work
but the issue is GPS isn't usually THAT specific
That's why on snapmaps, or google maps you're not able to tell if they're in the living room or not, it's a slightly wider area than that
Is there any way of getting Vuforia to work with the new unity input system?
I somehow figured it out I created the gps myself using unities location service, i requested the devices location and got its coordinates (longitude and latitude) changed it to meter and then converted it to unitys cordinate postion then spawned the player in that position
But you are right, i feel like what I created is not very accurate so maybe I'm gonna tru map boxes gps system and see how it goes.
Has anyone worked with hololens before? I got this error when i installed MRTK foundation:
The type or namespace name 'OpenXRCameraSettingsProfile' could not be found
Full error: Library\PackageCache\com.microsoft.mixedreality.toolkit.foundation@d3c57d4e7a16-1642738810896\Providers\OpenXR\Editor\OpenXRCameraSettingsProfileInspector.cs(12,26): error CS0246: The type or namespace name 'OpenXRCameraSettingsProfile' could not be found (are you missing a using directive or an assembly reference?)
I have also installed mrtk extensions, standard assets and examples. Any idea what i missed?
anyone with an experience with AR foundation? i want to get the distance between me and an object from the real world, how can i do that?
Is it possible to spawn an ar camera???
Every time i try this it sticks the orgin position (0,0,0) ????
You'll need to get the position of this location somehow, and then you can just do vector3.Distance since the units are still in meters
And how can i get that position?
That depends, what are you tracking?
If it's an AR plane you can just raycast against it
hey all, so im trying to manually add arkit in my build script for my ci/cd using the xr-plugin-management api. but for whatever reason. although it reads arkit as enabled once compiled xcode does not add arkit in the unity.framework for the final build to create the ipa. any ideas?
š¦
anyone? its been like 3 days and im running out of ideas
i used unity xcode api to add arkit manually postprocess but then i am recieving some linker errors
Sana, if you are interested in city-scale visual positioning, please check out openarcloud.org and their github repository. It is not currently too user friendly. Let me know if you have any interest.
Does anyone have experience briniging #Cesium data into a Unity scene? Data as is city scale geometry.
I don't, but that sounds really interesting
hi people, someone knows why this erros happends? camera_image_stream.cc:270] FAILED_PRECONDITION: Failed to extract the native metadata, status=DEADLINE_EXCEEDED: Timed out waiting for metadata.
i'm using AR Foundation
this time I deactivate the AR Camera to stop using it
I just wanted to do what pokemon GO does when deactivating the camera to play without camera
this error does not happend immediatly, happends after a while and I don't know if the turn off of the camera does that
somethimes I get this error when the app is running even with the camera active
E/ACameraMetadata: getConstEntry: cannot find metadata tag 65578
Any idea if vuforia's 3D scanning is suitable for large buildings? Would phone camera be any good?
or another question - any approach for building detection other than image target, since building looks can change
anyone have experience using unity command line or a ci/cd within unity particularly regard arkit
will literally pay you to help me solve my problem lol
i tried model target on a 2 storey building with a unique shape. works fine
hi could someone help me understand where im going wrong with deleting a created instance of an object using raycasting? if so dm please or i can post here if i can
how are you deleting the object?
I just use destroy() and it works š
Still a beginner so idk if you're somewhere specific
Yeah I used Destroy() turns out it was some issue with my prefab and it wasnt detecting it even though it had a mesh collider and raycast was returning the tag() through Debug.Log - I just encapsulated the whole object with a 3D sphere and added another mesh collider no idea if its good practice or not but it worked for now
I am now facing a new issue, my plane tracking (?) seems to be very inaccurate. As you can see on the screenshot, the mesh is drawn on the table, but when i attempt to place an object on that area nothing happens, although it does let me place objects above the mesh, i.e on the wall. this happens in every room, different lighting scenarios etc.
I cloned a sampleAR project from unity dev to check if maybe its my hardware but it worked fine
which one of these do I pick
For what hardware?
ios
You will likely want to install the ARKit XR Plugin via the Package Manager and select that one when it appears in that list
ty
Any idea how do I open temporary AR scene without removing contents of previous scene? Or is it possible to have standard 3D and AR in one scene, swapping between standard and AR camera etc. when needed
any idea why arkit wouldn't be generated with the project in xcode? arkit is selected in plugin mangement
u got it installed in package manager?
any idea why my program never enters into the if statement on line 45?
the else if and else work as expected, just cant enter that first if clause
how could touch phase be moved if you already confirmed it was began earlier?
oh is that how it works? i thought Began function just records the initial input, thanks i will play around š
Hello. Can someone help me with vuforia? I'm trying to combine with nrsdk š (nreal light)
Can someone please tell me if a minecraft earth remake is possible using Unity?
I guess you just have to try it and see
but i guess it would work if you did it correctly
@mighty kiln Job postings go on the forums, #šācode-of-conduct for links.
So I'm trying to make an alternative to Vuforia's Area Targets (the license is veeeery expensive and they don't make it cheaper for smaller projects) using Unity + AR Foundation using RealityKit for iOS devices. I'd like to know if you know of an already available alternative for that in the market. My whole idea is to get 3D scans of a place and put some marks there. I've been investigating ARWorldMaps but I'm lost at the export an existing model to an ARWorldMap (so I can place anchors later), or to scan within the App and extract the ARWorldMap in a format I can work with and obtain the relative coordinates to put the transforms there. Hopefully I haven't explained myself too badly, as english isn't my first language. Thank you very much!
