#🤯┃augmented-reality
1 messages · Page 15 of 1
There is a paid asset which lets you stream to your device. Iirc there also was something similar on GitHub, but lost the link for it
https://assetstore.unity.com/packages/tools/utilities/ar-foundation-remote-2-0-201106
https://assetstore.unity.com/packages/tools/utilities/ar-foundation-editor-remote-168773
ty
❤️
I need help
i copied a Unity Tutorial for an AR projet and i cant run it on my Phone
the UnityEngine.XR.XRinputsubsystem isnt available
ive tried that already but im new to unity ar so i wasnt able to fix it with this. is there maybe another tutorial?
Sorry I'm not a tutorial guy, I'm not sure what (tutorial) is best to use. It sounds to me like a step is missing from their getting started section for configuring the plugins
The thing is, ive followed multiple ar beginner tutorials and i ran across this exact same message multiple times
[1/2] Hello lovely Community,
so I try to make a AR Distance Managerfor an Android-Device so I can compare the Distance of All my tracked Images to one specific tracked Image.
The Code I have kinda works but it only seems to execute once at the beginning and I fail hard on it to make it constantly update and check for the distance to the main reference Image (="qrImg6")
Unity Version 2020.3
AR Foundation 4.1.9
If you need anymore Information just ask 🙂
[2/2]
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
public class ImageDistancePrefabPairManager : MonoBehaviour
{
//PreFabe Definition
public GameObject myPrefab1;
public GameObject myPrefab2;
public GameObject myPrefab3;
[SerializeField] ARTrackedImageManager trackedImageManager;
void OnEnable() => trackedImageManager.trackedImagesChanged += OnChanged;
void OnDisable() => trackedImageManager.trackedImagesChanged -= OnChanged;
void OnChanged(ARTrackedImagesChangedEventArgs eventArgs)
{
foreach (var updatedTrackedImage in eventArgs.updated) //changed from "added" to "updated"
{
// Handle updated Event
if (updatedTrackedImage.referenceImage.name.Equals("qrImg6"))
{
bool success = CheckDistances(updatedTrackedImage);
if (success)
TriggerNiceEvent();
else // Test:
//Destroy(myPrefab1);
Destroy(myPrefab2);
//Destroy(myPrefab3);
}
}
}
public bool CheckDistances(ARTrackedImage qrImg6)
{
foreach(var tracked in trackedImageManager.trackables)
{
//checks if tracked = qrImg6
if (tracked.Equals(qrImg6))
continue;
//Return true if tracker near qrImg6(referenceImg)
if (Vector3.Distance(qrImg6.transform.position, tracked.transform.position) < 0.2f) //colon reversed
{
return true;
}
}
//Don't trigger
return false;
}
private void TriggerNiceEvent()
{
Instantiate(myPrefab1, new Vector3(0, 0, 0), Quaternion.identity);
Instantiate(myPrefab2, new Vector3(0, 1, 0), Quaternion.identity);
Instantiate(myPrefab3, new Vector3(0, 2, 0), Quaternion.identity);
}
} ```
You need to do the calculations every time, so the distance checking needs to be moved to an Update() function
Right now you are only calculating it when the targets have changed (added or removed) on the screen, if I'm reading that right
Okay going to try this right in a bit
@wanton turtle Hej so I have implemented an update() like this:
void Update()
{
CheckDistances(ARTrackedImage qrImg6)
{
foreach(var tracked in trackedImageManager.trackables)
{
//checks if tracked = qrImg6
if (tracked.Equals(qrImg6))
continue;
//Return true if tracker near qrImg6(referenceImg)
if (Vector3.Distance(qrImg6.transform.position, tracked.transform.position) < 0.2f) //colon reversed
{
return true;
}
}
//Don't trigger
return false;
}
}
But it gives me these Errors
So mostly used is ARFoundation?
Yeah, it's just a little easier.
Personally switched to lightship now
I see. I will have a look at lightship! Thanks for mentioning it!
How memory intensive is it to map out areas using AR? (Storing info like position and orientation of planes and walls and such)
Not much, we use an octree system for ours, and flash the data to the disk space when it's not being actively used or the RAM fills up. Depends on the device though
It's more cpu intensive as we support low end devices and the CPU has to make up for a lot of the workload
Why?
