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AR Foundation Remote | Test and debug your AR project in the Editor

Discussion in 'Assets and Asset Store' started by KyryloKuzyk, May 26, 2020.

  1. NitinAltran

    NitinAltran

    Joined:
    Mar 9, 2021
    Posts:
    8
    Thanks for the reply the 3d reticle now works not the best way but it takes a bit long and can do positioning in the environment however I am still unable to use the collider scene and throw objects in the environment as well
    also, I have noticed that on stoping the unity editor window the companion app crashes sometimes and freezes as well
    and needs to be restarted again for debugging again.

    Also, I have encountered that on stopping my PC and restarting the application needs to be re-installed in the device every time a re-start is done and change of networks were required as well some times,
     
  2. Funky_Coaster

    Funky_Coaster

    Joined:
    Sep 30, 2017
    Posts:
    1
    Hi & happy new year! Thanks for making this tool. I've purchased version 1. I'm having trouble setting it up from Windows for my iPhone (I do not own a Mac or Android phone). I've read the documentation but I've encountered a few roadblocks.

    1) What exactly needs to go on my private repository so that Unity Cloud Build can build the AR Companion app? Do I only need to add
    1. 'Packages/com.unity.xr.arfoundation@x.x.x'
    2. 'Assets/Plugin/ARFoundationRemoteInstaller'
    or should the entire project / other files also be added?

    2) According to my understanding, the features needed from Unity Cloud Build are not available to free users and building it on UCB requires me to pay for an advanced user subscription, correct?

    3) Once I've built it on UCB, I should be able to use build sharing to scan a QR and access the app on my phone, then from this point onwards, I can start developing my AR app without having to worry about setup?

    Thanks for your help. :)
     
  3. KyryloKuzyk

    KyryloKuzyk

    Joined:
    Nov 4, 2013
    Posts:
    1,144
    UPDATE:
    Please join the GitHub discussion if you have more questions about the ARCore Depth Lab.

    ORIGINAL RESPONSE:
    As far as I remember, the ARCore Depth Lab samples use a special shader that converts depth texture to collider. This shader is not designed to work in the Editor.

    Could you please send me your manifest.json file? I experienced a similar crash with some specific combination of AR Foundation and arcore-unity-extensions.
     
    Last edited: Jul 20, 2022
  4. KyryloKuzyk

    KyryloKuzyk

    Joined:
    Nov 4, 2013
    Posts:
    1,144
    These two folders will not be enough. There are also manifest.json and the Assets/XR folder. Adding an entire folder to the repository is still the safest way.

    Yes, UCB is a paid feature and it cost 9 USD per month the last time I checked.

    Yes, this is correct. You have to set up the AR Companion only once, then you can develop your app in the Editor. Please keep in mind that changing any AR-related package will require a fresh build of the AR Companion app.
     
  5. trnq1ll0

    trnq1ll0

    Joined:
    Aug 30, 2019
    Posts:
    50
    Thank you for your support,

    after the new year change Iam back on my topic: No camera image on the device or in the Editor.

    Yes. I also tried some of your sample projects, but I only get the background image on the device and in the editor.