Is there a way to do custom boundsControl boxes? I want handles on the corners of a board to tilt it diagonally
There are a few ways that you could. If you're using MRTK they have a BoundingBox class that does this. You could create a custom version also but it'd take some work depending on how complex you wanted to make it.
Is there a way to use Google MLKit, or any other ML alternative, with unity android apps? Basically, I want to get the video feed (through ARCamera) and want to classify objects in the feed.
easyar and maxst ar are closest afaik
Thanks! I will investigate
How do I access the AR Planes generated by the AR Plane Manager? I'm struggling to find good API references online.
Figured it out: after x-amount of time, I use FindObjectsOfType(typeof(ARPlane)).
is AR easy to use?
I don't feel it's too difficult. While I'm new to both Unity (coming from UE) and AR dev, within 24 hours I got a character to stand on my room's floor and play an animation.
@distant kraken thank you very much, yeah I am using mrtk and I found the boundsControl box - it just seems pretty rigid to me at first glance, guess I have to take a better look^^
"Input.location" Does it use gps or location in function of wifi? I have a compute unit and I don't think it has gps ..
https://docs.unity3d.com/ScriptReference/LocationService.Start.html
I got "timed out"
LocationService sounds like GPS to me š¤
Hi! I have an issue with AR Core, when splitting app binary the AR scenes have issues rotating the camera. I got image detections in the scenes, but the model on target image is fixed to the camera or not rotating. when unchecking split app, the scenes runs perfect. please help!
We are working on ML kit which in beta. Please dm me your requirement.
Hello I would like to add an embedded Unity app inside my Android native app, I tried with an aar file and I tried to import directly my Unity project but it didn't work. Do you know what is the best way to do this ? And do you have any tutorial on how to do this ?
Check Unity as a Library (UaaL)
Do you know any good tutorial ? I tried some but I always had problems when following them
Is there a way to access the actual depth sensor of the Hololens 2 using MRTK? All I can find is using the spatial mesh, however that is updated quite slowly for objects in motion. Since I already know the objects positions (using OpenCV), I would like to get the current actual depth from the sensor. I don't mind if this value is raw and needs to be converted to something useful first. I just need a way to access it in the first place.
(A ping on reply would be appreciated)
i have vuforia / AR core integration question: i made sample vuforia image target application and it works on phone with AR core and on phone without...
I wonder if AR Core is used at all and if not, should it get activated somehow for phone with AR Core support to improve how image targets work?
Hi guys i have an error message coming when I go on play mode
'Unable to register IMixedRealityInputDeviceManager data provider (Windows Mixed Reality Device Manager) because the value of concreteType is null.
This may be caused by code being stripped during linking. The link.xml file in the MixedRealityToolkit.Generated folder is used to control code preservation.'
Could someone help me to know what can be wrong with that pls and where i have to search to solve that ?
If you mark it as optional, it will try and use ARCore on the phones. If it isn't there it supposedly uses its own library, but I consider Vuforia highly sus as they only support ARCore android phones anyway
Hello,
How do I use OpenCV in Unity?
Is there an alternative to use Object Tracking & Object Detection?
We use this plugin: https://assetstore.unity.com/packages/tools/integration/opencv-for-unity-21088
There are other OpenCV plugins too, just be sure that the one you choose comes with OpenCV binaries for your target platform (for example we needed a windows ARM compatible plugin as we use the Hololens 2).
As for alternatives:
- there are several free plugins by NatML (https://www.natml.ai/)
- If you use the MRTK with the Hololens then you can also use spatial mapping: https://docs.microsoft.com/en-us/windows/mixed-reality/develop/unity/spatial-mapping-in-unity?tabs=mrtk
This sadly only works on the Hololens and not on other AR devices.
Question: i am working on an AR mobile game and the game is building successfully for iOS and Android. Android works fine but i end up getting a black screen when it comes to the AR part on iOS (splash, menu etc. is working). I have double checked that AR Foundation, AR Kit is installed, ARKit is initialised on project start and i have every AR related ticked for iOS, what could cause the black screen? š¤
Can AR Foundation do Object Tracking and object detection like OpenCV?
I don't have experience with AR Foundation, but you can see a support table here:
https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@4.2/manual/index.html
It does have some tracking
https://youtu.be/SWaYRyi0TTs
I want do this in unity for Android.
What is best option for me?
Train and classify Traffic Signs using Convolutional neural networks This will be done using OPENCV in real time using a simple webcam . CNNs have been gaining popularity in the past couple of years due to their ability to generalize and classify the data with high accuracy. In this video we will train traffic signs with over 35000 images of 43...
I don't know, as I said I only have experience with the Hololens.
Does anyone have an opinion?
You could try adding TensorFlow as a native dependency and use that: https://www.tensorflow.org/lite/guide/android
Iād probably use OpenCV, ARCore, AR Foundation, EasyAR. Small chance Iād use Vuforia. But virtually all AR frameworks do image recognition. Iād likely use OpenCV though, I like the control. We store company templates for the frameworks though so itās a lot quicker if we need to do AR for something.
I didnāt watch the link though, signs are a bit more predictable and I donāt think youād need a neural net for it. But if you did, tensor flow would work too
what is this
Discord is a chat app
ik
what is this chanel abbout
how do i make my player walk using the steamvr plugin on unity
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 incorporates t...
oh
SteamVR is #š„½āvirtual-reality not #š¤Æāaugmented-reality
Hello everyone, does anyone know if it is possible to fix a canvas on the hololens 2 at a certain position so that you can read the text on it even when walking? So far I have the render mode of the canvas on worldspace and it is fixed, but if you move your head just slightly you can't read the text anymore due to the movement. When trying to set the setting to Screen space - overlay, my canvas disappears and I can't find the error or a solution.