I saw you asked that in #🥽┃virtual-reality as well, so curious
Hey guys I was trying to learn AR from Unity and there was a link to be downloaded as instructed by the tutor but the link isn’t working anymore
Can someone please help me out
Download the assets to follow along: http://ole.unity.com/vuforialive2018
In this live session with online evangelist Matt Schell we will look at how to get started creating augmented reality (AR) content using the Vuforia Engine, now integrated directly into the Unity Editor.
This is the video
And this is the link
That’s not working anymore
In order to follow the rest of the tutorial can someone suggest me a new link or any other way so that I can continue the tutorial
I tried downloading vuforia from my end but then when I check vuforia in project settings player I can’t see it
Some inspo for ya https://medium.com/echo3d/6-retail-brands-using-augmented-reality-really-well-97da6e8fda27
@craggy thorn You can try bumping this thread. https://forum.unity.com/threads/link-broken-for-tutorial-recorded-video-session-creating-ar-content-with-vuforia-link-is-broken.968473/
Their site also has tutorials for it and Unity. https://library.vuforia.com/articles/Solution/Working-with-Vuforia-and-Unity.html
Thank you so much !! This seems to be a great help
Helou, is there anybody can help me, i have problem.
I have make a QR code in Unity, reader is working but i dont know how to making the view to canvas that is showing same like QR reading.
Specs: Unity 2020.2.1f1
Nuget: Microsoft MixedReality QR
Mixed Reality Toolkit: Foundation and Standard Assets
Package Manager:
Unity UI
Windows XR Plugin
Hololens 2
Visual Studio 2019
SDK Platform 10.0.190041.0
Black arrow: QR code data should come there. Red Arrow: the data showing there for now when reading QR code from paper
I think it´s a little bit AR, so: Is there an easy method to display a distance between 2 GPS points in meters?
Unitys coordinate system is already in meters
But if you want a formula just use any gps formula conversion
Does anyone have an idea on how to attach 3d objects to your face in unity?
- https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@4.1/manual/index.html
- https://github.com/Unity-Technologies/arfoundation-samples
I'd start with these ^
so reading the forums Unity have been talking about a AR remote since 2019. I found a post claiming there is at least a alpha version. Where can I get my hands on this ? I refuse to buy a third party asset from the asset store that does this.
I just thought that was MARS @polar egret
but thats also paid
so I either pay unity or a random dude on the asset store to get what is probably the most important thing for app development. I cant waste time building after every single code change
There's this package which is free. I haven't used it https://github.com/needle-tools/ar-simulation
its not free it costs 60 bucks
Ok I got a question would I be able to do object detection say on the oculus quest 2 with Unity
Like detect a guitar in the scene
There is this if your an apple person
https://github.com/asus4/ARKitStreamer
I used ar remotes in the early days (pre AR foundation) for things like 4thwall and Vuforia. Very handy, but problematic in other ways. I still do for our OpenCV projects.
I practice, I don't really need to test all that much on device. Most of our AR projects, I only test on device at the very end to correct a few things here and there. The trick was to build myself a solid AR framework first and then reuse it. I also don't recommend using AR Foundation though for your AR apps, as you'll ignore 90% of users on unsupported devices.
Hi guys, is there a way to track the body that will work both on ios and android?
OpenCV?
You can just output the render to a raw texture for example and scale that.
Will try that thanks
Hey guys, the output video for augmented reality on ipad is stretched
What could be the causes for this?
can anyone help me find out why adding an anchor at the tracked image position when it is added places the anchos behind the camera
i'm trying to track an image and add anchors relative to image position
but when i simply add an anchor right at the image location, the anchos gets position way in front of the tracked image
how can i add an anchos right at that tracked image position
?
ok
I also don't recommend using AR Foundation though for your AR apps, as you'll ignore 90% of users on unsupported devices.
Can you please explain? Is it like AR Foundation has more feature requirements to use on devices? @wanton turtle
Are there any ways to convert a point in XRCpuImage to a point in AR Camera view?
where can I find a good tutorial?
Hello Everyone!
I am creating an augmented reality path navigation application. Whenever I run the application and select the destination. It keeps changing its direction like it keeps scanning the surface and changing the direction based on the scans.
Can anyone help me with how to make it more accurate? should I stop scanning the plane? What should I do?
Most of those you actually just use GPS and the gyroscope / accelerometer
okay i will try this. thank you ❤️
nvm got it working
Hi, I'm working on an AR project that needs to add reference images during runtime
When I tried to do trackedImageManager.CreateRuntimeLibrary(), I got this error: "No image tracking subsystem found. This usually means image tracking is not supported."
