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AR Foundation 2.1 Now Available

Discussion in 'Handheld AR' started by mdurand, May 15, 2019.

  1. steego

    steego

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    Jul 15, 2010
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    No, nothing like that, the project is only meant to demonstrate how to use AR Foundation with the latest versions of the LWRP, and the only issue with that is the AR Camera Background.
     
    aalmada likes this.
  2. yolon3000

    yolon3000

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    Aug 1, 2018
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    I want to hidden the detected plane if clicked some button,if i can not modify those scripts ,how can i do ?
     
  3. shawnblais

    shawnblais

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    Oct 11, 2012
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    214
  4. wwforeverNeoWiz

    wwforeverNeoWiz

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    Jan 24, 2018
    Posts:
    1
    Android 64bit(IL2CPP) crash..

    signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0000000000000000
    *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
    Build type 'Development', Scripting Backend 'il2cpp', CPU 'arm64-v8a'
    Build fingerprint: 'samsung/hero2ltektt/hero2ltektt:8.0.0/R16NW/G935KKKU2ESA2:user/release-keys
    Revision: '8'
    pid: 6150, tid: 6188, name: UnityMain >>> <<<
    x0 0000000000000000 x1 0000000000000000 x2 0000007ec7800000 x3 0000000000000004
    x4 000000000000005b x5 0000007e91e53cef x6 0000007e91e69734 x7 73686d53ff6f6e73
    x8 0000007e91eed060 x9 0000007e91ea5520 x10 000000000000005b x11 0000000000000000
    x12 0000007eef8a25d0 x13 4a1e414eb16f5127 x14 0000007eef389000 x15 ffffffffffffffff
    x16 0000007e91ea4de0 x17 0000007e91ed13e4 x18 0000000000000009 x19 0000007e91ea5000
    x20 0000007ecac49000 x21 0000007ebec30f00 x22 0000007ecc18f190 x23 0000000000000000
    x24 0000000000000000 x25 0000000000000002 x26 0000000000000097 x27 0000007ec50807e0
    x28 0000007ece518aa0 x29 0000007ecf1a9d70 x30 0000007e91e69768
    sp 0000007ecf1a9d20 pc 0000000000000000 pstate 0000000060000000
    backtrace:


    and here 32bit(IL2CPP)

    signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00000000
    *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
    Build type 'Development', Scripting Backend 'il2cpp', CPU 'armeabi-v7a'
    Build fingerprint: 'lge/mhn_kt_kr/mhn:8.1.0/OPM1.171019.026/190582234a635:user/release-keys'
    Revision: '0'
    pid: 16140, tid: 16180, name: UnityMain >>> <<<
    r0 00000000 r1 00000000 r2 0001d1d8 r3 000056bd
    r4 00000000 r5 8d1f9170 r6 8be66000 r7 88bf975c
    r8 8d1f91fc r9 8d1f92f0 sl 00000000 fp 8d1f9068
    ip 7b47a234 sp 8d1f9040 lr 7b45d518 pc 00000000 cpsr ad1b1d10
    backtrace:
    #00 pc 00000000 <unknown/absolute>
    #01 pc 0001b514 /data/app/-LVGeaUD5k5yXtx0HssbmCw==/lib/arm/libUnityARCore.so (UnityARCore_depth_Stop+52)
    #02 pc 01752fd8 /data/app/-LVGeaUD5k5yXtx0HssbmCw==/lib/arm/libil2cpp.so
    #03 pc 008fa810 /data/app/-LVGeaUD5k5yXtx0HssbmCw==/lib/arm/libil2cpp.so
    #04 pc 0030a034 /data/app/-LVGeaUD5k5yXtx0HssbmCw==/lib/arm/libil2cpp.so
    #05 pc 003ff730 /data/app/-LVGeaUD5k5yXtx0HssbmCw==/lib/arm/libil2cpp.so