The default screen space canvas distance is 100 meters @tranquil drum. Make sure it's not that much
Is there a way to switch between a static camera to show a cutscene and then turn back into AR camera?
Yes, there are a few ways. The lazy way is just to overlay the screen with the cutscene the same as you would a menu UI etc
Lazy is good
Anyone familiar here with getting the native video resolution to play back on android?
Hello
Does anyone work with holoscene plugin (from holoforge) cause i need to create a gesture who make scene Switch but idk what apply on the script
Raw image is stuck on hd
hi has anyone made an ar app for android/ios?
Ask your question with details, please. Don't bait people into solving your issues without knowing what they are.
I did, locally,
oh sorry
i want to make an app which uses your camera and applies filters on your face, like instagram, snapchat.... if anyone has done this kond of work before please reply
AR Foundation seems to have this capability:
https://www.youtube.com/watch?v=Wnu0zm0elHU
AR Foundation Face Tracking with Unity3d is used to create an augmented reality scene where I walk you through the implementation and all the components required to use AR to perform face mask swapping and also toggle of face tracking. We also go through the code and I explain to you how everything is configured and how the source code works.
N...
Yes many times. Do you actually have a question or ?
There are about 6 or so frameworks that do this well, I don't recommend AR foundation as that will only run on a few devices. But ymmv
ok so i have a scene with a 3d hat tracked on my head
when i hit play right
well say i have a cap that i want to be shown instead of my hat
how will i do that?
basically i want the snapchat filter scroll
You should be able to just use a 3D hat model and parent it to the AR face prefab
Hi everybody, I just finished learning unity and c# through the unity pathway anyone could advise me on some courses to learn AR?
@hybrid perch Thank you for the reply, unfortunately I could not check the distance earlier. But the distance should fit, however in screen space I can't change the coordinates (which is probably the problem as they are around 225 and 117) as they seem to be determined by a canvas instance. No matter how I adjusted it in the hierarchy, I can't manage to change them.
Ar face tracking
I personally would just jump right in and get started - 'tis what I did a few weeks ago.
Some key elements in Mobile-AR to look into:
- human-based AR occlusion (this can be added as a component to the camera)
- ARPlanes (these allow you to place 3D objects on detected real-world planes like the ground)
Can you elaborate on this? You'd have to go back to 2015 to find an unsupported iPhone, and the list of supported ARCore devices is pretty extensive (https://developers.google.com/ar/devices). What is missing to warrant the claim that AR Foundation only runs on "a few devices"?
I know you love your project, I'm not arguing with you today :D. I know you think supporting the minimum devices is good enough
Every other AR framework doesn't. I'd recommend going with that option ;). There is literally no advantage to picking a framework like ARFoundation, it more or less just wraps two other frameworks with missing functional parity between both sides.
If I'm building AR for a sports event, I'm sure not putting up posters saying you need a phone newer than 2015 on apple, or one of these specific devices in order to participate. :P. And I'm sure not giving them a degraded experience because I'm too lazy to use one of the other 8 AR frameworks with a fallback SLAM etc.
I think you live in a box where you think the significant of majority consumers have an up to date cell phone. I think you are ignoring anywhere from 40 to 60% of the users with that approach (in the sporting event example) not to mention when we look at less 'rich' counties where your supported devices is likely to drop to 20% or less at an event. I suppose I did argue a bit oops.
That restriction isn't imposed by Unity; AR Foundation is an abstraction around Apple's ARKit and Google's ARCore, so those device restrictions are theirs.
Can you give me an example of a mobile app for a sports event that supports a phone that is too outdated for ARKit or ARCore?
That's because you chose to only support ARkit and ARCore. That was your decision.
That doesn't answer my question
Thats because I have 0 interest in doing research for you Tim
You made a specific point. Please provide a specific example.
You and I both know ARFoundations glaring holes. Vendor lock. Limited device support. Missing feature parity.
I don't care if you pretend it doesn't exist
I am still absolutely shocked how long it took to stitch a framework together to unify just two AR frameworks
I can't list a single sports AR app, in this example, that even uses ARFoundation :D
Educational product for school? Sure ARFoundation. Tech event? Sure AR Foundation. Consumer level? Yeah no that's a bad idea.
Now, all of that aside, in this SPECIFIC example, we are talking about FaceTracking. Does that even support non-iOS devices at all??
Anyway, I digress
If you want to think your product is great - good for you, I think that's important. To new users, I absolutely hope they set their standards higher than only using ARFoundation.
If that's not specific enough š¤·
You make statements but when pressed for details, you say it isn't your responsibility to provide evidence to support your claims. If your goal is to affect change, please be specific. Provide examples. Don't talk in generalities.
I don't even know what evidence you want? And why should I care if you improve AR Foundation? My advice is to sidestep it completely.
What examples do you need that aren't covered by generalities ?
Do you actually expect me to list the 7400 or so Android devices NOT supported by AR Foundation?
Or go through your docs showing you your missing feature parity and listing frameworks that don't have this problem?
Why do you think I owe you something more in this conversation?
Anything specific would be great, yes.
Yeah see I'm not putting that time into this for you.