    1.) Packages/manifest.json

    Code (CSharp):
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    359.     },
    360.     "com.unity.modules.director": {
    361.       "version": "1.0.0",
    362.       "depth": 0,
    363.       "source": "builtin",
    364.       "dependencies": {
    365.         "com.unity.modules.audio": "1.0.0",
    366.         "com.unity.modules.animation": "1.0.0"
    367.       }
    368.     },
    369.     "com.unity.modules.imageconversion": {
    370.       "version": "1.0.0",
    371.       "depth": 0,
    372.       "source": "builtin",
    373.       "dependencies": {}
    374.     },
    375.     "com.unity.modules.imgui": {
    376.       "version": "1.0.0",
    377.       "depth": 0,
    378.       "source": "builtin",
    379.       "dependencies": {}
    380.     },
    381.     "com.unity.modules.jsonserialize": {
    382.       "version": "1.0.0",
    383.       "depth": 0,
    384.       "source": "builtin",
    385.       "dependencies": {}
    386.     },
    387.     "com.unity.modules.particlesystem": {
    388.       "version": "1.0.0",
    389.       "depth": 0,
    390.       "source": "builtin",
    391.       "dependencies": {}
    392.     },
    393.     "com.unity.modules.physics": {
    394.       "version": "1.0.0",
    395.       "depth": 0,
    396.       "source": "builtin",
    397.       "dependencies": {}
    398.     },
    399.     "com.unity.modules.physics2d": {
    400.       "version": "1.0.0",
    401.       "depth": 0,
    402.       "source": "builtin",
    403.       "dependencies": {}
    404.     },
    405.     "com.unity.modules.screencapture": {
    406.       "version": "1.0.0",
    407.       "depth": 0,
    408.       "source": "builtin",
    409.       "dependencies": {
    410.         "com.unity.modules.imageconversion": "1.0.0"
    411.       }
    412.     },
    413.     "com.unity.modules.subsystems": {
    414.       "version": "1.0.0",
    415.       "depth": 1,
    416.       "source": "builtin",
    417.       "dependencies": {
    418.         "com.unity.modules.jsonserialize": "1.0.0"
    419.       }
    420.     },
    421.     "com.unity.modules.terrain": {
    422.       "version": "1.0.0",
    423.       "depth": 0,
    424.       "source": "builtin",
    425.       "dependencies": {}
    426.     },
    427.     "com.unity.modules.terrainphysics": {
    428.       "version": "1.0.0",
    429.       "depth": 0,
    430.       "source": "builtin",
    431.       "dependencies": {
    432.         "com.unity.modules.physics": "1.0.0",
    433.         "com.unity.modules.terrain": "1.0.0"
    434.       }
    435.     },
    436.     "com.unity.modules.tilemap": {
    437.       "version": "1.0.0",
    438.       "depth": 0,
    439.       "source": "builtin",
    440.       "dependencies": {
    441.         "com.unity.modules.physics2d": "1.0.0"
    442.       }
    443.     },
    444.     "com.unity.modules.ui": {
    445.       "version": "1.0.0",
    446.       "depth": 0,
    447.       "source": "builtin",
    448.       "dependencies": {}
    449.     },
    450.     "com.unity.modules.uielements": {
    451.       "version": "1.0.0",
    452.       "depth": 0,
    453.       "source": "builtin",
    454.       "dependencies": {
    455.         "com.unity.modules.ui": "1.0.0",
    456.         "com.unity.modules.imgui": "1.0.0",
    457.         "com.unity.modules.jsonserialize": "1.0.0",
    458.         "com.unity.modules.uielementsnative": "1.0.0"
    459.       }
    460.     },
    461.     "com.unity.modules.uielementsnative": {
    462.       "version": "1.0.0",
    463.       "depth": 1,
    464.       "source": "builtin",
    465.       "dependencies": {
    466.         "com.unity.modules.ui": "1.0.0",
    467.         "com.unity.modules.imgui": "1.0.0",
    468.         "com.unity.modules.jsonserialize": "1.0.0"
    469.       }
    470.     },
    471.     "com.unity.modules.umbra": {
    472.       "version": "1.0.0",
    473.       "depth": 0,
    474.       "source": "builtin",
    475.       "dependencies": {}
    476.     },
    477.     "com.unity.modules.unityanalytics": {
    478.       "version": "1.0.0",
    479.       "depth": 0,
    480.       "source": "builtin",
    481.       "dependencies": {
    482.         "com.unity.modules.unitywebrequest": "1.0.0",
    483.         "com.unity.modules.jsonserialize": "1.0.0"
    484.       }
    485.     },
    486.     "com.unity.modules.unitywebrequest": {
    487.       "version": "1.0.0",
    488.       "depth": 0,
    489.       "source": "builtin",
    490.       "dependencies": {}
    491.     },
    492.     "com.unity.modules.unitywebrequestassetbundle": {
    493.       "version": "1.0.0",
    494.       "depth": 0,
    495.       "source": "builtin",
    496.       "dependencies": {
    497.         "com.unity.modules.assetbundle": "1.0.0",
    498.         "com.unity.modules.unitywebrequest": "1.0.0"
    499.       }
    500.     },
    501.     "com.unity.modules.unitywebrequestaudio": {
    502.       "version": "1.0.0",
    503.       "depth": 0,
    504.       "source": "builtin",
    505.       "dependencies": {
    506.         "com.unity.modules.unitywebrequest": "1.0.0",
    507.         "com.unity.modules.audio": "1.0.0"
    508.       }
    509.     },
    510.     "com.unity.modules.unitywebrequesttexture": {
    511.       "version": "1.0.0",
    512.       "depth": 0,
    513.       "source": "builtin",
    514.       "dependencies": {
    515.         "com.unity.modules.unitywebrequest": "1.0.0",
    516.         "com.unity.modules.imageconversion": "1.0.0"
    517.       }
    518.     },
    519.     "com.unity.modules.unitywebrequestwww": {
    520.       "version": "1.0.0",
    521.       "depth": 0,
    522.       "source": "builtin",
    523.       "dependencies": {
    524.         "com.unity.modules.unitywebrequest": "1.0.0",
    525.         "com.unity.modules.unitywebrequestassetbundle": "1.0.0",
    526.         "com.unity.modules.unitywebrequestaudio": "1.0.0",
    527.         "com.unity.modules.audio": "1.0.0",
    528.         "com.unity.modules.assetbundle": "1.0.0",
    529.         "com.unity.modules.imageconversion": "1.0.0"
    530.       }
    531.     },
    532.     "com.unity.modules.vehicles": {
    533.       "version": "1.0.0",
    534.       "depth": 0,
    535.       "source": "builtin",
    536.       "dependencies": {
    537.         "com.unity.modules.physics": "1.0.0"
    538.       }
    539.     },
    540.     "com.unity.modules.video": {
    541.       "version": "1.0.0",
    542.       "depth": 0,
    543.       "source": "builtin",
    544.       "dependencies": {
    545.         "com.unity.modules.audio": "1.0.0",
    546.         "com.unity.modules.ui": "1.0.0",
    547.         "com.unity.modules.unitywebrequest": "1.0.0"
    548.       }
    549.     },
    550.     "com.unity.modules.vr": {
    551.       "version": "1.0.0",
    552.       "depth": 0,
    553.       "source": "builtin",
    554.       "dependencies": {
    555.         "com.unity.modules.jsonserialize": "1.0.0",
    556.         "com.unity.modules.physics": "1.0.0",
    557.         "com.unity.modules.xr": "1.0.0"
    558.       }
    559.     },
    560.     "com.unity.modules.wind": {
    561.       "version": "1.0.0",
    562.       "depth": 0,
    563.       "source": "builtin",
    564.       "dependencies": {}
    565.     },
    566.     "com.unity.modules.xr": {
    567.       "version": "1.0.0",
    568.       "depth": 0,
    569.       "source": "builtin",
    570.       "dependencies": {
    571.         "com.unity.modules.physics": "1.0.0",
    572.         "com.unity.modules.jsonserialize": "1.0.0",
    573.         "com.unity.modules.subsystems": "1.0.0"
    574.       }
    575.     }
    576.   }
    577. }
    578.  
    2.) Device: iPad 6th Gen - iOS 15