    --------- beginning of crash
    2019-05-29 16:54:40.809 16140-16180/ E/AndroidRuntime: FATAL EXCEPTION: UnityMain
    Process: , PID: 16140
    java.lang.Error: signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00000000
    Build fingerprint: 'lge/mhn_kt_kr/mhn:8.1.0/OPM1.171019.026/190582234a635:user/release-keys'
    Revision: '0'
    pid: 16140, tid: 16180, name: UnityMain >>> <<<
    r0 00000000 r1 00000000 r2 0001d1d8 r3 000056bd
    r4 00000000 r5 8d1f9170 r6 8be66000 r7 88bf975c
    r8 8d1f91fc r9 8d1f92f0 sl 00000000 fp 8d1f9068
    ip 7b47a234 sp 8d1f9040 lr 7b45d518 pc 00000000 cpsr ad1b1d10

    at Unknown.00000000(Unknown Source:0)
    at libUnityARCore.UnityARCore_depth_Stop(UnityARCore_depth_Stop:52)
    at libil2cpp.01752fd8(Native Method)
    at libil2cpp.008fa810(Native Method)
    at libil2cpp.0030a034(Native Method)
    at libil2cpp.003ff730(Native Method)
     
    Last edited: May 29, 2019
  5. straylight

    straylight

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    Jan 7, 2013
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    5
    Hi, I've been trying to get the EnvironmentProbe scene working but all i ever get is black spheres. Is there any documentation on how to get it working? Using Unity 2019.1.1 standard pipeline. iPhone 7 (ios 11.4.1)

    Thanks, J
     
    Last edited: May 30, 2019
  6. DanMillerU3D

    DanMillerU3D

    Unity Technologies

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    May 12, 2017
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    6
    Environment probes are only available in iOS 12.0+, you can check which features are supported on what iOS version in the apple documentation for ARKit in the upper left.

    https://developer.apple.com/documentation/arkit/arenvironmentprobeanchor
     
  7. Aidan-Wolf

    Aidan-Wolf

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    Jan 6, 2014
    Posts:
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    ARPlane.trackingState always equals TrackingState.Tracking making it useless.

    How do I detect when there's tracking loss?
     
  8. cabrera-juan

    cabrera-juan

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    May 30, 2019
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    3
    I'm curious how did you get this to work ? What versions of iOS/Xcode are you using ?. I've tried building my own but no luck, nothing seems to happen, no error. Same when I even try the examples they provided. Any info would be really appreciated!
     
  9. eco_bach

    eco_bach

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    Jul 8, 2013
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    1,321
    Dan
    Any chance you could provide info on how to get control over automatic updating and manual creation of Environment Probes?
    To start, simply want to 'turn off' automatic updating during runtime.


     
  10. thorikawa

    thorikawa

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    Dec 3, 2013
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    6
  11. AlbyDj90

    AlbyDj90

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    Feb 7, 2015
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    I think the new Raycast cant detect Plane With Infinity...someone can try it? (also, the Session Reset freeze my app now)
     
  12. tdmowrer

    tdmowrer

    Unity Technologies

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    Apr 21, 2017
    Posts:
    490
    Happy Friday! Updated packages have been published. Here are some notable fixes from the package change logs:

    ARCore
    • Fix documentation links (updated documentation may not have been published yet)
    • Enabling managed code stripping or IL2CPP would cause apps to fail to initialize ARCore on the first launch, just after the prompt for camera permissions. This has been fixed.
    • Reference image library generation would fail if the user's culture settings were not US-standard (e.g., using "," instead of "." for decimal values). This has been fixed.
    • Reference image library generation would fail if spaces appeared in the project's path name. This has been fixed.
    • Fix
      XRSessionSubsystem.Reset
      . Previously, this did not properly resume a running session.
    • The session subsystem reported that it did not support ARCore APK installation, which meant that consumers of this API (e.g., ARFoundation) would never prompt for installation and report the device as unsupported. This has been fixed.
    ARKit
    • Fix documentation links (updated documentation may not have been published yet)
    • Fix iOS version number parsing. This caused
      • Editor Play Mode exceptions (trying to parse a desktop OS string)
      • Incorrect handling of iOS point releases (e.g., 12.1.3)
    I've also updated the samples repo to point to the latest packages.
     