I couldn't careless if you agree. Sit blind then :D
I'm not compiling lists and documents to appease you
I've been more than specific enough in my opinion, if that isn't good enough for you, that is a you problem.
How many Android tablets do you support with ARFoundation? Specifically? Isn't it 1 model?
That seems specific enough to me.
How about meshing? Isn't that still iOS only? Face tracking, iOS only right? Mmm is there a single thing ARFoundation does that ARKit and ARCore can't do together in a project?
Do you finally have all of the ARCore and ARKit functionality used? Or is a lot of it still abstracted away in the latest releases? Does it matter?
how do you attach objects above the faace while using facetracking, like attach a hat
If you want to do it the lazy way, you should be able to parent it to the facing mesh. But the better answer is probably to try and force it to the top handful of detection points.
That'll be a bit more complex
ok
As you'd need to go through the output and find the location. Last time I looked the AR Foundation face tracking didn't have a lot of examples or details on how to go deeper than the samples.
ikr
If I get time tomorrow and your still stuck I'll try and make a sample for you
But my days pretty chaotic and I don't use ARFoundation much :( so no promises.
It supports exactly the same number as ARCore. I'm curious if there is an expectation to support more than what Apple and Google support for their SDKs.
The last few projects we actually used Unreal for face tracking so might take me a moment to go through it tomorrow
Meshing is supported by ARKit, Magic Leap, and HoloLens, so that's what AR Foundation supports.
is there a single thing ARFoundation does that ARKit and ARCore can't do together in a project?
The point of AR Foundation is to provide an abstraction over several AR frameworks, so no, it doesn't add functionality where it isn't already provided by those SDK vendors. Perhaps that is where AR Foundation fails your expectation.
And ... That's (one reason) why I don't recommend ARFoundation.
I suppose it depends on the use case. If you want an abstraction over vendor-provided solutions, that's what AR Foundation is for. If you want something else, then it isn't for that. What would you recommend instead?
That's (one reason) why I don't recommend ARFoundation.
What's another one? I'm really curious to know what is lacking other than support for an iPhone that Apple doesn't support with ARKit.
Depends on what the goal is. Vuforia, EasyAR, Wikitude, MaxST, OpenCV, plus non-Unity stuff like SparkAR, they all have a place in the ecosystem. Often a better place than ARCore specifically.
The AR discussion in the VR Devs slack has quite a lot of folks talking about the ARCore limitations they don't like. I don't like its lack of device support.
But that makes them dislike ARFoundation by extension. I don't like it because it's too limiting on Android versus all other options on Android
Depends on what the goal is
That seems like the entire crux of the argument here. If you want to do something that ARKit doesn't support, then you're going to need a different solution, but AR Foundation isn't trying to provide that solution. Perhaps that's why I am perpetually confused by statements like "don't use AR Foundation 'cause it has limited support" followed by "I'm not going to tell you what it's missing b/c you should already know".
The thing is though, you won't get that from some random guy like me on Discord. That needs a focus group - and not a bunch of devs sitting in San Francisco or some hub. But an actual international sit down global discussion - with actual regional device statistics.
If it's run in the valley, folks will likely say who cares everyone uses apple... If you hit up Europe, they will say who uses apple? It's regional, and subjective.
I don't hate ARFoundation. I just don't like the ARCore limitations for Android devices for consumers that ARFoundation is bound to.
Well, we have 100s of "random guys" giving feedback :). But you're a particularly vocal "random guy" who is paradoxically very scant on details most of the time. I'm glad to finally understand you a bit better; thanks for engaging.
Well, I'll say it this way maybe, it's not ARFoundations limitations that I don't like - it's the fact it relies on ARCore for Android
Sure, okay that makes more sense to me now.
What I do really like is ARFoundation at least tried to begin setting a standard. Something that should have happened in Unity VR back in 2016, and is only now finally coming to light. But I should try and make it clear to people that I don't fault ARFoundation for the ARCore limitations
But I avoid it because of it
I'm sure me always pushing back against AR Foundation is exhausting though and I need to think about that.
If you are expecting AR Foundation to be an independent AR solution you might be in for a surprise. But that wasn't ever really the goal; the goal was to abstract the existing platform-provided AR SDKs. So if you want something other than, e.g., ARCore on Android, it would be an unsatisfying realization to find out that's all AR Foundation is on that platform.
What would have made me happy is if there was a way for the community to connect their own SLAM of the week to AR Foundation to extend it to more frameworks. I can't complain when it's public source as its on us then to improve it.
Oh, well then you're in luck. AR Foundation is just a framework. Anyone can write their own SLAM backend.
The ARKit/ARCore/Magic Leap/HoloLens support are all plugins to that framework.
In fact, some people have already. Generally, its AR platform vendors who do that, but if you had your own SLAM solution, you could hook it up to AR Foundation.
If it's doable, I would happily rewrite our internal OpenCV SLAM for it. In which case I wouldnt be allowing myself to complain
The last time I tried engaging unity on anything proprietary plugin related was quite costly (licensing) but I'm suspecting/hoping that era is long gone.
We are debating going full unreal though, but that's a me decision not an ARFoundation problem
It's (almost all) just C#. Generally, there's an abstract class to implement for each feature. Think people have made Editor-based simulation type things for their own purposes.
Thank you for sharing that, it does change my stance
Glad to hear it :).
And thanks for sharing more details; I think I understand where you're coming from better now, too.
Me too
how to measure an object multi-target?
Thanks, could I contact you in private?
