Search Unity

ARFoundation v3.0

Discussion in 'Handheld AR' started by tdmowrer, Aug 29, 2019.

  1. tdmowrer

    tdmowrer

    Unity Technologies

    Joined:
    Apr 21, 2017
    Posts:
    547
    2019-09-27
    ARFoundation 3.0.0-preview.3 is now available. Notable improvements:
    • Improved synchronization between Unity's frame and the AR frame.
    • Support both linear and gamma color spaces
    • ARKit
      • Xcode 11 (released, non-beta) support
    • ARCore
      • Fixed image tracking when building with IL2CPP
    2019-09-06
    ARFoundation 3.0.0-preview.2 is now available. Notable improvements:
    • We're trying to keep all package versions in sync to reduce confusion, even if nothing has changed in that particular package. That means ARFoundation, ARKit, ARKit Face Tracking, ARCore, and ARSubsystems are all at 3.0.0-preview.2.
    • ARFoundation
      • Fixed an issue where the screen would flash green before the first camera frame
      • Removed dependency on the Legacy Input Helpers package. The ARFoundation samples used the Tracked Pose Driver to update the camera's position according to the device pose. This is still supported, but no longer required (there's a new "AR Pose Driver" component included in ARFoundation).
    • ARKit
      • Supports ARCoachingOverlayView
      • Compatible with Xcode 10+ (previously it required 10.3+)
      • Some issues with linker errors and bitcode have been fixed
    • ARKit Face Tracking
      • No change
    • ARCore
      • No change
    • ARSubsystems
      • No change

    2019-08-28

    ARFoundation 3.0.0-preview.1 is now available. Some notable improvements:
    • We've bumped the version numbers of all packages to 3.0.0-preview.1
      • There are a couple of very minor breaking changes (see the migration guide)
    • Added support for LWRP and UniversalRP (finally!). Click here for step-by-step instructions.
    • ARKit
      • The ARKit XR Plugin and ARKit Face Tacking packages now support both ARKit 2 and ARKit 3 simultaneously. We still have separate libs, but we select the appropriate one based on the version of Xcode selected in your Build Settings. This should eliminate the confusion over which package version is compatible with which Xcode version.
      • Added support for ARParticipantAnchors.
      • Added support for camera exposure duration and offset
    • Added support for adding new image tracking reference images at runtime
    • Added support for eye tracking
    This version requires 2019.2+. Older versions that are compatible with 2018.4 Long-Term-Support will continue to receive bug fixes, but new features will not be back-ported.
     
    Last edited: Sep 30, 2019
  2. BuoDev

    BuoDev

    Joined:
    Nov 28, 2018
    Posts:
    45
    Tracking reference images at runtime - just what I needed, thanks!
    Does the eye tracking only work on iOS?
     
    samuelmorais likes this.
  3. tdmowrer

    tdmowrer

    Unity Technologies

    Joined:
    Apr 21, 2017
    Posts:
    547
    Yes, only on iOS.
     
  4. BuoDev

    BuoDev

    Joined:
    Nov 28, 2018
    Posts:
    45
    Thanks, also - I read somewhere that both cameras cannot be used simultaneously. So can eye tracking be only used with the selfie camera, or is it possible to use the gaze data to raycast with the main camera?
     
  5. tdmowrer

    tdmowrer

    Unity Technologies

    Joined:
    Apr 21, 2017
    Posts:
    547
    In iOS 13 beta, it is possible to enable face tracking with the rear camera providing the camera feed and world tracking, so yes, I think that should be possible.
     
  6. MassiveTchnologies

    MassiveTchnologies

    Joined:
    Jul 5, 2016
    Posts:
    39
    Hi! Are there any plans to implement camera calibrated post processing effects like the ones introduced with RealityKit? (Depth of field, motion blur, grain and color grading).

    Are there plans to support ARKit 3 ARCoachingOverlayView?

    Thanks!
     
