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This is just what I wanted. Thanks you so much guys!!!
I have an app that uses AR Foundation and my main camera is an AR Camera. I have world space UI that gets rendered on walls which overlaps with...
@Kurt-Dekker any pointers (Pun intended) on how to do this the other way. I am trying to send array of floats from iOS plugin to unity C#. Thanks!
@TreyK-47 any rough estimate on when will we get the smoothSceneDepth?
@bgolus So I don't know if the SortingGroup will work in my case. I don't have 2 planes actually, I am applying the material on ARKit generated...
@bgolus Thanks, I will give this a spin, I don't necessarily need to achieve this using shader graph, so shader lab code is fine. The idea here...
I am new to writing shaders, I have 2 semi transparent planes with diffuse color. They both have the same material. I want to achieve an effect...
@TreyK-47 any updates on this?
I am trying to send the scanned ARMeshObjects from Unity to my native iOS plugin. I needed some help understanding what the vertex positions mean....
@Kurt-Dekker this is so awesome!! thanks it worked!
@TreyK-47 One feature request is that the depth semantic was only enable when in the scene I add an AROcclusionManager. When this update is made...
Hi all I am trying to Send a struct in C# that has mesh data. The struct has 2 variable length float arrays for vertices and faces. I am super new...
So I also tried accessing the anchors 3 ways. 1. I called getWorldMap on the ARSession and from the world map accessed the anchor property just...
I tried an experiment where I set the class in my plugin as the delegate of the ARSession. and if I watch for the anchors in the ARFrame pointer...
@TreyK-47
I am trying to access the native ARMeshAnchor from the arsession. ARFrame.anchors property stores all these anchors and I can filter out...
@TreyK-47 I noticed a problem, this is very unity specific, but I did this in a purely native app and it works. I am trying to access the mesh...
Looking forward to it!
Thanks @TreyK-47 I had no idea that the anchors existed in the ARFrame pointer in the anchors property. This definitely helps, but I am just...