Hi there, I tried the whole day, finally I figure it out, when I use the AR Foundation, the app crash after uploaded on the google play console.
- build a blank scene
- delete the camera
- add the ar session and ar session origin into the scene
- build aab file for the google play console
- upload the aab file and download the apk file from google play console
- install the apk file and it crashed...
any help would be thankful
Have you tried the AR starter project? It should have a blank AR scene ready to build and play.
I will try that, thanks !
It sounds like the AAB file is creating the wrong package for your device
Oh the problem maybe now is the ar face tracking, even I build with ar foundation exsample, there is no face mesh tracked...
still testing
Hello,
How do you use OpenCV in Unity?
There are a bunch of OpenCV asset packages you can buy from. We use a modified version, that we need for some of our laser tag VR stuff
But the one we used as a base package has pretty good instructions with it
augmented reality is literally irl DLC
i... yes it is
yes šæ
hello everyone, I was wondering if I could ask some advice? I'm pausing developing my videogame for Lent, and would like to know if anyone could help me fix the code? I have it built to Android, however I'm using the MicroFPS asset, and it's using too many scripts. I need someone to help me take out the unneccesary code so it will run at a higher framerate on my dev phone
I don't think they have a space on this discord for free or paid work. You probably need to use the other discord or the forums.
Hi guys!, im looking for a way to develop webAr content, any one Knows a package or some to achieve that?
I've only used 8thwall for that and do not recommend it
can i place object in AR space with help of button inputs, if yes can someone help me i can't seem to find any reference for it on the internet
You can, it's just using buttons to instantiate AR objects. I think that's more of a Unity getting started with UI tutorial. And then learning how AR prefabs work and instantiating those
Hi guys newbie in AR here, How can I make the animated objects instantly appear in the new scene without any target image or tapping the screen?
like it automatically detects a flat surface then puts the object there
What ARFramework do you recommend right now? ARCore is simply lagging behind so much at this point. I've been mixing Wikitude with ARFoundation for our crossplatform app It's fine combination except ARKit got bottleneck by ARCore with literally almost everything because we can't add a features that only work on ARKit. š¤
Hi there, i have a question
I am trying to build an ar app in unity but i want a functionality within unity which lets user click a picture from their camera and send it to a server via sockets
Does anyone know how i can achieve this?
Thank you
Oh my, it is tough. I switch often... But it's important to me that it has a fall back for unsupported ARCore devices. As much as I don't like it, I've actually been starting to revert to Vuforia. But we have mostly used
- OpenCV (we use this a lot, versitile, we use this for things like kiosks at events)
- MaxST (sometimes, pricey, somewhat reliable)
- EasyAR (old easyAR was good, use only for prototypes as license server goes down)
- 8thWall (free, SLAM, little buggy and abandoned)
- Vuforia (upgrades are a nightmare, support nonexistent, finally a nongougy pricing model though)
- ARFoundation (limited device support, we only use it if we have full control of the hardware)
- ARCore/ARKit direct (we do this a lot as well, when we control the hardware, i.e. tablet at a museum)
I've been tempted with Wikitude.
Wikitude is very pricey and all the cool features are hide behind expert edition steep pay wall(which you need to contact support for price). I use the professional edition because its marker/object tracking support most devices on the market.
Can someone help me with a script for placing and manipulating objects? š
Without ARFoundation
How can I use Depth Sensor in Android Mobile for Distance Measurement?
Have you tried following a YouTube tutorial already?
Lightship is also a pretty good thing to add to your list, started using it and love working with it!
I'll check it out, we have 3 new AR projects coming in fast that I need to test out on something š
I'm making a game that uses Passthrough API on the Oculus Quest 2. However, instead of seeing my passthrough cameras, I see a dark blue background. I've been trying to fix this for hours, help is much appreciated.
How do you guys debug ar apps? Building and looking at logcat is a hassle. There is a asset in the asset store that acts like unity remote for ar but Im not confident in it.
Hi, for educational purpose I need to write the code to realize the same things described here:
https://github.com/viromedia/viro/issues/408
I have a budget to do that, but it's relatively urgent. Are someone able here to write clean code (so students can understand easily)?
Thanks in advance
A) yes, a lot of that is just baked into the AR frameworks, not a problem to implement. You could also do it fairly easily without any AR framework and parsing the image if you wanted.
B) however I'm extremely busy, and our studio is quite expensive. I'd look at other options.
C) this discord doesn't allow job postings, they will send you to the other discord or the unity forums or somewhere. Also not many folks on a Unity support channel are going to be able to help you with React embedded non Unity AR.
Thank you @wanton turtle. I'm looking for some similar project and it's ok also on Unity (not only w/ React). What I mean is to realize something like the Amazon App (try to search a tv 55" and use the "See on your room" function)
Skimming the thread it looks like they just need to translate the position (offset) based on the AR reference point. Which means if the other code is complete it should be fairly easy to finish up
Ah, well, with unity there are many AR frameworks - quite a few can do vertical and horizontal plane detection. So it can detect the wall for you.
You just need to tap to do an AR raycast, and then place the object.
I'd avoid the vertical plane detection in which with a non lidar device vertical planes are to hard to find. So the best is to recognize the horizontal planes (the floor) and create a virtual vertical plane on which we can drag the object
Although in the sample code they are doing that one heck of a hard way :D
Yeah that's fine, if you are using any of the AR frameworks the bulk of that is done for you
Thank you for your effort @wanton turtle
Hello can someone help me with the following problem?
I have a project at my university that uses an AR Foundation and PUN as MP framework.