  7. tdmowrer

    tdmowrer

    Unity Technologies

    Joined:
    Apr 21, 2017
    Posts:
    547
    Yes, we're looking at those. They are difficult to implement purely in a package and may require some changes to Unity core, so it may take a bit longer to get these in.

    Yes, we're working on that next.
     
  8. MassiveTchnologies

    MassiveTchnologies

    Joined:
    Jul 5, 2016
    Posts:
    39

    Awesome to hear, Thanks!
     
  9. erfan_unity

    erfan_unity

    Joined:
    Apr 9, 2018
    Posts:
    2
    For newcomers like me!
    if you struggle to find the new ARFoundation 3.0.0 preview version, From Window > Package Manager, select "Advanced" and enable Preview versions.
     
  10. douglima

    douglima

    Joined:
    Apr 26, 2017
    Posts:
    7
    Are there plans for webgl support with AR Foundation?
     
  11. unnanego

    unnanego

    Joined:
    May 8, 2018
    Posts:
    82
    AR Foundation works only with ARKit and ARCore.
     
  12. brianchasalow

    brianchasalow

    Joined:
    Jun 3, 2010
    Posts:
    197
    Just tried to build the ARFoundation Samples git repo w/ ARFoundation 3.0 preview, and Unity 2019.2.2f1, just a vanilla TogglePlaneDetection.unity scene. Getting this on build:

    /clang:-1: linker command failed with exit code 1 (use -v to see invocation)

    Doesn't give me more specific details. Any suggestions for how to debug further? XCode 10.1.

    Edit: To test, rolling back to ARFoundation 2.1 and 2.1 samples, it still works. Presumably I didn't misunderstand- isn't the ARFoundation 3 preview intended to work with iOS 12 devices / / XCode 10 as well?
     
    Last edited: Aug 30, 2019
  13. 3d_Artist1987

    3d_Artist1987

    Joined:
    Jul 9, 2012
    Posts:
    716
  14. tdmowrer

    tdmowrer

    Unity Technologies

    Joined:
    Apr 21, 2017
    Posts:
    547
    Yes, it works for me on Xcode 10.3. If you updated a previous version of the samples, you will need to rebuild the Xcode project ("Replace" not "Append").

    What exactly are the linker errors?
     
  15. amichai2

    amichai2

    Joined:
    Jul 30, 2018
    Posts:
    3
    @tdmowrer

    I'm working to connect Unity with my Kotlin-based computer vision code for an Android application. To do this, I need to:
    1. Access and configure an
      ARCore.ARSession
      object in Unity
    2. Pass this same
      ARSession
      object to my Unity plugin (an
      aar
      written in Java/Kotlin).

    Question: how can I get
    ARCore.ARSession
    to share the reference between my C# code and my Kotlin code?

    Solutions I've considered or tried:
    1. Passing the address of an
      ARSession
      instance created in Kotlin over to Unity and overriding the
      nativePtr
      value in
      ARReferenceObject.cs
      . I have not had success with this approach. (I can post the seg-fault log if you're curious)
    2. Porting my whole Java/Kotlin code to C# - super painful and would impact performance
    3. One thought - For ARKit I was able to extend objective-c code in the ARKit Unity plugin (ARSessionNative.mm) with
      extern "C"
      functions that allow passing the Unity Session from the C# files to Objective-C in
      ARSessionNative.mm
      . Is there a way to do something similar using C code and the JNI?

    Any advice/tips/stories of either accessing
    ARCore.ARSession
    in Unity and/or passing an
    ARSession
    reference from Unity to Kotlin/Java would be MUCH appreciated :)
     
  16. tdmowrer

    tdmowrer

    Unity Technologies

    Joined:
    Apr 21, 2017
    Posts:
    547
    I think you're on the right track with
    nativePtr
    . Please see the docs covering ARFoundation Extensions which explains how to interpret the pointer.
     
    amichai2 likes this.
  17. sphira_co

    sphira_co

    Joined:
    Jun 13, 2019
    Posts:
    4
    You are awesome guys! Thanks :)
     
  18. brianchasalow

    brianchasalow

    Joined:
    Jun 3, 2010
    Posts:
    197
    doesn't say! just fails with the above error. I'm on Xcode 10.1 not 10.3 though.
     
