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ARCore & ARKit target architectures

Discussion in 'AR' started by GreeneMachine, Nov 20, 2018.

  1. GreeneMachine

    GreeneMachine

    Joined:
    Jul 3, 2015
    Posts:
    126
    What target architectures should we set in player settings for Android and IOS when we are only targeting devices that support ARKit/ARCore?

    ARKit
    I've seen some threads re: having problems archiving ARKit projects. The advice is to remove ARM7 target. The options available for Architecture in player settings for IOS is Universal or ARM64.
    So I presume we need to set this to ARM64? Or do we use Universal and remove ARM7 target in xCode?

    ARCore
    What Architectures should we enable? ARM7/ARM64/x86

    Thanks
     
  2. tdmowrer

    tdmowrer

    Joined:
    Apr 21, 2017
    Posts:
    605
    For ARKit, just ARM64.

    For ARCore, currently we only support armv7 (it won't let you build the Android player if you select anything else). In the next release, this restriction will be removed, and we will support all 3 armv7, arm64, and x86.
     
    GreeneMachine likes this.
  3. enhawk

    enhawk

    Joined:
    Aug 22, 2013
    Posts:
    833
    Ju
    Is it possible for ARFoundation to change Unity Player setting on import from the package manager?

    Currently it defaults to Universal for iOS. This will build fine but Xcode fails and gives an cryptic error. This might trip up a lot of people new to ARFoundation.
     
  4. tdmowrer

    tdmowrer

    Joined:
    Apr 21, 2017
    Posts:
    605
    It's possible, but we tend to avoid changing settings in a user's project automatically. In the short term, we can add a check during player build for this, and fail the build if it is set to something incompatible. Longer term, I think we should have an ARMv7 version of UnityARKit.a for AR-optional apps that might present an alternate experience on older devices.
     
    enhawk and GreeneMachine like this.
  5. perchangpete

    perchangpete

    Joined:
    Oct 14, 2016
    Posts:
    13
    Is there any news on ARMv7? Or a possible workaround? We're in the process of retrofitting AR to and existing iOS app...
     
  6. perchangpete

    perchangpete

    Joined:
    Oct 14, 2016
    Posts:
    13
    Is an ARMv7 compatilble version of ar foundation still planned? Our update is ready to go as soon as we can build for arm7 :-/

    IMG_0032.jpg
     
  7. tdmowrer

    tdmowrer

    Joined:
    Apr 21, 2017
    Posts:
    605
    Although we considered an ARMv7 iOS build in the past, I don't think that makes anymore. Pre ARM64 devices are about 2.7% of all iOS devices, and Unity will be deprecating support for ARMv7 in 2019.3. You might want to consider a different SKU entirely for ARMv7 devices if you feel you need to support those platforms.
     
  8. perchangpete

    perchangpete

    Joined:
    Oct 14, 2016
    Posts:
    13
    Thank you for the information. Unfortunately, the app is already on the app store - this would just be an update. Apple don't allow support for older devices to be removed from an existing app and creating a new replacement app or running two versions of the same app side by side does not seem like the best solution.

    Is there some kind of workaround that you could suggest? Maybe some kind of xcode project hack, or starting point to building an dummy arkit library?
     
  9. aymusbond

    aymusbond

    Joined:
    Dec 8, 2019
    Posts:
    7
    What about this in Unity 2019.4 LTS?