So I check if the image manager supports mutable libraries with trackedImageManager.descriptor.supportsMutableLibrary
but it return an error that said trackedImageManager.descriptor is null
I tried to google why the descriptor is null but no answer for this
I would appreciate if anyone can help me
extra note, I'm using:
AR Foundation version 4.1.9
AR Subsystems version 4.1.9
ARCore version 4.1.9
ARKit version 4.1.9
Hi does anyone know how to change the position of a guide view in vuforia?
So I'm pretty new to AR and experimenting with stuff, but I'm trying to figure out better tips for making my AR objects feel like real parts of the world. Presently if I spawn something in it just feels like an overlay on top of the real world (even though that's obviously what's happening) rather than a part of it. It's pretty dodgy for immersion. What tricks do you guys use?
You can get different information about light from ARCameraManager and use it to light up your virtual objects realistically. The information you can get includes light intensity, direction, color. What kind of information you can get depends on a specific device. For example, iOS devices don't report light direction when using back camera. Some devices can even provide you with environment probes, so you can get proper reflections on virtual objects.
Some videos to get you started (although some details in them are outdated, I believe the general concept hasn't changed):
https://youtu.be/nw6-U_mSvQQ
https://youtu.be/RN6Drj7FRkI
Ooh, I was thinking from a 3D space perspective, but adjusting the lighting accordingly would absolutely help! I'll have to look at those links, thanks!
I know I've seen code to have the device somehow check if something visible through the camera has space behind it, and if the mesh's position is partially obscured it'll realistically only render part of the object
I still want to find out how to do that
I saw a pokemon demo with a tiny AR Pikachu running behind a chair
Ah yes, it's called occlusion in AR Foundation, there is a little bit of info on it here https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@5.0/manual/arsubsystems/occlusion-subsystem.html
This feature is mainly controlled by the AR Occlusion Manager component. Note, however, that just like the light estimation functionality, the particular features you can enable with AR Occlusion are very dependent on the platform the application is run on (iOS, Android) and on a specific device. iOS devices with LIDARs are particularly efficient at this task while other devices have noticeable glitches in occlusion here and there.
how to attach 3d model to image target dynamically without using trilib
if anyone got resources please do share
How do I check if a face is detected using ar face manager?
I am getting maximum count, but not the number of faces detected
Not sure if this is what youre looking for but if you make a plane prefab and give it to a plane manager component it should show you every plane it detects
https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@4.2/manual/face-manager.html
- The face manager creates GameObjects for each face detected in the environment.
- Once per frame, if the application detects a face, the AR face manager invokes the facesChanged event.
Every trackable manager, including the ARFaceManager, has a trackables.count:
Thanks
hello fam
vuforia ar camera view not working IN MY PROJECT
if anyone know the solution please respond
@proper elk describe the issue #854851968446365696
Hi I am working on an AR project using vuforia and I want to dynamically change the image from image target. Can anybody help me?
dynamically change the image marker? I do not think you can easily do that. With the ARFoundation unity package, I am able to create a image library at runtime, but never worked with vuforia, but as the generation of the marker goes through their own whole process, I am scared you dont have the ability to change the marker
Im just trying to change the target image in runtime
@jagged monolith, can you describe your use case some more? There is Vuforia's cloud based image targets if you mean that, but that is a different pricing model than their standard stuff. Or you can generate an image target on the fly with their instant image target. (But you have no control on how viable a marker is when it is generated). If you host an image you want to update on a server you could check if a target file needs an update and then grab the appropriate image to use in the instant image target generation.
Hey, does ARFoundation face tracking have events to detect user blinking, mouth open, smiling, etc?
hello! noob question... if I were to apply lets say throwing a ball in a MainCamera in 3D, would it work if I were to put it in an AR Camera? like would the ARFoundation/ARCore/ARkit do its job in calculating the depth/surface of the realworld camera? like the ball bounce around in my room
Is anybody have experience about Database connection for Hololens 2?
Hi everyone, not sure if these sort of questions are allowed, but I am a newbie and in need of some help.
I am unable to add my script as a component. When I create a script directly from within Add component>New Script it says the "associated script cannot be loaded". Any advice?
Does the script have a class with the name of the file? @deft drift
omg, that was such a simple mistake! thank you
Np!
Happens to the best of us
Anyone know how can i scan images or an asset that can scan images too?