  13. shawnblais

    shawnblais

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    Cool, so apparently the new mode of interfacing with your developers is to ignore them completely.

    Just to recap what is happening here:
    Awesome work guys. 13 days and counting, can't even be bothered to respond.
     
    karsnen likes this.
  14. tdmowrer

    tdmowrer

    Unity Technologies

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    You sound frustrated, and I want you to know that we hear you.

    Well, that was one year ago, but the criticism is valid. That was never properly released (it was a side branch that only worked with a specific version IIRC). We decided to prioritize feature parity with ARCore and ARKit over editor simulation. Lack of image tracking support, for instance, was a huge pain point for a lot of folks that prevented adoption of ARFoundation.

    That was 7 months ago, though still embarrassing that more progress hasn't been made. It's going to be a focus going forward.

    I agree lack of simulation and remoting sucks. A lot of what has gone into ARFoundation recently is the result of feedback from our users, much of it from this forum. Lack of image tracking and other major capabilities provided by both ARCore and ARKit were blockers for many people adopting ARFoundation. What are some of the "esoteric features" you think we've been focusing too much on?
     
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  15. nilsdr

    nilsdr

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    Most notably (for me), multithreaded rendering appears to be supported :) this is going to make a huge difference for us.

    Could you update us on the latest recommended way to check for AR Foundation compatability in a scene before the AR scene? So without actualy starting a session.
     
  16. brunno159

    brunno159

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    Oct 24, 2014
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    Same problem here, when you build for Android image tracking just works, you point to an image and augmentation happens. If you build for IOS nothing appears, you point to unity logo and nothing appears....
     
  17. brunno159

    brunno159

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    ps im using the latest master from github
     
  18. brunno159

    brunno159

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    oh and im getting an error on xcode telling the arreferenceimages.xcasset doesnt exist, guess there might be a bug when unity exports for xcode
     
    olix4242 likes this.
  19. Jelmer123

    Jelmer123

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    Feb 11, 2019
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    I use the ARfounation 2.1 package in Unity 2019. Otherwise nothing special really. So you can build the Unity example project in XCode. You hit "play" in XCOde to deploy to your device but then nothing happens, the app doesn't deploy to your iOS device? This seems very unlikely to me. I've never experienced that XCode doesn't provide feedback. No red exclamation marks? What is does XCode say it's doing? (the status bar next to the play button)
     
    cabrera-juan likes this.
  20. cabrera-juan

    cabrera-juan

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    May 30, 2019
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    Thanks for your answer!
    I'm able to get the app running on the iOS device (iPhone X with latest iOS). But is not able to track the object, it's like only having the camera on with nothing happening. Weird thing is that when I try image tracking it works fine, but when I try object tracking nothings happen. Weird. Does the object tracking example from the repo is working for you ?
     
  21. tdmowrer

    tdmowrer

    Unity Technologies

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    If you're using the object tracking sample from the ARFoundation Samples GitHub repo, you'll need to construct the physical objects. We've got a couple of images that you can print off and fold into a cube and wrap around a soda can. There are instructions in the "Printable Templates" folder of that sample.
     
  22. cabrera-juan

    cabrera-juan

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    May 30, 2019
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    Thanks for the answer!
    And yes, I did printed and try to use the cube and the cylinder. I even tried creating another arobjects with the scanner app. I also started using LogViewer package to being able to debug on the phone, for instance on this code that's attached to the session origin I just get the logs from `Awake()` and `OnEnable()` but not the ones from `
    OnTrackedObjectsChanged()`.

    I have a code for ImageTracking that's pretty similar to this one, all seems to be working fine with that one.