    3.) The render pipeline is URP. And I think everything is set correctly, because everything works fine for my colleague who created the project.

    4.) Yes. The App is working fine.
     
  6. KyryloKuzyk

    KyryloKuzyk

    Joined:
    Nov 4, 2013
    Posts:
    1,144
    @trnq1ll0 Thanks for sending me your manifest.json file. I just created a fresh Unity 2021.2.4 project with your dependencies, and everything works fine for me.
    Can you please export your URP settings to a *.unitypackage file so I can test your setup on my side?

    If you have any idea what is different between your and your colleague's setups, please share.
     
    Last edited: Jan 11, 2022
  7. trnq1ll0

    trnq1ll0

    Joined:
    Aug 30, 2019
    Posts:
    50
    hOLYmOLY.. it's only about the checkbox: "Initialize XR at startup". It was not checked and when I check it, everything works fine. Normally it is not checked because we initialize it by code.
    Thank you.
     
    KyryloKuzyk likes this.
  8. victor_unity395

    victor_unity395

    Joined:
    Dec 20, 2021
    Posts:
    2
    Hello! I'm getting an error after an early install. I tried digging through this thread but couldn't find the exact error. In trying to run any example scene, I'm getting the following.

    I've followed instructions as far as I can tell. Imported AR Foundation and AR Core XR. Embedded the project, built the Companion app. Have the IP pointing correctly. The app turns the camera on, but the Unity Editor throws the error. I have "Initialize XR on Startup" checked in XR Plugin Management, as well as "AR Foundation Remote" checked in the PC Mac & Linux Standalone, and in Android I have ARCore checked and Initialize XR on startup checked. I'm testing on Android.

    I feel like there must be a setting or import that I'm missing somewhere -- the error below seems to point to "FaceEditor" error, but this same error happens on the AnchorsExample Scene, Compass Scene, Plane and Cloud Points, etc.

    Any ideas?