Hi Unity friends- think I may have posted this question on the wrong thread (i.e. not here): I am building AR apps to iOS with image detection, timelines, etc.. Frequently they will build and run successfully once, but when I go back and make changes I will get "duplicate symbols for architecture arm64". Can someone please point me toward the cause/solution to this?
AR Foundation should have image detection, right?
Otherwise check out Lightship ARDK
What images you want to scan?
We are currently working on Easy ML Kit https://u3d.as/2PMe which targets to get native ML features to unity.
We have Image Labelling in development now and would like to know if it helps you in any way.
Are your images too specific to your problem or generic?
Hi, I'm trying to build a dynamic reference library. For some reason, it can only detect the first and the last image in the library.
At first, the image library contains image1, image2, image3 and the app can only detect image1 and image3 but not the image2
I then add another image4 to the list, now the library looks like: image1, image2, image3, image4 and it can only detect image1, image4 but not image2, image3, which it just able to detect a few mins ago
How are you generating it and how are you checking on the markers?
So how do you know that it is not detecting them? Can imagine you are hooking into the event of updated markers and just overwrite your log?
sorry for the late reply
- I generate the library using the code here:
https://github.com/Unity-Technologies/arfoundation-samples/blob/main/Assets/Scenes/ImageTracking/DynamicLibrary.cs - How I check on them:
- I download the Runtime Inspector & Hierarchy from the asset store, which allows me to see the inspector and hierarchy on my device
- I then write a script that will show me all the reference image's info after it has been added to the dynamic library, by adding a flag bool isDone in the State.Done in the DynamicLibrary.cs script above. This will guarantee that it won't show any info when the image is still being added
- After that, I just create a random object in the hierarchy and add the script that I just write above to it. Combine with the asset that I just downloaded in the first step, I can check all the images added to the reference library on my device
- How do I know that it is not detecting them
I create a button that will change color when it detect any reference image, it works well if all the images is added in the static reference library, but when used for the dynamic library it got the problem I'm facing - Just in case you are wondering why don't I just add all the images to the static library
I'm trying to create an app that only needs to build one time and then continue to use the asset bundle to supply the reference image and other stuff
i want to build an AR application which has following function:
2. user can have a small menu containing few AR buttons, these buttons can play separate animation on the displaying character
3. user may interact with the character(for example, if i "touch" the head of the character, it will play certain animation respectively)```
currently im planning to do it with vuforia on IOS platform, is there any tutorial that can satisfy all these 3 conditions?
I doubt it, vuforias tutorials are old and out of date and they make sweeping changes from version to version
But as always learn unity well first then learn AR and it'll go fast
ok thx
There are specific images that will change in each level
What kind of objects these contain. Just wondering if it can be solved with generic machine learning model.
I am looking to create an indoor navigation application using Unity. I have some questions I was hoping to get answered.
Localization: There are several options but it seems that doing scans of the building seem to be the current trend. Then using visual OCR.
Here are some notes to help paint the picture.
Common/Known starting place with orientation
Devices to target are mobile devices with LiDar (Phone/Tablets)
Visual only, but audio queues could be an option.
Navigation elements are spatially bound. Was thinking of doing a image scan to map out the routes/area
Looking to leverage Unity as engine of choice
Known 3d/2d structure data. Would like to tag points of interests with hotspot tagging.
Due to user hesitance with downloading apps, I was thinking connecting to wifi and using the app via a web embed that is published from Unity.
Does the above make sense? Should I go with ARFoundation or something else?
Are things like Vuforia worth it?
We have high end scanners available but is there a mobile scan that would suffice for a prototype?
User Scenario:
User enters building lobby.
User scans QR code (or similiar) to reach WebApp with mobile device.
App orients user and localization
App has options of navigation routes to several points of interest or meeting rooms
App AR navigates user to said meeting room.
Possible hotspot anchors for additional info
Im gonna explain, the image target wont contain any object i just want to use it as a scanner to enable some objects that are inside of ground plane. I will use ground plane and Image target at the same time
Hi! need recommendation for web based AR solution/tutorial which can work on mobile. with place object on detected plane object.
How about this: https://github.com/zappar-xr/universal-ar-unity
Isn't as good as ARCore/ARKit but works convincingly for web 🤔
Hi, i have a completely empty project right now, only loaded a .fbx character model inside and added an AR Session and AR Session Origin, switched the ar camera to main camera. I know that i need to implement a script to check on iOS for camera permissions, the script is already written but where do i append the script?