    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4. using UnityEngine.XR;
    5. using UnityEngine.XR.ARKit;
    6. using UnityEngine.XR.ARFoundation;
    7. using UnityEngine.XR.ARSubsystems;
    8.  
    9. public class ObjectTracking : MonoBehaviour
    10. {
    11.   ARTrackedObjectManager m_TrackedObjectManager;
    12.  
    13.   void Awake()
    14.   {
    15.     m_TrackedObjectManager = GetComponent<ARTrackedObjectManager>();
    16.     Debug.Log("Awake of component");
    17.     Debug.Log(m_TrackedObjectManager);
    18.   }
    19.  
    20.   void OnEnable()
    21.   {
    22.     Debug.Log("OnEnable of component");
    23.     m_TrackedObjectManager.trackedObjectsChanged += OnTrackedObjectsChanged;
    24.   }
    25.  
    26.   void OnDisable()
    27.   {
    28.     Debug.Log("OnDisable of component");
    29.     m_TrackedObjectManager.trackedObjectsChanged -= OnTrackedObjectsChanged;
    30.   }
    31.  
    32.   void OnTrackedObjectsChanged(ARTrackedObjectsChangedEventArgs eventArgs)
    33.   {
    34.     Debug.Log("OnTrackedObjectsChanged");
    35.    
    36.     foreach (var trackedObject in eventArgs.added)
    37.     {
    38.       Debug.Log(trackedObject);
    39.     }
    40.  
    41.     foreach (var trackedObject in eventArgs.updated)
    42.     {
    43.       Debug.Log(trackedObject);
    44.     }
    45.   }
    46. }
    47.  
     
  23. louisch

    louisch

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    Apr 19, 2014
    Posts:
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    ARCoreBuildProcessor.cs has two variables that don't get created on Linux:
    Code (CSharp):
    1. var packagePath = Path.GetFullPath("Packages/com.unity.xr.arcore");
    2. #if UNITY_EDITOR_WIN
    3. string platformName = "Windows";
    4. string extension = ".exe";
    5. #elif UNITY_EDITOR_OSX
    6. string platformName = "MacOS";
    7. string extension = "";
    8. #endif
    9. var arcoreimgPath = Path.Combine(packagePath, "Tools~", platformName, "arcoreimg" + extension);
    Compile flags for Windows and MacOS are included, but not one for Linux, so the fields platformName and extension do not exist in the Linux editor, resulting in line 219 not compiling.
     
    Last edited: Jun 12, 2019
  24. Jelmer123

    Jelmer123

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    Feb 11, 2019
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    I scanned my own object with Apple's object scanner* and added that file to the objecttrackinglibrary in Unity. I did notice that lighting conditions and features play an important role.
    So an object with one color won't work in different lighting conditions. While objects with lots of black&white contrast work really well in all lighting conditions

    * = XCode project that you just have to build: https://developer.apple.com/documentation/arkit/scanning_and_detecting_3d_objects
     
  25. Jelmer123

    Jelmer123

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    Feb 11, 2019
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    I get an error when using image tracking on iOS13:
    Failed to set requested image library 'ReferenceImageLibrary' on ARKit - this feature only works on versions of ARKit 11.3 and newer.

    All works fine on iOS12 devices. Any idea? Maybe something goes wrong here in ARKitImageTrackingSubsystem?
    float iOSversion = float.Parse(Device.systemVersion, CultureInfo.InvariantCulture.NumberFormat);

    // No support before iOS 11.3
    if (iOSversion < 11.3)
    return;
     
  26. ziemlich3D

    ziemlich3D

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    Aug 21, 2017
    Posts:
    13
    I'm using ARFoundation 2.2.0 preview2 in combination with ARKit 2.2.0 preview 1 and Unity 2019.1.5f1. When compiling my project with xCode 10.2.1 I'm getting 6 errors after the build. All are referencing some parts of the ARFoundation 2.x: ARCollaborationData, ARSkeletonDefinition, ARBodyAnchor, ARBodyTrackingConfiguration, ARMatteGenerator and _isPlatformVersionAtLeast.
    Also there is an additional information: ld: symbol(s) not found for architecture arm64.
    I just saw the blog-entry of the new features of ARFoundation 2.2.x using ARKit 3, which sound like exact the contents of the errors I'm getting. Also the fact that in the blog-entry there is a different chipset mentioned than arm64. Might this be the cause? I'm not using this things in my project. It's only using featurepoints and planes... so quite simple.
    How can I disable this new features or how to get rid of this errors? I'm targeting not the newest devices, so arm64 is a must have for my setup.
    Finally another info: I'm also getting this when building the newest version of the ARFoundation samples from GitHub with the SampleAR-Scene.
    I'm look forward to any tip or suggestion to help me fix this issue :)
    Edit: For someone, who has the exact same problem, I found out that this issue can be to temporarely solved by downgrading the used ARKit-package to 2.1.0 preview5
     