    Code (CSharp):
    1.  
    2. AssertionException: Assertion failure. Value was Null
    3. Expected: Value was not Null
    4. UnityEngine.Assertions.Assert.Fail (System.String message, System.String userMessage) (at <0ee480759f3d481d82ada245dc74f9fd>:0)
    5. UnityEngine.Assertions.Assert.IsNotNull[T] (T value, System.String message) (at <0ee480759f3d481d82ada245dc74f9fd>:0)
    6. UnityEngine.Assertions.Assert.IsNotNull[T] (T value) (at <0ee480759f3d481d82ada245dc74f9fd>:0)
    7. ARFoundationRemote.Editor.ARFaceEditorMemorySafetyErrorFixer.IsFixApplied () (at Library/PackageCache/com.kyrylokuzyk.arfoundationremote@423e6f80df5f-1641812027000/Editor/FixesForEditorSupport/ARFaceEditorMemorySafetyErrorFixer.cs:39)
    8. ARFoundationRemote.Editor.ARFaceEditorMemorySafetyErrorFixer.ApplyIfNeeded () (at Library/PackageCache/com.kyrylokuzyk.arfoundationremote@423e6f80df5f-1641812027000/Editor/FixesForEditorSupport/ARFaceEditorMemorySafetyErrorFixer.cs:16)
    9. ARFoundationRemote.Editor.FixesForEditorSupport.Apply () (at Library/PackageCache/com.kyrylokuzyk.arfoundationremote@423e6f80df5f-1641812027000/Editor/FixesForEditorSupport/FixesForEditorSupport.cs:55)
    10. ARFoundationRemote.Editor.FixesForEditorSupport+<tryApplyFixes>d__2.MoveNext () (at Library/PackageCache/com.kyrylokuzyk.arfoundationremote@423e6f80df5f-1641812027000/Editor/FixesForEditorSupport/FixesForEditorSupport.cs:41)
    11. UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <0ee480759f3d481d82ada245dc74f9fd>:0)
    12.  
     
  9. KyryloKuzyk

    KyryloKuzyk

    Joined:
    Nov 4, 2013
    Posts:
    1,144
    Hmm, this is strange. If your app initializes AR manually, this checkbox should not make any difference. I'll try to replicate this issue on my side and see if it's connected to the plugin or to how AR Foundation works.
     
  10. KyryloKuzyk

    KyryloKuzyk

    Joined:
    Nov 4, 2013
    Posts:
    1,144
    Could you please provide more info so I can replicate the issue on my side?
    1. Please send me your manifest.json file.
    2. Plugin version. You can find it in the Packages/AR Foundation Remote/package.json file.
    3. Unity version. Windows or macOS?

    This error will likely go away if you update the AR Foundation to a verified version.
     
  11. victor_unity395

    victor_unity395

    Joined:
    Dec 20, 2021
    Posts:
    2
    Hello,

    - Manifest.json pasted below
    - Plugin version is 2.0.18
    - AR Foundation version is 4.1.9 (verified)
    - Unity version 2020.3.25f1, Windows

    Code (JavaScript):
    1. {
    2.   "dependencies": {
    3.     "com.unity.collab-proxy": "1.15.4",
    4.     "com.unity.ide.rider": "2.0.7",
    5.     "com.unity.ide.visualstudio": "2.0.12",
    6.     "com.unity.ide.vscode": "1.2.4",
    7.     "com.unity.render-pipelines.universal": "10.7.0",
    8.     "com.unity.test-framework": "1.1.29",
    9.     "com.unity.textmeshpro": "3.0.6",
    10.     "com.unity.timeline": "1.4.8",
    11.     "com.unity.ugui": "1.0.0",
    12.     "com.unity.xr.arcore": "4.1.9",
    13.     "com.unity.xr.arfoundation": "4.1.9",
    14.     "com.unity.modules.ai": "1.0.0",
    15.     "com.unity.modules.androidjni": "1.0.0",
    16.     "com.unity.modules.animation": "1.0.0",
    17.     "com.unity.modules.assetbundle": "1.0.0",
    18.     "com.unity.modules.audio": "1.0.0",
    19.     "com.unity.modules.cloth": "1.0.0",
    20.     "com.unity.modules.director": "1.0.0",
    21.     "com.unity.modules.imageconversion": "1.0.0",
    22.     "com.unity.modules.imgui": "1.0.0",
    23.     "com.unity.modules.jsonserialize": "1.0.0",
    24.     "com.unity.modules.particlesystem": "1.0.0",
    25.     "com.unity.modules.physics": "1.0.0",
    26.     "com.unity.modules.physics2d": "1.0.0",
    27.     "com.unity.modules.screencapture": "1.0.0",
    28.     "com.unity.modules.terrain": "1.0.0",
    29.     "com.unity.modules.terrainphysics": "1.0.0",
    30.     "com.unity.modules.tilemap": "1.0.0",
    31.     "com.unity.modules.ui": "1.0.0",
    32.     "com.unity.modules.uielements": "1.0.0",
    33.     "com.unity.modules.umbra": "1.0.0",
    34.     "com.unity.modules.unityanalytics": "1.0.0",
    35.     "com.unity.modules.unitywebrequest": "1.0.0",
    36.     "com.unity.modules.unitywebrequestassetbundle": "1.0.0",
    37.     "com.unity.modules.unitywebrequestaudio": "1.0.0",
    38.     "com.unity.modules.unitywebrequesttexture": "1.0.0",
    39.     "com.unity.modules.unitywebrequestwww": "1.0.0",
    40.     "com.unity.modules.vehicles": "1.0.0",
    41.     "com.unity.modules.video": "1.0.0",
    42.     "com.unity.modules.vr": "1.0.0",
    43.     "com.unity.modules.wind": "1.0.0",
    44.     "com.unity.modules.xr": "1.0.0"
    45.   }
    46. }
    47.  
     