Thanks! I did try it, is so so indeed, but couldn't find any better solution for webgl as well..
I guess you mean usage description (which is required for iOS). You will find this in player settings here https://docs.unity3d.com/Manual/class-PlayerSettingsiOS.html
If you scroll all the way down to configurations. 👍🏻
So I'm trying to find out if in the current unity or in past version (and which versions) I can have multiple WebCamTextures playing in a VR space, such as I want the right camera attached to the right eye and if I move my head it will stay attached to my right eye. every time I have seen an example, its broken due to a unity update and I'm wondering if I can get it working at all, I'd prefer to keep it on the current version due to VR support being a must. I'm also trying to see if I can have a UI placed over the video so I'm asking in here.
(I'm also trying to see if I can have where the 2 cameras have cross over be blurred, to prevent overlapping.)
Hey everyone,
Do anybody have idea about how to assign Kinect XBOX ONE device to individual unity apps?
I have 2 kinect devices connected to pc and all I want to run them for individual unity apps but both app using same Kinect device, how can I assign second kinect device ? 😕
@river remnant did you get both working properly in the first place?
This is usually already hard since not all PCs have 2 microsoft usb controllers in them.
If you did, maybe make a forum post since it is a quite complex issue
Hi guys,
I would like to know what other SDKs for AR do you use in Unity?
Other than:
- ARFoundation
- Vuforia
- Niantic
OpenCV, 8thWall, EasyAR, MaxST, that Wiki one.
Hi, can someone help me create a debug camera to view changes in the editor when creating an AR app?
I don't think anyone wants to provide free one-on-one support for Unity. But if you have questions you can post them here for help as you go and I'm sure folks will help.
EasyAR, Wikitude, Zappar UAR, 8thWallXR(worst development experience)
Is anybody have been using Hololens 2 for the connecting database?
Which Database?
SQLite
I don't think the HL2 as a headset matters at that point. If your Unity app connects, the HoloLens will too
That's true, thought about putting my stuff in here then
But i have an other question now, how can i set the light in Unity so that it is global? Currently i have a directional light that only shows one side, everything else is dark. Deactivating the directional light makes everything dark. I just have a 3D model spawned and i want it to be visible from every side
With light turned off
If you want it evenly lit without shadows just use an unlit material @unkempt crow
Moved project to universal render pipeline and now nothing works
I have only 1 object, created new materials but unlit wasn‘t an option there
The last picture of yesterday before I went to bed, not fully the context but might explain the situation
@unkempt crow try following these steps: https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@3.0/manual/ar-camera-background-with-scriptable-render-pipeline.html
heyo, I'm trying to use a custom AR background material but not matter what material I put in the ARBackground component it always displays as black. the material is a simple unlit shader which does work on different objects in the scene and I can also see any face thats tracked being rendered
am I missing something?
Hey yall Im looking to make a small project that does the following using Vuforia Augmented Reality Support
Create an Innovative AR Application
Add face recognition functionality (famous or not) that you can recognize on physical or non-physical surfaces (visualizers). The development can be done using a webcam or the camera of a smartphone.
- Expand the display / presentation of the physical object with all forms of multimedia
information (images, audio, video, 3D objects) related to the person you located. - Add the ability to simultaneously identify and track more than one person.
- Add graphical user interface to make it easier for the user to locate and activate
multimedia content.
any idea how to implement those?
https://www.tiktok.com/@djlethl/video/7101444167330499845
Created with ARKit.
Featured here:
ARKit meshing with custom materials.
ARFoundation Human Occlusion with custom shaders
Particle systems to showcase donation events within a live stream which have collision turned on that is reacting to the scanned mesh of the streamer's environment
During development a black screen occurred on IOS, we did change nothing so far, does anyone know what it could be? O.o it worked before..
Hello! I am making app with AR in Unity and I have an bug.
No active UnityEngine.XR.ARSubsystems...
I have searched answers for few hours yet, but noone can solve it.
I am building for andoid.
Elaborate
Delete library folder and try again
I will try. Thank you ❤️
Is there any tutorials for showing trivia that consist of image and text, like information panel
Hi everyone I'm new to this discord group 🙂
Does anyone use vuforia engine with unity here ?