    Last edited: Jun 9, 2019
    Y-G, Amin-, Pixygon and 1 other person like this.
  27. shawnblais

    shawnblais

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    Oct 11, 2012
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    Appreciate the response Tom, sorry for being so snarky.

    My 2 year reference is referring to the fact I build a Unity AR app, back in Dec 2017, and all of these things were working. So to return in May 2019 and find them all in various states of dis-repair is frustrating.

    In terms of esoteric features, if you look at the vast majority of AR apps, they use simple 'place object(s) on plane, control camera with phone position". That core feature set covers a solid 90% of existing AR apps imo.

    In your latest update this is what we got:
    • Motion capture
    • People occlusion
    • Face tracking enhancement including multiple faces
    • Collaborative session
    • Other improvements
    So, while basic use cases, like in-editor testing remain broken, we have a full suite of very niche features, that must have taken vastly more resources to implement than the basic features required.

    What % of dev's could use robust in-editor testing? 95%+? And what percent will ever make use of Motion Capture, or People Occlusion? <10%? And what is the LOE on In-Editor Testing vs Motion Capture? 1:10? I hope you can see my point.

    It just seems your priorities are all wrong.

    First things have to come first. Serve the core use case properly FIRST, then move onto the rest. I understand you have marketing pressures, and need to have new features to add to bullet points in a blog post, but you can't forget what is truly important which is quality of life for your developers.

    I also understand that you probably got lots of feature requests for every new API that comes into existence, but I think you may be over-reacting to a few voice on the forums, while kneecapping the 99% who were pretty happy with the previous implementation.
     
    Last edited: Jun 10, 2019
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  28. Blarp

    Blarp

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    May 13, 2014
    Posts:
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    ML/CV Motion Capture is the future of entertainment.

    Remote is heavily reliant on the graphics teams un-kludging the legacy graphics system.

    It's easier to implement a feature then get with the Graphics/Mobile/AR team about remote.

    With the new SRP (LWRP/HDRP) the graphics side is pretty effed. One of the main reasons LWRP is broken on every ARF update, if you've been following along. I'd imagine why we have been in shambles for the past few months, graphically, is because of the SRP stuff.

    Motion Capture is a real simple posenet ML model that apple tossed in that Unity just has to implement, rather than deal with the HUGE undertaking the graphics team is doing with the SRP which affects ARF remote HEAVILY.

    Not sure if that helps at all or just me rambling, but SRP/ARF has been going through MAJOR changes the past few months. Remote is pretty much dependent on the SRP being more stable.

    Having to stress out about LWRP being usable on new ARF versions has been similar to hoping Remote is usable on new versions of ARF. It's all graphics and SRP related.


    imo, all this bullshit we are dealing with is 100% worth it. Shadergraph and VFX graph is like working on a whole new gaming engine. It took me out of the particle/shader stone-age.

    But then again, I'm freelance so I can BS with my clients and theyll be cool about it. If you are missing "real" deadlines over ARF, stick to old versions. Not like Vuforia is in better shape, and we have no real options apart from those two in terms of "real" experiences.
     
    Last edited: Jun 11, 2019
    Tarrag and Amin- like this.
  29. BinaryBanana

    BinaryBanana

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    Mar 17, 2014
    Posts:
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    With the new 2D Image Tracking, can you add images to the sets in runtime (for both, ARKit and ARCore)?

    +1 to the comment for the remote tools, it's very useful!
     