  19. tdmowrer

    tdmowrer

    Unity Technologies

    Joined:
    Apr 21, 2017
    Posts:
    547
    You have to click the thingy to the right of the error message in the "Report navigator":
    Screen Shot 2019-08-30 at 1.35.02 PM.png
    It will then expand to something like this:
    Screen Shot 2019-08-30 at 1.35.11 PM.png
     
  20. brianchasalow

    brianchasalow

    Joined:
    Jun 3, 2010
    Posts:
    197
    Whoops. Yep. Was looking at the wrong screen. @tdmowrer

    "UnityARKit.a(EventSystem.o) compiled with newer version of Swift language (unknown ABI version 0x07) than previous files (unknown ABI version 0x06) for architecture arm64

    clang: error: linker command failed with exit code 1 (use -v to see invocation)"

    So, looks like you compiled UnityARKit.a with Swift 5.0 or something, which doesn't exist in my version of Xcode.



     
    Last edited: Aug 31, 2019
  21. JohnKP-Mindshow

    JohnKP-Mindshow

    Joined:
    Oct 25, 2017
    Posts:
    26
    Running into an issue getting ARFoundation 3.0 working with 2019.2.3f1 in my project.

    If I create a brand new project with LWRP 6.9.1, set up the custom forward renderer/backgroundrenderfeature, and build the ARKitFaceBlendShapes scene, everything works as expected. Yay!

    However, if I import the package into my already existing project that contains LWRP 6.9.1, and recreate the ARKitFaceBlendShapes scene, and follow the LWRP setup instructions, the ARKitFace does not render, and it seems to be showing the rear facing camera instead of the front facing camera.

    I even tried copying the contents of the ARFoundation_Samples project into my project, verified all of the object links/components are as they should be, and I still get the same result: no ARFace data, and it seems to be trying to use the rear camera :(. Looking into it, it seems there's no developer facing way in ARFoundation to force front or rear cameras.

    Any thoughts why putting ARFoundtion 3.0 in my project (vs its own project) would make it try to use the Rear instead of Front camera?
     
  22. tdmowrer

    tdmowrer

    Unity Technologies

    Joined:
    Apr 21, 2017
    Posts:
    547
    That's something we'll have to investigate. Can you try updating to Xcode 10.3?
     
  23. Atrixx

    Atrixx

    Joined:
    Feb 8, 2012
    Posts:
    19
    I'm using Xcode 11b5 and getting a similar issue?

    upload_2019-8-31_15-58-57.png

    And on Xcode 10.3...

    :-1: Could not find auto-linked library 'swiftCompatibilityDynamicReplacements'
    :-1: Could not find auto-linked library 'swiftCoreMIDI'
    :-1: Could not find auto-linked library 'swiftCompatibility50'
    :-1: Could not find auto-linked framework 'Combine'
    :-1: Could not find auto-linked framework 'QuickLookThumbnailing'

    But on 11b6 (as seen on developer.apple.com as 11b7) it compiles!
     
    Last edited: Aug 31, 2019
  24. samuelmorais

    samuelmorais

    Joined:
    Aug 3, 2012
    Posts:
    39
    Thanks for this update! I was specially waiting for the image tracking reference images at runtime.
     
  25. brianchasalow

    brianchasalow

    Joined:
    Jun 3, 2010
    Posts:
    197
    I can try, yeah.
     
  26. samuelmorais

    samuelmorais

    Joined:
    Aug 3, 2012
    Posts:
    39
    Hi, thanks for the updates...
    What about the addition of new object tracking reference objects at runtime, is it going to be available soon (if it is not already available)?
     
  27. AUGMENTX

    AUGMENTX

    Joined:
    Jun 14, 2019
    Posts:
    4
    Thanks @tdmowrer

    Pretty awesome that we're so close to AR on iphones with vfx graph!

