Search Unity

  1. Unity 2019.4 has been released.
    Dismiss Notice
  2. Good news ✨ We have more Unite Now videos available for you to watch on-demand! Come check them out and ask our experts any questions!
    Dismiss Notice
  3. Ever participated in one our Game Jams? Want pointers on your project? Our Evangelists will be available on Friday to give feedback. Come share your games with us!
    Dismiss Notice

Unity AR Foundation v4.0 (Preview)

Discussion in 'Handheld AR' started by mfuad, May 6, 2020.

  1. mfuad

    mfuad

    Unity Technologies

    Joined:
    Jun 12, 2018
    Posts:
    58
    We have just published a new preview version of AR Foundation that brings support of new features, as well as new samples.

    What’s New
    Most notably, the latest preview version of AR Foundation 4.0 now supports ARKit 3.5, with features that use the new LiDAR Scanner and depth-sensing system on the new iPad Pro.

    Additionally, it is now possible to explicitly select which camera provided the camera texture used for pass-through video, and indicate the desired type of tracking (e.g. 3 or 6 degrees of freedom).

    Upgrading Projects
    Please refer to our documentation regarding project upgrades from AR Foundation 3.x to 4.x.

    Requirements
    • AR Foundation 4.0 requires Unity 2019.3 or later
    • Note: The new mesh functionality in ARKit requires Xcode 11.4 or later, and it only works on iOS devices with the LiDAR scanner. All other supported ARKit features remain compatible with Xcode 10.3 or later.
    Samples
    We’ve also added three new sample scenes to demonstrate these new features.

    The ClassificationMeshes scene uses the mesh classification functionality to generate colored overlays on top of the real world. Each color represents a unique surface typed detected by ARKit.



    The NormalMeshes scene renders an overlay on top of the real world. The color of the mesh varies based on the normal of the mesh geometry.


    The OcclusionMeshes scene may appear to be doing nothing at first. However, it is rendering a depth texture on top of the scene based on the real world geometry. This allows for the real world to occlude virtual content. The scene has a script on it that fires a red ball into the scene when you tap. You will see the occlusion working by firing the red balls into a space which you can then move the device camera behind some other real world object to see that the virtual red balls are occluded by the real world object.


    Note: In these scenes, it is normal for about 4 seconds to elapse after the Made With Unity logo disappears before the scanned meshes start to show up.

    Check out this thread for more details on how to use ARKit meshing in AR Foundation 4.0.

    Release Notes
    New:
    Sharing Feedback
    This forum is the best place to open discussions and ask questions. When you encounter a bug, please use the Unity Bug Reporter in the Unity Editor, accessible via Help > Report a Bug. Include “AR Foundation” in the title to help our staff triage things appropriately!

    For more details on how to report a bug, please visit this page.

    Thanks again for your feedback and engagement!
     
  2. HonorableDaniel

    HonorableDaniel

    Joined:
    Feb 28, 2007
    Posts:
    2,963
    Great! Now I've got to get myself a new iPad!
     
    mfuad and todds_unity like this.
  3. yaniv_unity392

    yaniv_unity392

    Joined:
    Oct 7, 2018
    Posts:
    12
    Thank you!
    Going to integrate to my app right now!
     
    Thimo_, HonorableDaniel and mfuad like this.
  4. BBigG

    BBigG

    Joined:
    Aug 7, 2019
    Posts:
    2
    Great! I'll upgrade my project right away, really looking forward using the OcclusionMeshes!
     
    HonorableDaniel and mfuad like this.
  5. yty

    yty

    Joined:
    Aug 10, 2009
    Posts:
    76
    Can you tell us when to join cloud Spatial Anchors?
     
  6. bambamyi

    bambamyi

    Joined:
    Nov 26, 2008
    Posts:
    81
    None of these samples are working for me... what am I doing wrong?
     
  7. garrido86

    garrido86

    Joined:
    Dec 17, 2013
    Posts:
    168
    Thanks! It all works very well.
     
    mfuad likes this.
  8. unity_RuDS_BY-7HskAQ

    unity_RuDS_BY-7HskAQ

    Joined:
    May 20, 2020
    Posts:
    3
    I have a question about "ARRaycastManager.AddRaycast" function. The function always returns null. How is the "estimatedDistance" parameter specified? Could you please show an useful sample code?
     
  9. todds_unity

    todds_unity

    Unity Technologies

    Joined:
    Aug 1, 2018
    Posts:
    147
    With 4.0.0-preview.3 packages, ARRaycastManager.AddRaycast is only supported on iOS devices with ARKit 3.0 and later.
     
  10. unity_RuDS_BY-7HskAQ

    unity_RuDS_BY-7HskAQ

    Joined:
    May 20, 2020
    Posts:
    3
    Thank you for your response.
    I use iPad Pro 11 inch 2nd generation (with LiDAR) and ARKit 3.5 (Xcode 11.5).

    Sorry, I've posted same question at "Handheld AR > ARKit" forum.
    https://forum.unity.com/threads/how-to-use-arraycastmanager-addraycast.894910/
     
  11. timbokoppers

    timbokoppers

    Joined:
    Nov 14, 2016
    Posts:
    44
    Is it also possible to use the Facetracking but with NO degrees of freedom? Right now it always 3 or 6.
     
  12. NSWell

    NSWell

    Joined:
    Jul 30, 2017
    Posts:
    55
    Memory Leak!
     
  13. vmjnetcetera

    vmjnetcetera

    Joined:
    Oct 5, 2018
    Posts:
    3
  14. xzodia

    xzodia

    Joined:
    Jan 24, 2013
    Posts:
    35
    Last edited: Jun 28, 2020 at 11:08 PM
    timbokoppers likes this.
unityunity