  30. tdmowrer

    tdmowrer

    Unity Technologies

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    Apr 21, 2017
    Posts:
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    No, not currently. Support for this will be added in the future.
     
    andyRogerKats and edhjones like this.
  31. Jelmer123

    Jelmer123

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    Feb 11, 2019
    Posts:
    33
    After updating to iOS 12.3, image recognition stopped working! :/
    FormatException: Input string was not in a correct format.

    at System.Number.ParseSingle (System.String value, System.Globalization.NumberStyles options, System.Globalization.NumberFormatInfo numfmt) [0x00000] in

    at UnityEngine.XR.ARKit.ARKitImageTrackingSubsystem.RegisterDescriptor () [0x00000] in



    EDIT: solution is to update your ARKit package to 2.1.0-preview.5
     
    Last edited: Jun 12, 2019
  32. hitenyudiz

    hitenyudiz

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    May 11, 2017
    Posts:
    4
    Hello @tdmowrer

    A little, but a strange issue that I'm facing currently is object are sticking together when I build the app for android device.
    Current setup
    • Unity 2019.2.0bf
    • ARFoundation 2.1.0
    • LWRP 5.6.1
    • Shader graph 5.6.1
    • Enabled multithreaded rendering.
    Took three cubes, And place them in a separate position, those look okay in the editor play mode, but as soon as I build it to the android device they come together and render at the same spot.

    Any custom shader created through the shader graph is not visible in the Android build some of the game object with the custom shaders created through shader graph are sticks with the other game object in the scene and when the other game object move they move with them. everything looks okay in the editor play mode but it only acts weirdly when I build it for android device.
     
  33. Tarrag

    Tarrag

    Joined:
    Nov 7, 2016
    Posts:
    104
    This is so rad, thank you Unity team !

    But a lot of work here updating projects to the new ARSubsystem !! :eek:

    GetComponent<ARPlaneManager>().planeAdded method no longer exists, where is it now?

    If I want to build on ARF 2.1 what documentation should I refer to? Sorry, finding old documentation working and I get confused what applies, and new documentation links in this forum are broken.

    Thanks a bunch!
     
    Last edited: Jun 15, 2019
  34. Tarrag

    Tarrag

    Joined:
    Nov 7, 2016
    Posts:
    104
    If it helps anyone: GetComponent<ARPlaneManager>().planeAdded is now GetComponent<ARPlaneManager>().planesChanged see https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@2.0/manual/migration-guide.html

    Unity team, it's great work but the information is so scattered over forums posts that even google gets dizzy trying to find it hehehe, it'd be nice if you could provide one place as reference please :)

    If there was such a central location for ARF 1/2 etc where we can have all this info please share where :)
     
    Last edited: Jun 15, 2019
  35. artfail

    artfail

    Joined:
    Apr 18, 2017
    Posts:
    6
    Hi, I am migrating over from Unity's AR Kit Plugin. Are there any plans on bringing some of those examples over? I am specifically looking for eye and tongue tracking.
     
    karsnen and newguy123 like this.
  36. PixelPup

    PixelPup

    Joined:
    Mar 6, 2018
    Posts:
    18
    I have to agree with those who have already stated this. While I love the new features of ARKit 3.0, I would much rather have Unity Remote, or in Editor Simulation working. These tools are essential to working with any kind of speed and frankly without them, it's almost easier to just work in Xcode. I didn't see any clear indication that these tools are slated to be fixed for any future releases on the Roadmap. I hope this changes.
     
    newguy123 likes this.
  37. eco_bach

    eco_bach

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    Jul 8, 2013
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    Thumbs up for Editor Simulation!
     
  38. hitenyudiz

    hitenyudiz

    Joined:
    May 11, 2017
    Posts:
    4
    @tdmowrer is there any update on above issue?
     
  39. mdurand

    mdurand

    Unity Technologies

    Joined:
    Aug 1, 2016
    Posts:
    29
    Remoting and simulation for AR Foundation 2+ are still being worked on and we will update the forums when they are ready for public release.

    -Thanks,
    Mike
     
    newguy123, Blarp and edee1337 like this.
  40. karsnen

    karsnen

    Joined:
    Feb 9, 2014
    Posts:
    65
    I am too migrating from Unity's ARKit. Have been working with bitbucket repo since last year. I have a beta product and then to realize that bitbucket repo has been deprecated. Now I have to learn everything (which is not the issue) and find different way of handling things.