    Loaded up 2019.2.2f1 on windows – have to use windows atm because of a strange error "Microsoft (R) Visual C# Compiler version 2.9.1.65535 (9d34608e)" on my mac – built to usb then plugged in on mac and built with Xcode and it worked :)
    Next wanted to test VFX graph on LWRP so went back into unity, added LWRP and VFX Graph and built again and it runs however the background is black (no AR pass through). Any ideas what this might be?
     
    unnanego likes this.
  28. unnanego

    unnanego

    Joined:
    May 8, 2018
    Posts:
    82
    Did you do everything as in the instruction? Click here
     
  29. Andy_liu

    Andy_liu

    Joined:
    Oct 27, 2014
    Posts:
    24
    I have a problom with AR Foundation 3.0 with Xcode 10.3. After I update to AR Foundation 3.0, When I Archiving in Xcode, I got a bitcode error :
    bitcode bundle could not be generated because '/Users/XXX/Libraries/com.unity.xr.arkit/Runtime/iOS/Xcode1000/UnityARKit.a(EventSystem.o)' was built without full bitcode. All object files and libraries for bitcode must be generated from Xcode Archive or Install build for architecture arm64

    So I have to disable bitcode, how can I solve the problem?
     
    Last edited: Sep 2, 2019
  30. AUGMENTX

    AUGMENTX

    Joined:
    Jun 14, 2019
    Posts:
    4
    Legend! Thanks @unnanego and sorry @tdmowrer
    Now just got to find out how to stop the purple from masking the VFXgraph + make a button to show/hide planes :)
     
    Blarp likes this.
  31. unnanego

    unnanego

    Joined:
    May 8, 2018
    Posts:
    82
    I disabled it
     
  32. InakiAndres

    InakiAndres

    Joined:
    Jan 9, 2019
    Posts:
    17
    Is the object tracking scene working? I cant detect things
     
  33. PTW_AR

    PTW_AR

    Joined:
    Jan 13, 2019
    Posts:
    13
    I'm trying to build the sample project on Windows 7 with iOS as a target, but I'm not able to select a Xcode version, resulting in an error:

    BuildFailedException: Could not determine which version of Xcode was selected in the Build Settings. Xcode app was computed as .

    Where can I select a Xcode version in the build settings / is it only possible on MacOS? I'm only using my mac for Xcode, no Unity installed due to performance issues.
     
  34. Andy_liu

    Andy_liu

    Joined:
    Oct 27, 2014
    Posts:
    24
    It looks like this. You have to use the Mac version of Unity. I had the same problem, and I ended up using the Mac version of Unity.
     
    PTW_AR likes this.
  35. InakiAndres

    InakiAndres

    Joined:
    Jan 9, 2019
    Posts:
    17
    This guy give us one solution: https://forum.unity.com/threads/buildfailedexception-for-ar-foundation-in-2019-2.737366/

    Is a little tricky because you need to comment the code in the script of the package what you aren't going to use. Basically is like select the result of the if :D
     
    virtualHCIT and PTW_AR like this.
  36. Flarup

    Flarup

    Joined:
    Jan 7, 2010
    Posts:
    103
    Is this expected to work with IL2CPP for Android? I'm getting the following error when trying to build for Android:



    Failed running C:\Program Files\Unity\Hub\Editor\2019.2.3f1\Editor\Data\il2cpp/build/il2cpp.exe --convert-to-cpp --emit-null-checks --enable-array-bounds-check --dotnetprofile="unityaot" --compile-cpp --libil2cpp-static --platform="Android" --architecture="ARM64" --configuration="Release" --outputpath="C:\Kode\Unity\ARFoundationTest\Temp\StagingArea\assets\bin\Data\Native\arm64-v8a\libil2cpp.so" --cachedirectory="C:\Kode\Unity\ARFoundationTest\Assets\..\Library\il2cpp_android_arm64-v8a/il2cpp_cache" --additional-include-directories="C:/Program Files/Unity/Hub/Editor/2019.2.3f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\bdwgc/include" --additional-include-directories="C:/Program Files/Unity/Hub/Editor/2019.2.3f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\libil2cpp/include" --tool-chain-path="C:/Program Files/Unity/Hub/Editor/2019.2.3f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK" --profiler-report --map-file-parser="C:/Program Files/Unity/Hub/Editor/2019.2.3f1/Editor/Data/Tools/MapFileParser/MapFileParser.exe" --directory=C:/Kode/Unity/ARFoundationTest/Temp/StagingArea/assets/bin/Data/Managed --generatedcppdir=C:/Kode/Unity/ARFoundationTest/Temp/StagingArea/Il2Cpp/il2cppOutput
     