You can use discord search @turbid spear, if you have a question just ask it
ok
So I added 2 virtual buttons to my image target and when testing it out I noticed that when I place the camera close to the card or move my camera the virtual buttons seem to get pressed. Anyone know how to fix this issue pls?
Its very annoying as when I move my camera the buttons seem to get pressed, all I want is for the buttons to be pressed only when I place my finger on the button
Is there a way so when i press a button on my canvas that it isn't automatically registered as touch for the AR object?
Hi everyone,
I'm building an app with 3 image target, all works fine but the camera shaking a lot when I track the marker.
How can I fix the jitter? I can't find a solution in Unity 2020..3.2f1, all fix are too old and don't work
Thank you
Got the World beyond project to run... wow is it cool!
Does anyone have a problem using WebCamTexture on Hololens 2? It works on 10 fps, while the app runs in 60 fps in general.
Thanks a lot!
Hello. I am working with ARcore, i want to add shadow on the object i am spawning in my real world after detecting the plane. I followed some videos i added another floor in the scene with a transparent shader, and i can see in my scene view the object with its shadow. But when i build and test , somehow my object instantiate normally on the floor (that i detected) , but the plane (the transparent i added on the scene) is alot above the floor ,tho in the scene its position is (0, 0, 0) , any idea what the problem could be??
Does anybody have experience with using mirror with ARFoundation?
I got mirror working such that each client has an object following around their device that is visible to other clients, however they always appear in the wrong place and with the wrong orientation. I believe this is largely due to the fact that each client has their own independent ARSession which means that the position and orientation of each session origin is different for each of the clients, not to mention the fact that they do not collaborate on building a mesh of the environment. I have heard about creating shared sessions that clients can collaborate on using a ParticipantManager, but I can't figure out how this is implemented.
Any help or advice would be much appreciated!
Check out this sample: https://github.com/Unity-Technologies/arfoundation-samples#arcollaborationdata
may i pls ask, what should I google to find out how to take an mp4 and 'add' an AR layer to it in Unity? is that possible?
so Unity will analyse the video, find a flat surface, and restrospectively place 3d models in there
thank you!
Not possible with any of unitys tools at least @rancid swan. You’d need some other plug-in for that
You could feed it through OpenCV if you want.
ok thanks!!
thanks!!
Hi there, glad to join the group! ✋🏼
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Thanks for sharing that! I’ve been looking through and experimenting with the sample and its starting to make a lot more sense. I have one question regarding the CollaborationData however. I am trying to get participants in the multipeer-session to create a shared lidar-generated mesh. To do this I have been trying to figure out how to send lidar meshes as collaboration data instead of what is currently being sent in order to first orient participants in the session and then begin creating the shared mesh, but I have been having trouble figuring out how to do this or if this is even possible. Do you think this could be feasible?
CollaborationData is an opaque data blob generated by ARKit. If you want to send other types of information between devices, you need to serialize it yourself.
Is there a way to set a position for a new scene to load?
I have an AR Tamagotchi and i want it to spawn a new scene at the same position that tamagotchi was
Each scene has independent world scale from one another by design. I think you want to use prefabs
I guess we have prefabs, the scaling can be modified but the question is if i load a new scene additive to where my character is standing
anyone have any ideas on better rotation with ar session origin
it seems when I rotate that the object doesnt really look like its rotating at its center but rather the edge
this is because I allow the user to also move the ar origin as well so it seems everything just looks funky because of it
I am currently placing an object on an ar plane. then create an ar anchor so the user can move around. How do I update the anchor or the plane to match the y co-ordinate
say as the user moves down to see the bottom of the ar object
Hello I am new in AR. My project in unity successfully build (windows pc), but I can't connect the AR project with my android phone. Can some one help me? I have read in the internet that I need to install a asset which cost 70 € its called AR Foundation Remote. Is this necessary?
and I got an error
Hallo everyone, i'm work currently on an AR project, where I want to let a particle system come out of the floor or the walls. Do you guys have an idea how I could occlude some parts of the particles system or more en general how I can occlude parts of objects? Thanks in advane
Hello! How can I calculate distance between camera and object?
I think you're missing the AR Foundation Packages, which you can install for free with Unity. You might also be missing the XR packages too. All of those packages can be installed using the Package Manager super easily.
Any update on when WebXR is coming?
I have done that but stil the same problem
Ah dang, then I don't know how to solve the issue, I'm sorry. :/
AR Foundation is free but only runs on device. You can develop this way without additional assets. AR Remote is a paid asset that improves iteration time by streaming AR data to the editor.