When I test the app on a Pixel 6 (Android 12), the AR APP freezes after ~ 30 minutes. When I play the AR app under that time frame, everything works fine. But around that time frame, the app spontaneously freezes (camera no longer updates). After a touch input, the APP crashes. The only Unity logs are the following (these logs appear permanently).
Logs:
First entry:
Warn UnityMain type=1400 audit(0.0:119875): avc: denied { getattr } for name="/" dev="dmabuf" ino=1 scontext=u:r:untrusted_app:s0:c252,c256,c512,c768 tcontext=u:object_r:unlabeled:s0 tclass=filesystem permissive=0 app=
Second Entry:
Error native E0313 10:26:44.559058 16554 jni_helper.cc:109] Attempt to get JNIEnv* on thread not attached to JVM
Third Entry:
Warn native W0313 10:26:44.559163 16554 scoped_global_ref.cc:29] Unable to delete global reference, JNIEnv* missing
Unity Version: 2021.15f1, AR Foundation Version: 4.2.2.
I'd venture a guess it's probably a memory leak
I'd say upgrade your unity version, but we don't use 2021 at our studio as it hasn't passed out stability tests and I don't have a 2021 I can recommend
hello everyone
my final year project is ar try on clothes
and I know ar foundation for ios device could do that
I wanna someone to guide me, please
thanks
Try the example files, there is one with body tracking https://githubplus.com/Unity-Technologies/arfoundation-samples
Also guidance is what your school is for @tropic rose
hey,
does anyone know how to add shadows with light estimation?
Not sure what you mean. You get light estimation in AR with Unity components. These light estimates should also affect your shadows afaik
Basically I need my shadows to be affected by light in real life
Like if I move the light source in real life, it should move in ar too
Oh, the direction of the shadow? Got it. Well that sounds like some custom solution where you define another object as light position and get its position for example inside of a worldmap
Is there any tutorial or git repo or anything where I can learn than?
Phew, worldmaps are some tricky things. Apple has some docs about worldmaps, I dont know if android has an equivalent to worldmaps already, I think, but not sure. About your setup, should it be fully dynamic or will it be an installation that is fixed to a given space?
Oh well, interesting task. š So you have an AR Scene and a realworld object as light that should affect the shadows in the AR Scene, right?
Okay, so you have to get the real world position. You could do that with an image marker, but at that point, your object needs to be in vision of your AR Camera to update position.
when i try to build my game i get this:
CommandWithNoStdoutInvokationFailure: Gradle initialization failed.
UnityEditor.Android.Command.RunWithShellExecute (System.String command, System.String args, System.String workingdir, System.String errorMsg) (at <88d21eb47e9140ec923e611cfb8095cb>:0)
UnityEditor.Android.AndroidJavaTools.RunJavaWithShellExecute (System.String args, System.String workingdir, System.String error) (at <88d21eb47e9140ec923e611cfb8095cb>:0)
UnityEditor.Android.GradleWrapper.WarmupGradle (UnityEditor.Android.AndroidJavaTools javaTools, System.String workingDir, System.String baseCommand) (at <88d21eb47e9140ec923e611cfb8095cb>:0)
Rethrow as GradleInvokationException: Gradle initialization failed.
UnityEditor.Android.GradleWrapper.WarmupGradle (UnityEditor.Android.AndroidJavaTools javaTools, System.String workingDir, System.String baseCommand) (at <88d21eb47e9140ec923e611cfb8095cb>:0)
UnityEditor.Android.PostProcessAndroidPlayer+<>c__DisplayClass3_0.<ExecuteWarmup>b__0 () (at <88d21eb47e9140ec923e611cfb8095cb>:0)
System.Threading.ThreadHelper.ThreadStart_Context (System.Object state) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
System.Threading.ExecutionContext.RunInternal (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
System.Threading.ThreadHelper.ThreadStart () (at <eae584ce26bc40229c1b1aa476bfa589>:0)
UnityEngine.<>c:<RegisterUECatcher>b__0_0(Object, UnhandledExceptionEventArgs)
any ideas on how to fix it
i have been trying for 2 days
Is that AR related or #š±āmobile ?
What folder are you building to?
Builds
...
Is that on a network drive or other restricted folder?
Hm, okay. What unity version?
2019.4.32f
Seems to happen now and then. You got anrdoi sdk and stuff installed, I guess
i got them installed
Did you update everything in SDK like gradle
look at that big triangle issue there š
if i use unity's it still gives an error
The same or another?
and also recommends me to update to a newer gradle
let me verify if its the same
And also, you got two SDKs now installed?
it gives this new one
wdym, are you referencing to android studio sdk or what?
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.
You got one installed on E:/Android/Android Studio/ and another SDK with Unity. That might confuse some stuff. But besides that, what are the details on console?
and heres the error
Can you check Settings > Player > Build > Custom Gradle Template
And file -> build settings -> player settings -> under other settings section(Bundle Version Code)
What is your number?
That is fine
file > build settings > player settings > minimun API Level , what does that say?
So about your second SDK. Are you using that for anything?