  37. zyonneo

    zyonneo

    Joined:
    Apr 13, 2018
    Posts:
    242
    Code (CSharp):
    1. SWIFT_VERSION '5.0' is unsupported, supported versions are: 3.0, 4.0, 4.2. (in target 'Unity-iPhone')
    In build setting I changed Swift Compiler - Language >Swift Language Version -to 4.2.Checked with 3 also still showing error.
    Using XCODE 10.1
    Unity - 2019.2.0f1

    Still the error not going.I am not able to take build.I have given around 7 image targets.
     
    Last edited: Sep 4, 2019
  38. JohnKP-Mindshow

    JohnKP-Mindshow

    Joined:
    Oct 25, 2017
    Posts:
    26

    For anyone having this issue:

    I still had the old deprecated ARKit plugin in the project. Turns out even if the code isn't called, something in the old plugin was messing up ARFoundation.

    Removing the old ARKit plugin, ARFoundation is now working as intended!
     
  39. Voronoi

    Voronoi

    Joined:
    Jul 2, 2012
    Posts:
    271
    I have a project stub set up to test ARFoundation and LWRP. Following the instructions provided, I was able to get this working on iOS. The Android version runs using a PlaneManager, but crashes whenever loading a scene that uses Image Tracking.

    I tested this with the latest ar-foundation-samples and the same error happens with built-in renderer and the ImageTracking scene.

    In both projects, if I check 'Development Build', I can launch the AR scene, and the ARbackground is showing me what the camera sees, but I don't see any indication that ImageTracking is actually working, i.e. my object is not showing up when the marker is in view.

    Using 2019.2.3f1, ARFoundation 3.0.0.

    Here is the most useful error log from Android Studio when the Pixel 2 crashes:

    Code (CSharp):
    1. 2019-09-04 10:54:58.957 8121-8160/com.NextStage.ARFoundationStub I/native: arpresto_api.cc:31 ArPresto::ArPresto_initialize
    2. 2019-09-04 10:54:58.979 8121-8160/com.NextStage.ARFoundationStub E/Unity: MarshalDirectiveException: Cannot marshal type 'UnityEngine.XR.ARCore.NativeView`1'.
    3.       at UnityEngine.XR.ARCore.ARCoreImageDatabase..ctor (UnityEngine.XR.ARSubsystems.XRReferenceImageLibrary serializedLibrary) [0x00000] in <00000000000000000000000000000000>:0
    4.       at UnityEngine.XR.ARCore.ARCoreImageTrackingProvider+Provider.CreateRuntimeLibrary (UnityEngine.XR.ARSubsystems.XRReferenceImageLibrary serializedLibrary) [0x00000] in <00000000000000000000000000000000>:0
    5.       at UnityEngine.XR.ARFoundation.ARTrackedImageManager.OnBeforeStart () [0x00000] in <00000000000000000000000000000000>:0
    6.       at UnityEngine.XR.ARFoundation.SubsystemLifecycleManager`2[TSubsystem,TSubsystemDescriptor].OnEnable () [0x00000] in <00000000000000000000000000000000>:0
    7.  
    8.     (Filename: currently not available on il2cpp Line: -1)
    9. 2019-09-04 10:54:58.988 8121-8166/com.NextStage.ARFoundationStub E/CRASH: signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0000000000000050
    10. 2019-09-04 10:54:58.988 8121-8166/com.NextStage.ARFoundationStub E/CRASH: *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
    11. 2019-09-04 10:54:58.988 8121-8166/com.NextStage.ARFoundationStub E/CRASH: Build type 'Release', Scripting Backend 'il2cpp', CPU 'arm64-v8a'
    12. 2019-09-04 10:54:58.988 8121-8166/com.NextStage.ARFoundationStub E/CRASH: Build fingerprint: 'google/walleye/walleye:9/PQ3A.190801.002/5670241:user/release-keys'
    13. 2019-09-04 10:54:58.988 8121-8166/com.NextStage.ARFoundationStub E/CRASH: Revision: 'MP1'
    14. 2019-09-04 10:54:58.988 8121-8166/com.NextStage.ARFoundationStub E/CRASH: pid: 8121, tid: 8166, name: UnityMain  >>> com.NextStage.ARFoundationStub <<<
    15. 2019-09-04 10:54:58.988 8121-8166/com.NextStage.ARFoundationStub E/CRASH:     x0   0000000000000050  x1   0000007bc4533d60  x2   0000007bc4400000  x3   0000000000000006
    16. 2019-09-04 10:54:58.988 8121-8166/com.NextStage.ARFoundationStub E/CRASH:     x4   0000000000000133  x5   0000000000000000  x6   0000000000000000  x7   6471426b6663ff73
    17. 2019-09-04 10:54:58.988 8121-8166/com.NextStage.ARFoundationStub E/CRASH:     x8   0000007bb2270a0c  x9   084640fc27e81969  x10  0000000000000133  x11  0000000000000000
    18. 2019-09-04 10:54:58.988 8121-8166/com.NextStage.ARFoundationStub E/CRASH:     x12  0000007c51c0bf70  x13  5c8a55a6e9ccce4b  x14  0000007c51c0b000  x15  ffffffffffffffff
    19. 2019-09-04 10:54:58.988 8121-8166/com.NextStage.ARFoundationStub E/CRASH:     x16  0000007bb22a9098  x17  0000007c50c84c20  x18  0000000000000000  x19  0000000000000050
    20. 2019-09-04 10:54:58.988 8121-8166/com.NextStage.ARFoundationStub E/CRASH:     x20  0000000000000000  x21  0000007c50c83b50  x22  0000007ba67e6ca0  x23  0000007bb1c2e000
    21. 2019-09-04 10:54:58.988 8121-8166/com.NextStage.ARFoundationStub E/CRASH:     x24  0000007bb1c2e698  x25  0000000000000001  x26  0000007bb384f940  x27  0000007bb11945f0
    22. 2019-09-04 10:54:58.988 8121-8166/com.NextStage.ARFoundationStub E/CRASH:     x28  0000007bb3f89090  x29  0000007bb3847290  x30  0000007bb22702d4
    23. 2019-09-04 10:54:58.988 8121-8166/com.NextStage.ARFoundationStub E/CRASH:     sp   0000007bb3847230  pc   0000007c50c84c20  pstate 0000000060000000
    24. 2019-09-04 10:54:58.988 8121-8166/com.NextStage.ARFoundationStub E/CRASH: backtrace:
     
    Last edited: Sep 4, 2019
  40. eodeveloper

    eodeveloper

    Joined:
    Feb 23, 2018
    Posts:
    5
    Hello,
    I tried to update to ARFoundation 3.0 to be able to support iOS devices compatible with both ARKit 2 and 3.
    On my project that was previously working on ARFoundation 2.0, after upating ARFoundation, ARKit XR Building, and ARKit Face Tracking to version 3.0.0, I am able to build the project, but upon runtime, I get the following error :

    dyld: Library not loaded: @rpath/libswiftARKit.dylib
    Refrenced from : /var/containers/Bundle/Application/**APP ID**/**APP NAME**.app/**APP NAME**
    Reason: image not found

    This happens when building with XCode 10.2 and XCode 10.3. building with Unity 2019.2.3
    I tried with two different devices : an 11inch iPadPro (2018 iPad) with iOS 12.1 and a 12inch iPadPro (2017 iPad) with iOS 12.0
    When looking online, it seems to be a code signing error.