I hope someone can help me: my plan is to start a scene additive to another. In the "MainScene" the first thing i do is to put a raycast and create an anchor (i guess this is the part that fails). When the anchor is set, i spawn a character on its position. Then i have a button that starts a minigame in a new scene. The new scene is pretty simple: just a few planes and a cube that jumps. The plan is to load the scene right at the point where the character was standing, but the scene gets load up at a completely different spot. I guess this has to do with a wrong placed anchor? This is how the minigame scene looks like
How can i specify the point on where to load the new scene?
Additive scenes are not prefabs, you can't adjust their start position, they add to the existing scene at 0,0,0,.
You could manually move it after.
Hi All
NReal Devs ,
https://community.nreal.ai/t/screen-to-world-point-from-centre-cam/1740
will it be possible for you to look at this and comment?
Hi! I'm new. I have a question. What is the difference between installing AR Features and AR Foundation plus ARCore XP Plugin? I have Unity 2021.3.3.
Another one. I saw a tutorial where the Multithreader Rendering was disabled on Unity 2019 with Android. Is it necessary in Unity 2021?
I have fixed the issues before and now it could work. But my android device got a black screen and it doesn't use my camera and i got this message. I search on the internet and set my own pipeline, but nothing worked. I have installed the AR Core on my device, set usb debugging etc.
I am new, too. I would say it is necessary to disable Multithreader Rendering and I would use Unity 2019, I tried a lot and it worked best.
That shouldnt change anything, the message says it just reset the position & rotation
Thanks!
Thank you! Your right. And now I know why the camera wasn't working. The apk should run on my android.
Original Unity AR deployment live demonstration https://www.youtube.com/watch?v=QEf1rbg41l4&t=3s
#AR #Houston #360
Getting a mobile rig together for guerilla maneuvers
any idea why sometimes my camera just doesn't trigger
its just black sometimes randomly
Can someone please suggest me some arcore courses for free 
Hello Guys,
I am new around here, I have a question and I'd appreciate if any of you can share any insight
I'll build an AR Unity app with body tracking that eventually would export to Web.
Is it posible to import a new GLB asset in runtime?
Hello guys super new to unity here, I'm trying to build an AR app, the program is suppose to pop up a video in AR when an image target is shown, the problem im having is that when the video's url is directly put into the video player component the video plays just fine, however when i try to put the the video's url with a script only the audio plays does anyone know why this happens?
the video player is a part of a 3D plane component
Hey, I have an app ( use camera to scan an image and an object will appear on screen ) and weird thing is.. below iOS 15 everything works fine. But when it’s iOS 15 or above, it doesn’t work as intended. Has anyone faced this issue as well?
Hey y'all, trying out the AR Foundation samples from github for the first time. When I run it in editor, it creates a "Simulated Environment Scene" - I'm trying to figure out where that comes from, and how to customize it. Any tips appreciated!
is there a way to use AR but display a normal camera?
so using the ar camera to track a face but showing a regular gameplay/ui elements
whenever I run my game it seems to not show the UI i built
not sure if its cuz of AR camera doing something or related to some other problem
Maybe my question should be, how do i display UI in AR? normal way doesnt seem to be working so far :S
You can / often do / layer your cameras. Your camera is probably drawing to a render texture on a UI. So you can just add it on top of that UI
But you can also create multiple cameras, change the culling to only show UI, and place it in front of the other cameras rendering
Library\PackageCache\com.unity.mars-ar-foundation-providers@1.4.1\Runtime\Scripts\ARFoundationMeshProvider.cs(220,61): error CS1061: 'XRMeshSubsystem' does not contain a definition for 'GetFaceClassifications' and no accessible extension method 'GetFaceClassifications' accepting a first argument of type 'XRMeshSubsystem' could be found (are you missing a using directive or an assembly reference?)
Library\PackageCache\com.unity.mars-ar-foundation-providers@1.4.1\Runtime\Scripts\ARFoundationMeshProvider.cs(156,39): error CS1061: 'XRMeshSubsystem' does not contain a definition for 'SetClassificationEnabled' and no accessible extension method 'SetClassificationEnabled' accepting a first argument of type 'XRMeshSubsystem' could be found (are you missing a using directive or an assembly reference?)