  12. KyryloKuzyk

    KyryloKuzyk

    Joined:
    Nov 4, 2013
    Posts:
    1,144
    Thank you for the info! I was managed to reproduce the issue.
    So the issue was in plugin compatibility with the recently released AR Foundation 4.1.9. They backported this fix from AR Foundation 4.2.0 to 4.1.9 and I didn't account for it:
    Please update to plugin version 2.0.18-release.1 for the fix. Huge thanks for finding the bug!
     
    victor_unity395 likes this.
  13. pwojciechowski

    pwojciechowski

    Joined:
    Jun 15, 2019
    Posts:
    4
    I got errors like that.

    AR Foundation Remote: please focus Game View to simulate Input Manager (Old) UI events in Editor.

    I would really appreciate to use UnityEditor DeviceSimulator window not Game View. This window is correctly scaled to selected device resolution and match connected device resolution much better. And works good with UI scaling

    Is it possible? To get rid of this errors?
     
    KyryloKuzyk likes this.
  14. KyryloKuzyk

    KyryloKuzyk

    Joined:
    Nov 4, 2013
    Posts:
    1,144
    I'll fix this in the next plugin version, thank you!
     
  15. Analyst578

    Analyst578

    Joined:
    Oct 9, 2019
    Posts:
    3
    Hi , does this support backcamera face tracking and can we augment a hat on the people face ? does it support occlusion , I need to create an AR GPS location based app where I need to place AR objects on specific coordinates and also the people if detected there should have hats on their face
     
  16. KyryloKuzyk

    KyryloKuzyk

    Joined:
    Nov 4, 2013
    Posts:
    1,144
    Neither ARKit nor ARCore support face tracking on the rear camera. ARKit only supports face tracking on the user-facing camera with simultaneously tracking the physical environment using the rear camera. But this is not what you want:
    https://developer.apple.com/documen...mbining_user_face-tracking_and_world_tracking
    Yes.
    Unfortunately, this is not currently possible with ARKit/ARCore. My plugin doesn't add any additional functionality to what AR Foundation can do, so the plugin won't be helpful here.
     
  17. danylobekhter

    danylobekhter

    Joined:
    Oct 20, 2020
    Posts:
    2
    Шановний Кириле, I bought your Remote 2.0 extension today since it's described as compatible with input and meshing. After trying to run the mesh classification and object placing demo project in combination with your plugin, I got a multitude of errors and the UI wouldn't appear on the device or in the editor. Do I somehow need to adjust the Unity's demo project for it to be compatible with your plugin?
    Image 1.png Image 2.png
     
  18. ina

    ina

    Joined:
    Nov 15, 2010
    Posts:
    1,085
    I removed an old ARFoundationRemote and updated to the latest and it seems `ARFoundationRemote.Runtime` no longer exists? What has this been replaced with?
     
  19. KyryloKuzyk

    KyryloKuzyk

    Joined:
    Nov 4, 2013
    Posts:
    1,144
    Could you please provide a full error log so I can understand where it comes from?

    Please also try to re-import the 'Packages/AR Foundation Remote' folder by pressing the right mouse button -> 'Reimport'. If it will not help, please uninstall the plugin completely, then restart Unity, and make a fresh install.
     
    Last edited: Feb 8, 2022
  20. KyryloKuzyk

    KyryloKuzyk

    Joined:
    Nov 4, 2013
    Posts:
    1,144
    Meshing is a special case that requires minor tweaks to the existing code. Please find the MeshClassificationFrackingFixed.cs that comes with the plugin for the example.

    To adapt the arfoundation-demos's MeshClassificationManager.cs to work with the plugin, please add these lines at the top of the script:
    Code (CSharp):
    1. #if UNITY_EDITOR
    2.     using XRMeshSubsystem = ARFoundationRemote.Runtime.IXRMeshSubsystem;
    3. #endif
    4. using ARFoundationRemote.Runtime;
    I'll add this info to the plugin's documentation, thank you for pointing out the issue!
     