    I tried manually adding the ARKit framework in the embedded Binaries, which yields a Codesign error.

    I've also added the AR Kit Loader through the XR Plugin Management, which didn't change anything.

    The issue seems to be with having to update my project to 2019.2.3. Updating also yields the same error while it worked in unity 2019.1.8

    Any pointers about where to find a solution/what to try next?
    thanks
     
    Last edited: Sep 5, 2019
  41. thibautvdumont

    thibautvdumont

    Joined:
    Oct 6, 2015
    Posts:
    16
    Hello Unity Team, @tdmowrer

    Would it be possible to share some details on how the "trackableId" property is generated from ARKit anchors' UUIDs ?
    The documentation doesn't say anything about this and ARFoundation closed sources doesn't allow me to dig in.

    I'm retrieving manually the ML classifications for surfaces (door, wall, etc.) offered by ARKit as it isn't implemented (yet ?) in ARFoundation, but I need to match the ARAnchors I get on the native side with the trackables in Unity.

    As a side note and as discussed in the github, ARFoundation would really benefit from being open sourced. I'd have more than happily contributed with this feature. Also, working on a research project, I lack of confidence with ARFoundation as a viable solution for my company, having to use hackish solutions to leverage the whole ARKit features.

    Many thanks for your help,

    Thibaut
     
  42. GodzillaSpider

    GodzillaSpider

    Joined:
    Feb 21, 2018
    Posts:
    11
    Thanks for the update! Any documentation about adding images to the reference library at runtime?
     
    Blarp likes this.
  43. Sb86

    Sb86

    Joined:
    Sep 5, 2018
    Posts:
    3
    How can I achive pinch scaling of 3D objects? The Sample scene with the scale sliders is not very good as the objects move away from their position... Any tips on tutorials or other inputs?
     
  44. wintermuute

    wintermuute

    Joined:
    May 12, 2017
    Posts:
    7
    Does AR Foundation 3 support face tracking for iOS and Android?
     
  45. brianchasalow

    brianchasalow

    Joined:
    Jun 3, 2010
    Posts:
    197
    @tdmowrer btw, I couldn't update to XCode 10.3 yet. It requires a newer version of my operating system, and I haven't had time yet.
    Gotta love the:
    "You have macOS 10.13.6. The application requires macOS 10.14.3 or later."
     
  46. tdmowrer

    tdmowrer

    Unity Technologies

    Joined:
    Apr 21, 2017
    Posts:
    547
    Yes (and so does ARFoundation 2.1).
     
    wintermuute likes this.
  47. tdmowrer

    tdmowrer

    Unity Technologies

    Joined:
    Apr 21, 2017
    Posts:
    547
    I have not seen that. Are you building with Mono or IL2CPP?
     
  48. tdmowrer

    tdmowrer

    Unity Technologies

    Joined:
    Apr 21, 2017
    Posts:
    547
    It's basically just NSUUID.getUUIDBytes. However, this is considered an implementation detail, and you should not rely on this behavior; it could at any time. It is probably safer to get the native pointer for the type of trackable you are interested in and writing a bit of Objective-C code to get whatever you need from it. See "Extending ARFoundation".
     
    thibautvdumont likes this.
  49. tdmowrer

    tdmowrer

    Unity Technologies

    Joined:
    Apr 21, 2017
    Posts:
    547
    ARKit XR Plugin 3.0.0-preview.2 now supports Xcode 10+ (not just 10.3+). When I open Xcode 9.1 on a Mac running 10.14.6 (Mojave), I'm told Xcode 9 will stop working in future versions of MacOS, so we have no plans to support Xcode 9. You will need to use at least Xcode 10.
     
    Last edited: Sep 6, 2019
  50. tdmowrer

    tdmowrer

    Unity Technologies

    Joined:
    Apr 21, 2017
    Posts:
    547
    GodzillaSpider likes this.