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ARkit is already doing really well for AR, how do we extend it for XR?

Discussion in 'AR' started by Arvin6, Sep 14, 2017.

  1. Arvin6

    Arvin6

    Joined:
    Jun 2, 2017
    Posts:
    27
    Say, we have to enable stereo view for cardboard or others. Currently the native cardboard sdk for Unity does badly for tracking (ARkit bug, I think). There was so much drift and is not really usable. I'm not sure what the solution for this would be but I think it is necessary to have a solution for Stereo at least from ARKit's release so that it would better support Mixed reality use cases.

    I'm attaching @skdev3 's video for reference, it seems to do ok-ish for horizontal movements but vertical movements has got a lot of drift. It would be cool if someone comes up with a solution for this.
     
  2. christophergoy

    christophergoy

    Joined:
    Sep 16, 2015
    Posts:
    735
    This is happening because both ARKit and Cardboard are trying to set the camera's projection matrix.
     
  3. Arvin6

    Arvin6

    Joined:
    Jun 2, 2017
    Posts:
    27
    Yes, I was guessing something like that. But can it be sorted? I was working on it for days now, without a clue. I have also raised an issue on gvr-unity-sdk repo. I believe it is necessary for ARkit to work on Stereo mode. And thanks for throwing some light on what the problem really is. :)