    I appreciate what you guys are doing. Seriously. But come on guys, there are basics that are missing. Basics such as how to move from Unity's ARKit & it's callbacks to ARFoundation's. Unity's ARKit had a lot of semblance with Apple's documentation but here, it took days to realize that Anchors are referred as reference points.

    Can you guys at-least open a thread specifically to hold questions with regards to migration from Unity's ARKit to ARFoundation's ARKit?

    namespace UnityEngine.XR.iOS; to UnityEngine.XR.ARKit

    https://forum.unity.com/threads/migrate-from-unityarkit-to-arfoundation.696458/
     
  41. zyonneo

    zyonneo

    Joined:
    Apr 13, 2018
    Posts:
    188
    Trying Image Tracking using ARfoundation.....Unity 2019.2.0b6 ...ARfoundation preview.2-2.2.0 + ARCore XR plugin preview.5-2.1.0 +ARkitXR plugin.1-2.2.0 ....New Scene >> Added ARSession>>Added ARSessionOrigin>>Addcomponent ARTrackedManagerScript>>ReferenceLibrary added one image>>Added a prefab>>ReferenceImageLibrary gave physical dimensions
    Target version 12.0

    ..Took a build in Xcode showing error.....
    Code (CSharp):
    1. Undefined symbols for architecture arm64:
    2.   "_OBJC_CLASS_$_ARCollaborationData", referenced from:
    3.       objc-class-ref in UnityARKit.a(ARKitXRSessionProvider.o)
    4.   "_OBJC_CLASS_$_ARSkeletonDefinition", referenced from:
    5.       objc-class-ref in UnityARKit.a(ARKitXRHumanBodyProvider.o)
    6.   "_OBJC_CLASS_$_ARBodyAnchor", referenced from:
    7.       objc-class-ref in UnityARKit.a(ARKitXRHumanBodyProvider.o)
    8.   "_OBJC_CLASS_$_ARBodyTrackingConfiguration", referenced from:
    9.       objc-class-ref in UnityARKit.a(ARKitXRHumanBodyProvider.o)
    10.   "_OBJC_CLASS_$_ARMatteGenerator", referenced from:
    11.       objc-class-ref in UnityARKit.a(ARKitXRHumanBodyProvider.o)
    12.   "___isPlatformVersionAtLeast", referenced from:
    13.       _UnityARKit_Camera_AcquireConfigurations in UnityARKit.a(ARKitXRCameraProvider.o)
    14.       _UnityARKit_Camera_TryGetCurrentConfiguration in UnityARKit.a(ARKitXRCameraProvider.o)
    15.       _UnityARKit_Camera_TrySetCurrentConfiguration in UnityARKit.a(ARKitXRCameraProvider.o)
    16.       (anonymous namespace)::ARKitXRCameraProvider::ResetLocalConfigurationState() in UnityARKit.a(ARKitXRCameraProvider.o)
    17.       (anonymous namespace)::ARKitXRCameraProvider::HandleARKitEvent(UnityARKitEvent, void*, int) in UnityARKit.a(ARKitXRCameraProvider.o)
    18.       _UnityARKit_EnvironmentProbeProvider_Construct in UnityARKit.a(ARKitXREnvironmentProbeWrapper.o)
    19.       _UnityARKit_EnvironmentProbeProvider_Destruct in UnityARKit.a(ARKitXREnvironmentProbeWrapper.o)
    20.       ...
    21. ld: symbol(s) not found for architecture arm64
    22. clang: error: linker command failed with exit code 1 (use -v to see invocation)
    23.  
     
    Last edited: Jun 22, 2019
  42. HidingGlass

    HidingGlass

    Joined:
    Apr 29, 2015
    Posts:
    17
    ARFoundation 2.2 is leveraging ARKit 3 which is still only available in the beta version of XCode currently (which is why XCode ic complaining about missing the HumanBody tracking features new to ARKit 3). To support the current version of XCode you can downgrade to ARFoundation 2.1. or download the beta version of XCode if you're looking to try out the ARKit 3 features.
     