  21. Griffo

    Griffo

    Joined:
    Jul 5, 2011
    Posts:
    700
    Updated Unity to 2020.3.25f1 and now in my AR project I have white shadow and if I use AR Companion to run the project through the inspector when I touch the screen to place an object I get the red error -

    ObjectDisposedException: Cannot access a disposed object.
    Object name: 'The NativeArray has been disposed, it is not allowed to access it.

    in the below line of code.

    Code (CSharp):
    1. if (raycastManager.Raycast(touch.position, hits, TrackableType.PlaneWithinPolygon))
    But if I run my project in 2020.3.15f2 everything is fine, no errors, and I can place objects.

    AR Foundation 4.1.7
    ARCore XR Plugin 4.1.7
    ARKit XR Plugin 4.1.7

    Any help would be greatly appreciated.

    Kevin.
     
  22. KyryloKuzyk

    KyryloKuzyk

    Joined:
    Nov 4, 2013
    Posts:
    1,144
    Hmm, I don't see how this Unity upgrade could produce this error.
    Could you please provide a full stack trace of the error?
     
  23. danylobekhter

    danylobekhter

    Joined:
    Oct 20, 2020
    Posts:
    2
    Thank you, this helped with one of the errors. However I am still getting all other sorts of errors, such as:

    A Native Collection has not been disposed, resulting in a memory leak. Enable Full StackTraces to get more details.

    (in Unity) and

    ARCompanionARDemos[1814:955840] CoreText note: Client requested name ".SFUI-CondensedLightG3", it will get TimesNewRomanPSMT rather than the intended font. All system UI font access should be through proper APIs such as CTFontCreateUIFontForLanguage() or +[UIFont systemFontOfSize:].

    and

    ARCompanionARDemos[1814:955840] Could not find mesh in processing list
    ARCompanionARDemos[1814:956617] Could not find mesh in pending list

    (in Xcode). These errors completely clutter the consoles and get in the way of my actual project debugging. I do not want to spend extra time resolving every single issue that is related to the plugin instead of working on my actual project.

    Besides, my iPad has distorted UI elements and I can only interact with the UI on my computer, I do not like that.

    Overall, I would like to get a refund since, unfortunately, the plugin turned out not to be as useful for me as I was hoping it would be.
     

    Attached Files:

  24. KyryloKuzyk

    KyryloKuzyk

    Joined:
    Nov 4, 2013
    Posts:
    1,144
    I'm sorry to hear that. Please send me the invoice number and I'll issue a refund.

    In case you would like to help me solve your issue before the refund, here is what you try to do:
    1. Please try to build the AR Companion app from a fresh project. Here is how:
    2. Run the meshing examples that come with the plugin and tell if you still have the errors.

    Please set the Game View windows resolution to match the AR device resolution. There is a warning in the console that informs what resolution your AR device has.
     
  25. AnthonyJackson81

    AnthonyJackson81

    Joined:
    May 30, 2019
    Posts:
    32
    135 euros? Are you out of your mind. Yes its useful, and at the moment you can barely develop without it. But the price!!!!!! Id literally rather click build and wait 5mins.
     
  26. KyryloKuzyk

    KyryloKuzyk

    Joined:
    Nov 4, 2013
    Posts:
    1,144
    Version 1.0 costs $80 and is an up-to-date version that constantly receives updates and bug fixes. With every new AR Foundation version, all v1.0 customers have received a free update for two years already.

    You only need v2.0 if you want the extra features that it provides. Moreover, all customers of v1.0 can upgrade to v2.0 for only the price difference between the two versions.
    I believe it's a fair business model that brings the best quality product to my customers.
     
    Last edited: Feb 19, 2022
  27. Volkerku

    Volkerku

    Joined:
    Nov 23, 2016
    Posts:
    114
    Custom AR camera background material/shader.
    I edited the existing
    Unlit/ARKitBackground

    butr get the error message from AR Remote:
    Background camera material doesn't contain property with name _textureY. Please ensure AR Companion app is running the same build target and same render pipeline as Editor."
     
  28. KyryloKuzyk

    KyryloKuzyk

    Joined:
    Nov 4, 2013
    Posts:
    1,144
    ARKit uses two textures (_textureY and _textureCbCr) to display the camera video:
    https://en.wikipedia.org/wiki/YCbCr

    The error you receive appears when the plugin detects that a camera shader doesn't have the necessary texture.

    If your goal is to increase the brightness of the video, then your shader has to have these two textures.
    _textureY is responsible for luminance, so I guess you need to manipulate this texture in your custom shader to increase the brightness.
     
  29. Petricevic

    Petricevic

    Joined:
    May 28, 2021
    Posts:
    7
    Hi,

    I have an issue with AR Foundation Remote 2.0.10 and the Unity Test Runner. Sometimes a Play Mode Test fails because AR Foundation Remote can't connect to the Companion App and throws an error. There is no Companion App running in that case.