Yeah but you do have another studio installed
i only have 1 version of android studio
Hm, I am just confused by your error: Observed package id 'platforms;android-30' in inconsistent location 'C:\Program Files\Unity\Hub\Editor\2019.4.32f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\platforms\android-11' (Expected 'C:\Program Files\Unity\Hub\Editor\2019.4.32f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\platforms\android-30')
You could try at least
wait
when i download version android-30
it exports to android-S
(the one that i currently have)
Let me check what I got
Oh, hm, no windows, maybe the same path
So I got 29 for example. 11 is super out of date I guess
when i got android-30:
Observed package id 'platforms;android-S' in inconsistent location 'C:\Program Files\Unity\Hub\Editor\2019.4.32f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\platforms\android-30' (Expected 'C:\Program Files\Unity\Hub\Editor\2019.4.32f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\platforms\android-S')
now it wants S?
and its there
How did you install it now?
Download Android SDK Platforms 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 29, 29, 29, 30, 30, 30, 30, 31, 7, 8, 9, 2, 3, 4, 5, 6,
this is an sdk manager
i download it from here
Why not use android studio?
they are the same i think
Okay wait, dont install random SDK versions into your unity š
fair enough š
Tbh I would reinstall your Unity version with Hub including android and see if that fixes it. This sounds like you messed up some android settings there š
Or a simple bug and try a newer unity version
Then just add it š
or use a newer 2019.x.x version as you are working with 2019
Yes, like this
later š
thanks for your time š
I am really interested in how you get this going over to AR topic š
its weird cuz i can build to normal android app, but when i tried with ar it didn't work
Lets first test the new version š
ye lol
Hello,
I have a question, how does ARFoundation scale the image coming from the camera to the size of the phone screen?
In my case, the camera takes images at 640x480 and the phone screen size is 1080x2400.
Not sure what you mean. If the camera that is visible is the same the system is actually using?
Hello, Thank you for your reply
This is the context, I am using XRCpuImage to take an image and be analyzed, that image is taken at 640x480, when the image is analyzed it gives me back some points, but those points do not match the image that is being displayed, because the screen is 1080x2400. What I am trying to find out, is how does ARFounfation match the image that is taken, with the size of the screen.
Well basically you gotta do some projection to the screen size to fit it correctly. Just imagine low left being 0,0, then the screen full height goes from 0 to 1 which is 0 - 2400px. So the camera projection would be 640 camera image refers to 2400 screen image. I hope you get what I mean. You gotta recalculate your positions to fit the aspect ratio of your screen in relation to the proportions
@nimble fossil ok it installed, now do i change the project version and build or setup a new project
Just open with the new version and hit build. Lets see what happens.
okay :D
I have done it, I found the ratio, but it doesn't work
it didn't work sadly and i got this new error
Starting a Gradle Daemon, 1 incompatible and 2 stopped Daemons could not be reused, use --status for details
> Task :launcher:preBuild UP-TO-DATE
> Task :unityLibrary:preBuild UP-TO-DATE
> Task :unityLibrary:preReleaseBuild UP-TO-DATE
> Task :launcher:prepareLintJar
> Task :unityLibrary:checkReleaseManifest
> Task :unityLibrary:processReleaseManifest
> Task :unityLibrary:compileReleaseAidl NO-SOURCE
> Task :unityLibrary:packageReleaseRenderscript NO-SOURCE
> Task :unityLibrary:compileReleaseRenderscript NO-SOURCE
> Task :unityLibrary:generateReleaseBuildConfig
> Task :unityLibrary:generateReleaseResValues
> Task :unityLibrary:generateReleaseResources
> Task :launcher:preReleaseBuild
> Task :launcher:compileReleaseAidl NO-SOURCE
> Task :launcher:compileReleaseRenderscript NO-SOURCE
> Task :launcher:checkReleaseManifest
> Task :launcher:generateReleaseBuildConfig
> Task :launcher:generateReleaseSources
> Task :unityLibrary:packageReleaseResources
> Task :launcher:mainApkListPersistenceRelease
> Task :launcher:generateReleaseResValues
> Task :launcher:generateReleaseResources
> Task :unityLibrary:generateReleaseRFile
> Task :unityLibrary:prepareLintJar
> Task :unityLibrary:generateReleaseSources
> Task :unityLibrary:javaPreCompileRelease
> Task :launcher:mergeReleaseResources
> Task :launcher:createReleaseCompatibleScreenManifests
> Task :launcher:processReleaseManifest FAILED
See http://g.co/androidstudio/manifest-merger for more information about the manifest merger.
> Task :unityLibrary:compileReleaseJavaWithJavac
Deprecated Gradle features were used in this build, making it incompatible with Gradle 6.0.
Use '--warning-mode all' to show the individual deprecation warnings.
See https://docs.gradle.org/5.1.1/userguide/command_line_interface.html#sec:command_line_warnings
18 actionable tasks: 18 executed
UnityEngine.GUIUtility:ProcessEvent (int,intptr)
Great it worked and sad your phone does not support AR...
Hello guys, is it possible to do an AR game on an oculus quest 2 for example ?
I would like to do an irl poker assistant which scans the cards on a table and makes some 3D object generation in AR, is it possible by using for example oculus quest 2 cameras ? Thanks a lot !
Thanks a lot
You're gonna struggle with that on Quest 2 most like, due to the limited resolution of the cameras @nova creek
Thanks a lot, yes that was what I was afraid of..
is there a way to make an AR app like this
because i didn't find any resources about virtual swipe touch
Image recognition would get you some of the way but you would need some sort of natural image processing to handle the interactions
Thereās a reason why you see these videos as prof of concepts but never in practical use
hello everyone, it is been a while I work on body tracking AR foundation and I want to add a 3d model instead of the Skelton someone could help me? thanks. https://github.com/Unity-Technologies/arfoundation-samples
There are other frameworks like Vuforia, 8th wall, EasyAR, MaxST, Wikitude, etc - they work on all phones not just a predefined list. You might want to give one of them a shot.
are they paid?