Library\PackageCache\com.unity.mars-ar-foundation-providers@1.4.1\Runtime\Scripts\ARFoundationMeshProvider.cs(43,73): error CS0246: The type or namespace name 'ARMeshClassification' could not be found (are you missing a using directive or an assembly reference?)
This error comes when we build AR Bodytracking with Unity Mars
If anyone have any idea about this one please helo me out from...
Hello All,
I am new around here, I have a question and I'd appreciate it if any one of you can share any insight About the Vuforia Ground plane detection to make it work in Google Play services Ar Support (i.e Andriod Devices not mentioned in Vuforia recommended devices )
I tried to do this, in unity simulator it seems fine
But when i build its still wrong
Built version
Simulator
Im not sure whats going wrong
Welp i was building the wrong scene 🙃🙃🙃🙃
I have an issue with Vuforia, my camera shaking too much also with few model in the scene.
How can I fix this? This happen so many times
Has anyone here used Azure Mesh successfully? Does it compliment existing multiplayer frameworks like PUN or Normcore? Or is it an alternative?
Hey rich programmers,
I'm currently working on an indoor navigation AR app, I've found a problem with rendering a line that shows the user a path to the target location.
https://photos.app.goo.gl/wsck1HSumrJgFNRr6
Changing the alignment of the line renderer didn't help, but the surfaces people walk on are not flat as well.
Maybe you know what could go wrong?
@snow plank #📖┃code-of-conduct for collab/jobs posts location
What plugins would you use to get AR + VR into a mobile app? Vuforia doesn't support VR anymore.
Depends on what you want to do.
Nothing I know combines mobile AR and 'normal' VR in 1 package. You can manually manage this with xr management probably.
Oculus had AR + VR, but only as passthrough on the quest
We've done AR+VR with OpenCV, but I wouldn't recommend it
My AR object has a front and back side. It is a flat card. I want to rotate my object, this also works, but only the front side is visible and the back side is invisible. How can I make both sides visible?
We used Vuforia + (old) Google Cardboard in a previous project. Can't get current Vuforia + (new) Google Cardboard to play nicely together
I'm in a class where we are learning about AR. I'm using a device loaned from the school that is supposed to be pretty good, but it seems like the AR is not really recognizing the environment very well at all. This image is using AR foundation and is supposed to recognize planes and show them, but as you can see, it's kind of trash. Is this a hardware issue, or an OS issue, or is it something in the project I can fix?
Trying to build an AR app on windows and test it with Unity Remote 5 on my IOS device. Any reason why that should not work? I can not seem to be able to do so
Unity Remote streams a video from your PC to the phone, and sends input from the phone to the PC
It's also very picky when it wants to work
Check Carwash's reply
The only way to test on device with AR Foundation is AR Foundation remote from Dilmer afaik
@warm abyss am I able to test from windows to iOS?
No
ARKit and ARCore needs to run on device. MAYBE with AR Foundation 5.0 it does something since it has in-editor testing, but don't know enought about that
@warm abyss but if I have Mac than I am able to test to iPhone?
No
Mac doesn't have ARKit
Only way to maybe get it working if you use AR foundation is the AR Remote asset I think
So what computer should I be using? Or does it matter? I have been trying with windows for days using Unity remote 5 but haven’t been able to get it to work
@warm abyss
Again, AR doesn't work with unity remote, this was the first reply
The host machine doesn't matter, since arcore runs on android only and arkit runs on ios/ipados only @sour orchid
Okay, I will give that a try. Thanks for the help👍🏻
If anyone here has experience with the Azure Kinect DK from Microsoft and Unity, please ping me ❤️
I do, but I don't like working on Azure Kinect, and would rather not provide one on one support for it.
If possible I'd recommend just asking for help on the problem
@copper latch #📖┃code-of-conduct for job posts location
Hi, I'm trying to create a game that is similiar to AR Merge Cube. The player have the see-through effect of the virtual world inside a box of markers. Does perhaps someone have ideas how this could be achieved?
How can i fix this errors in Unity 2021.3.5LTS ?
Maybe try the preview package? @heady lava
And make sure visual studio is linked and you regenerated the solutions in preferences - third party tools
I tried preview and this happens after im upgrade my project from 2020.3LTS to 2021.3LTS
Did you do what I said in 3rd party tools?
yes i did and its didn't help
Looks like you're missing iOS build support.
sry, but i installed necessary modules. And still has errors
Works for me in 2021.3.0 on Windows, with or without iOS build support. Does this happen when opening the project or when building? Something else?