    Of course it would be possible to use UnityEngine.TestTools.LogAssert.Expect to ignore the error, but then I'd have to add that to every unit test and I don't want to couple the tests to AR Foundation Remote in any way, since these tests have nothing to do with AR Foundation Remote.

    Is there a way to disable AR Foundation Remote on all Play Mode tests or just a TestFixture?

    Test Runner log output:
     
  30. KyryloKuzyk

    KyryloKuzyk

    Joined:
    Nov 4, 2013
    Posts:
    1,144
    Due to the war in the Ukraine I can’t provide any plugin support right now. I moved out of Kyiv to a safer place.

    Please support Ukrainian people in any way you can. All the links here are credible:
    https://how-to-help-ukraine-now.super.site
     
    Last edited: Feb 27, 2022
  31. Petricevic

    Petricevic

    Joined:
    May 28, 2021
    Posts:
    7
    All the best to you, stay safe.
     
    BBIT-SOLUTIONS likes this.
  32. amindler

    amindler

    Joined:
    May 21, 2010
    Posts:
    19
    The dev can't answer stuff for obvious reasons but I was hoping someone else here might know the answer. Using this, it runs like trash. It's almost unusable. I tried turning down the video quality considerably and also connect via cord rather than wifi. But it still chugs and will just not respond for long periods of time. It's pretty frustrating.

    If anyone's run into this and figured out a fix, I'd love to hear it!
     
  33. Joonsoo-Kim

    Joonsoo-Kim

    Joined:
    Oct 18, 2016
    Posts:
    5
    Hello,

    I was using very well of your AR Foundation Remote 1.0 asset so far.
    However, I need to use the New Input System for requirement, and I bought the 2.0 asset.

    But, I've got keep this error in console and app ui "
    AR Foundation Remote Companion App: Exception: InvalidOperationException: You are trying to read Input using the UnityEngine.Input class, but you have switched active Input handling to Input System package in Player Settings."

    Do I need special setting on project, player or remote app 2.0?
    Because, I tried all the information on your Documentation in the asset.
    (When I build AR Companion App, what Active Input Handling to use New Input System in player setting? Do I setup with "Input System Package (New) or "Both"?)

    20220307_095339.jpg 20220307_095430.jpg
     
  34. Joonsoo-Kim

    Joonsoo-Kim

    Joined:
    Oct 18, 2016
    Posts:
    5
    Never mind, I solved the problem.

    It is ARCompanion.scene problem. I put new input system, UI event component and it doesn't throw the error anymore.
     
  35. Ikaro88

    Ikaro88

    Joined:
    Jun 6, 2016
    Posts:
    300
    Hi can someone explain me the difference between
    AR Foundation Editor Remote
    and
    AR Foundation Remote 2.0?
     
  36. KyryloKuzyk

    KyryloKuzyk

    Joined:
    Nov 4, 2013
    Posts:
    1,144
    I'm sorry for the late reply.
    Unfortunately, there is currently no option to disable the plugin automatically when using Unity Test Runner. But you just disable the plugin in the XR Plug-in Management window and the plugin will not try to connect to the AR Companion app.
     
  37. KyryloKuzyk

    KyryloKuzyk

    Joined:
    Nov 4, 2013
    Posts:
    1,144
    Could you please describe in more detail what AR Foundation API does your AR project use? Do you have any errors or warnings in the console? Do you have the same issue with the examples that comes with the plugin?

    Poor performance can be explained if your project intensively uses any synchronous AR Foundation API, for example:
    ARCameraManager.currentConfiguration, ARCameraManager.GetConfigurations(), ARAnchorManager.AddAnchor(), ARAnchorManager.TryRemoveAnchor(), ARRaycastManager.Raycast(). Calling any of these methods will freeze the main Unity thread and make a network request to the AR Companion app. Calling a sync API several times a second is ok, but too many calls can cause a freeze.
     
  38. KyryloKuzyk

    KyryloKuzyk

    Joined:
    Nov 4, 2013
    Posts:
    1,144
    Please use the same settings you use for your AR project. Please keep in mind that any change to these setup requires a new AR Companion app build:
    - Active Input Handling;
    - Input System package;
    - Plugin version;
    - AR Foundation packages;
    - Color Space;
    - Render Pipeline settings;
     
  39. KyryloKuzyk

    KyryloKuzyk

    Joined:
    Nov 4, 2013
    Posts:
    1,144
    Version 2.0 brings additional features such as Session Recording, ARCore Cloud Anchors support, and New Input System support. Both versions are being supported and work with Unity 2019.2+ and AR Foundation 3.0.1+.
    Please find more details in this blog post:
    https://forum.unity.com/threads/898433/page-13#post-7419692
     
  40. Hexalted

    Hexalted

    Joined:
    Nov 16, 2017
    Posts:
    23
    Hi, thank you for that impressive tool!
    It took a bit of time to setup and some examples/forum digging to make it work with existing code but it is clearly saving me a lot of time.