Most have some free version now
is there any way to sorta
"scan" a irl environment if someones using an oculus quest 2 with a passthrough api coded
so, if im in a room and then idk a replica of the room would be created for physics stuff?
or is that way too advanced for indie
like an example:
a project allows people to throw cubes in an ar environment
I guess, besides not know if there is any point cloud available for the quest 2 (I guess there is to check your floor somwhoe), it might kill performance depending on your quality of mapping. Simple planes might work, but if you want to get more detailed, it might not work at all. Just guess from my experience with AR
I have seen a tutorial about it while ago. Not sure what it was called, but there is a tutorial for it out there
im just thinking of like making it at the start instead of continuously
one time thing
well, how accurate do you think it is at that time. You somehow have to make sure, the result is good enough for you to work with, thats not easy to do in AR
ye tbh i was sort of disappointed with ar support with vr rn
it seems to be very difficult to make a good-looking ar game
*ar games that use the environment
is there a way to make multiple virtual buttons in one image target ?
Not sure what you mean
We are doing this with RealSense cameras attached to the quest
For Pico it's no problem
But quest cameras are relatively restricted
ah, yes i did some research
turns out that, well, first of all
first problem is that oculus passthrough cameras are only in grayscale
so that really removes all the good looks/graphics (if possible)
Could you elaborate more on this?
How did you have the headset see the camera feed?
In our case it's for a client doing warehouse style VR (kind of like laser tag). To achieve it, we used the Oculus Quest 2 with a custom snap-on faceplate we created that mounts a small real sense camera on the front. We use the real sense for depth, QR codes, and additional scanning with our multiplayer framework and headsets doing some of the player syncing
But in essence we just connected the real sense via the USB C port. The RealSense library for Android wasn't working for us, so we had to modify and rebuild it to get it working reliably.
Once we moved the client to Pico's though we didn't need the quest and camera workarounds anymore
But the real sense gives you about 6 camera feeds you'll care about, one being a depth map (so you can see how far things are) and one being a normal camera view. It makes it much easier to map out real-world in VR. But we were using it for obstacle avoidance.
We mixed that with some OpenCV stuff so we could translate the real world into the VR space - but we were replacing the walls with their game environment models instead
It was fun, lot of work
ah, i see
thanks for the detailed explanation!
Hello Everyone ! I wanted to create an AR indoor navigation using unity i need help for creating Ar view unity .[I am an unity Beginner (T_T)] Can anybody help !?
Being a beginner, AR is quite a huge topic to step in tbh. Get some basic tutorials done first to know, how unity works. Also I dont know your coding experience, but I guess, also beginner, so get some hang of tutorials unity c# tutorials too
thanks will look into it
Is there a way to make two image targets collide with each other using Vuforia in Unity?
Iām trying to make a game using AR that involves a player and enemies and if the player collides with an enemy itāll send him back to the starting position or trigger an end screen
Everything Iāve tried doesnāt detect the two image targets colliding
Hi all, I'm figuring out how to do AR Body tracking on Unity with the front-camera. Many articles online mention that ARKit doesn't work for body tracking for the front-facing camera. Has anyone done any workarounds for it, or what other libraries do you recommend?
Hey Everybody, I'm new in the field and I just finish to learn Vuforia and I have a question for u. How can I integrate the Computer Vision algorithm with Unity for AR?
Hi Everybody! Is someone know how to fadeout a GameObject On Target Lost in Vuforia? And also fadein On Target Found? Thanks!
Anyone know where to put this code?
Is it in update, is it in a callback for AsynGPUReadback? doesn't really say here...
Hello Everyone š I am really excited to announce my free 11 hour long course of Augmented Reality on my YouTube Channel.
About Course:
This course will be covering both Theoretical and Practical aspects of Augmented Reality development, we will be learning the concepts from the very basics and will be moving on to developing our own Augmented R...
Hi all, I'm looking for someone who knows how to import a HDRI cube map into glTF and GLB file formats properly. I am working on an augmented reality model and the export will be handled by Blender. Is there anyone here with this knowledge? Basically, the idea is to make sure the model as a single file is always lit the same and has the same reflections on each mobile device since modern devices has SDK implemented already.
I am working on some automotive stuff and I think it will be essential for such projects in the future. I'd appreciate any advice š
Does anyone know anything about MRTK here ? I need some help
I'll also pay
hey agian, i have an object (a quad) i want to change its scale when the screen clicked, it works fine on the editor but when i run it on mobile nothing happens
generally speaking, what distance is augmented reality in iphones/android phones capable of detecting surfaces? is there any way to extend its range?
With AR foundation I got around 5 meters on Android
With lightship a bit more usually
If you go to OpenCV, you can go as far as you like. But then you are writing your own slam :)
Anyone here used Microsoft Azure DK kinect? Im having trouble bringing the kinect across scenes.
Hey guys, so when I try fake AR with my app it lags very hard. What could be the reasons for this?
I have an android phone
Also, when I try true AR it crashes.
I understand ARFoundation is just a wrapper for ARKit and ARCore for unified interface. But, are there any cases where I need to use ARKit or ARCore plugins instead of ARFoundation?
What is the most common popular workflow for AR Apps on mobile?
What's fake AR?
Guys, what resource can I use to test the augmented reality projects from my smartphone, without having to compile the game into an apk ?