  43. zyonneo

    zyonneo

    Joined:
    Apr 13, 2018
    Posts:
    188
    I removed ARFoundation 2.2 and added ARfoundationn 2.1 preview package.3...still getting the same error...I looking to do Image tracking..not ARkit3 features..
    Anything to do with ARCore XR and ARkitXRplugin?
     
    Last edited: Jun 24, 2019
  44. Alexis-Dev

    Alexis-Dev

    Joined:
    Apr 16, 2019
    Posts:
    6
    Try to downgrade: ARkitXR plugin.1-2.2.0 to ARkitXR 2.1.0 preview 5.
    This isn't ARFoundation 2.2 which need the beta version of XCode but ARkitXR 2.2.
     
    Last edited: Jun 24, 2019
    zyonneo likes this.
  45. zyonneo

    zyonneo

    Joined:
    Apr 13, 2018
    Posts:
    188
    Thanks Alexis...downgrading ARkitplugin to 2.1 did the trick...Hope they will update a stable one...
     
  46. zyonneo

    zyonneo

    Joined:
    Apr 13, 2018
    Posts:
    188
    How to add multiple images and detect them with different prefabs.....Last time the code was based on image.databasedindex.How to modify ARtrackedImageManager to show different prefabs for different images.
     
  47. Alexis-Dev

    Alexis-Dev

    Joined:
    Apr 16, 2019
    Posts:
    6
    I see two solutions:
    - Create multiple ReferenceImageLibrary and add multiple ARTrackedImageManager to ARSessionOrigin
    - Create script to check the name of your detected image (thanks to ReferenceImageLibrary) and instantiate the prefab you want

    Maybe someone will have other solutions.

    Best,
    Alexis
     
  48. hitenyudiz

    hitenyudiz

    Joined:
    May 11, 2017
    Posts:
    4
    I dig down further more. it seems like the problem is with the LWRP. with the Legacy pipeline, it works well but as soon as I convert project into LWRP..other object are sticking with the one another.
     
  49. zyonneo

    zyonneo

    Joined:
    Apr 13, 2018
    Posts:
    188
    Was trying
    Was trying this solution from your idea...The prefabs are not coming ....When I show the second image the first prefab is coming....but the debug statements are coming correctly that is when first image is shown 'Prefab1' is shown in Xcode output and silimarily for second image 'Prefab2'.I have kept the Tracked Image Prefab in the ARTrackedImageManager script as empty.

    Code (CSharp):
    1.   ARTrackedImageManager ImgTrackedmanager;
    2.    public  GameObject[] Showprefabs;
    3.  
    4. void OnTrackedImagesChanged(ARTrackedImagesChangedEventArgs eventArgs)
    5.     {
    6.         foreach (var trackedImage in eventArgs.added)
    7.         {
    8.             // Give the initial image a reasonable default scale
    9.             //trackedImage.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f);
    10.  
    11.            // Debug.Log("Image Name is .."+trackedImage.gameObject.name);
    12.             Debug.Log("Tracked Name is .." + trackedImage.referenceImage.name);
    13.  
    14.  
    15.             if(trackedImage.referenceImage.name == "imagetargets_1")
    16.             {
    17.            
    18.                 ImgTrackedmanager.trackedImagePrefab =Showprefabs[0];
    19.                 Debug.Log("Prefab1");
    20.  
    21.  
    22.             }
    23.             if(trackedImage.referenceImage.name == "imagetargets_2")
    24.             {
    25.                 ImgTrackedmanager.trackedImagePrefab =Showprefabs[1];
    26.                 Debug.Log("Prefab2");
    27.             }
    28.  
    29.         }
    30.     }
     
    Last edited: Jun 25, 2019
  50. Jelmer123

    Jelmer123

    Joined:
    Feb 11, 2019
    Posts:
    33
    Hi I'm experiencing some tearing/flickering of the background video with the FaceTracking examples. Every second or so, the background video glitches briefly.
    iPhone XS with iOS 12