    However I am unable to hit any FeaturePoint using ARRaycastManager through the Remote. FeaturePoint hits are correctly detected in builds.

    Tested using your example scene PlaneAndCloudPointsExample and selecting only Trackable Type Mask = FeaturePoint on component MultiTouchRaycastExample: no pointer is visible.

    Using ARPointCloudManager raycast does work with Remote.

    Unity 2021.2.16
    Windows---iPad
     
    KyryloKuzyk likes this.
  41. KyryloKuzyk

    KyryloKuzyk

    Joined:
    Nov 4, 2013
    Posts:
    1,144
    Hi,

    Thanks for finding the bug! I've already fixed it internally but didn't upload a new version to the Asset Store. Please send me your invoice number in a private message so I can send you a version with a fix.
     
  42. eyalfx

    eyalfx

    Joined:
    Oct 8, 2010
    Posts:
    108
    Which scene do I use to run the HumanBodyTracking3D example ? I can't find it in the sample scenes folder ? Thanks.
     
  43. eyalfx

    eyalfx

    Joined:
    Oct 8, 2010
    Posts:
    108
    Nevermind, I figured it out... You can just used the samples themselvs and it's working out of the box. I must remember a very old version of the Remote plugin... Anyways... it works great now.
     
  44. WILEz1975

    WILEz1975

    Joined:
    Mar 23, 2013
    Posts:
    375
    Hi.
    As shown from the device screenshot, I get a lot of errors. I am trying with Unity 2021.2.10f1 on Android.
    Is this Unity Version Supported?
     

    Attached Files:

  45. JudahMantell

    JudahMantell

    Joined:
    Feb 28, 2017
    Posts:
    476
    @KirillKuzyk I just downloaded 1.0, and followed all instructions, but when I try to install the AR Companion to my device (Android), I get the following errors in the console.
    upload_2022-3-31_12-6-46.png

    My device is connected via USB and the Unity Build Window recognizes it as plugged in.
    Any help would be greatly appreciated!
    Thanks!
     
  46. KyryloKuzyk

    KyryloKuzyk

    Joined:
    Nov 4, 2013
    Posts:
    1,144
    Yes, previously, you have to download the official AR Foundation Samples for the Body Tracking example.
    I just uploaded a new version of the plugin that contains Body Tracking examples. Please update to version 1.4.19-release.0/2.0.19-release.0.
     
  47. KyryloKuzyk

    KyryloKuzyk

    Joined:
    Nov 4, 2013
    Posts:
    1,144
    Yes, all versions of Unity starting from 2019.2.0 up to the latest Tech Stream 2021.2.17 are supported. Beta and alpha versions should also be supported, but I recommend using them only if you have a strong use case.
    Please check that you use the latest version of the plugin you've followed the setup steps from the Documentation.
     
  48. KyryloKuzyk

    KyryloKuzyk

    Joined:
    Nov 4, 2013
    Posts:
    1,144
    Could you please re-upload the image?
    Please find this quote from the documentation on how to connect the AR device to Unity Editor by wire:
    But I would recommend using a Wi-Fi connection because it doesn't require any additional setup steps.
     
  49. JudahMantell

    JudahMantell

    Joined:
    Feb 28, 2017
    Posts:
    476
    Hey, thanks for the reply, I apprecite it.
    To clarify, when I try to install the Companion app by pressing the Install App button in the Installer object, I get the errors, so even if I did try connecting with a wire, I wouldn't have the app to use.

    Here's the image of the errors:

    I would install it manually, but when it builds the app to a folder, I get an aab file, which I can't install.

    Thanks!
     

    Attached Files:

  50. KyryloKuzyk

    KyryloKuzyk

    Joined:
    Nov 4, 2013
    Posts:
    1,144
    Please check this thread for a possible solution:
    https://forum.unity.com/threads/uni...alid-targets-to-launch-on-for-android.695296/
    1. Try to delete the previously installed AR Companion app.
    2. Try to install the app via adb with a command: adb install -r <filename>. Please also check that you've enabled the Development mode on your Android phone.

    *.aab means App Bundle. To build a regular APK please disable this setting. Please also add custom 'AR_COMPANION' define to Scripting Define Symbols before the AR Companion app build.