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UPDATE: I think I fixed the issue with the pixelbuffer accessing bad memory thingy that makes the app crash. The solution is in the Swift code. I...
Unfortunately it doesn't work for me for some reason, it's not giving any errors yet it's not showing my variable fields :'( EDIT: Apparently it...
Indeed, but in optimal conditions, all it needs to do is analyse 1 frame, problem with that is that it needs an incredibly accurate model and...
Multithreading is easier said then done with Unity. I tried running the image analysis on another thread from within Swift (quiet easy to do) but...
I ended up using this implementation as it seems to be the only 100% working solution, the only problem I have is that it completely freezes my...
One thing you can do is check if the pixelbufferptr != System.IntPtr.Zero, works for me at least.
Reason for not doing this: if an updated version is released, you'd have to redo this so it's definitely not optimal.
Changing anything in the ARSessionNative.mm is something I would avoid at all times, either find a way within Unity to prevent ARKit from sending...
Setting the Application.Framerate to a framerate low enough to a frame rate you can maintain stable, that does seem to "solve" the problem for me....
But can you use it for image classification or object detection?
Tried that one, didn't work. Also tried LateUpdate (perhaps Update was being called at the moment the object was being created so LateUpdate being...
Update: It seems to be depending on the framerate, if I say, push the pixelbuffer through 30 times per second (a frame rate the application can...
Ok so here we are again, completely desperate this time. I was using the pixelbuffer pointer provided by Unity and passing it through in my native...
But are you waiting for enough planes to be detected? Is the environment lit up enough? And do your surfaces have some texture, some recognisable...
Make sure enough planes are detected before placing the object, move slowly, look for a good lit environment and don't point your camera at a...
Also make sure to check your rendering queue, if the AR prefab's material's rendering queue is higher than that of your virtual walls, the AR...
With virtual walls I actually meant exactly what you're doing. Have you tried with cubes instead of planes. Planes can only be viewed straight on...
Have you tried this? https://stackoverflow.com/questions/38477532/xcode-how-to-exclude-folders-from-compilation
I don't know if it's an option but you could add virtual walls on the detected planes, using those virtual walls you can have occlusion.
I suggest keeping an eye on it since I am still updating it whenever I get some spare time. I'm also planning on adding a github project. But I...