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Resolved ARKit support for iOS via Unity-ARKit-Plugin

Discussion in 'AR' started by jimmya, Jun 5, 2017.

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  1. sama-van

    sama-van

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    Jun 2, 2009
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    1,723
    Please!!! ^___^!!!!
     
  2. ZYSHAQ

    ZYSHAQ

    Joined:
    Jun 26, 2015
    Posts:
    76
    Hi,
    Both latest release Unity ARkit Plugin and the source uploaded to bitbucket stopped building within xCode for iOS11 Beta5.

    Could some confirm the same?
     
  3. imaginethepoet

    imaginethepoet

    Joined:
    Aug 23, 2016
    Posts:
    44
    I have all the latest and unity (mac) 2017.0b5 and AR kit 1.07. I create a fresh clean project and this is the error. THis is before I even start doing anything.


    Assets/UnityARKitPlugin/ARKitRemote/ARKitRemoteConnection.cs(92,21): error CS1061: Type `UnityEditor.Networking.PlayerConnection.EditorConnection' does not contain a definition for `DisconnectAll' and no extension method `DisconnectAll' of type `UnityEditor.Networking.PlayerConnection.EditorConnection' could be found. Are you missing an assembly reference?
     
  4. christophergoy

    christophergoy

    Unity Technologies

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    Sep 16, 2015
    Posts:
    735
    i just tried and it worked. What errors are you seeing? Can you give us more info?
     
  5. christophergoy

    christophergoy

    Unity Technologies

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    Sep 16, 2015
    Posts:
    735
    Hi, i just tried with 5.6.2.p2 and 2017.1.0f3 and it seems to work fine. I'm not sure why that issue would be popping up
     
  6. SkaZonic

    SkaZonic

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    Jun 20, 2017
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    23
    Hey @christophergoy sorry to disturb you but do you think you can reply to my post? Thanks in advance!
     
  7. christophergoy

    christophergoy

    Unity Technologies

    Joined:
    Sep 16, 2015
    Posts:
    735
    Hey @SkaZonic,
    As it's been pointed out before in this forum, indoor location mapping is a multifaceted, difficult problem to solve.
    You need the data for the interior of the store you are in and to be able to localize yourself within that store. Then you need to know the position of the product that you want to navigate to. If you have that information, you then need to create a path between you and that product. This path is what you would want to draw.

    This is simple in concept, but the shear amount of data needed to accomplish this is mind boggling. I don't want to deter you, but rather, realize the entire scope of the issue. Google/Apple/Microsoft are all working to gather their own data and map indoor locations. If you do a quick google search you can see that it's a highly contended area between these companies. I don't believe the data they are gathering is for public consumption, yet. If you have data for this already, then awesome!

    So let's assume you have this data that allows you to
    1.) Know you are in a store.
    2.) Localize yourself in that store
    3.) Know the position of a product within that store
    4.) Path find from your location to the product location.

    Ok, so we have this path, which will probably be in Geo coordinates since you are path finding in the real world. (This is another assumption on my part since I don't know, i've never done this myself) If you have an accurate estimate of your geolocation, and you know the geolocation of the origin of the scene in unity (which would be the start of the ARSession) then you can figure out the scene location of the path you need to render in unity.

    As you can see, the easy part is actually drawing the path in unity. The hard part is getting and using the data that allows you to generate a path.

    I wish I could give you a more in depth explanation, but I've never worked with iBeacons or indoor location mapping myself. Do you have links to share where I could read up a bit on this?

    Edit: Here are some links
    https://indoo.rs/indoor-positioning-and-the-big-3/
    https://www.hindawi.com/journals/misy/2016/8367638/
    https://developer.apple.com/ibeacon/

    Second Edit: I just found the iBean docs on apples website. It seems like this might help you a lot in your journey. Being able to map a location in the scene to the real would will help you a lot here. Please ask follow up questions because your original question was so broad i didn't know where to start/end.

    Cheers,
    Chris
     
    Last edited: Aug 12, 2017
    evans_unity187 and idorurez like this.
  8. edwon

    edwon

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    Apr 24, 2011
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    I've got the same error
     
  9. edwon

    edwon

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    Apr 24, 2011
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    ah ok, so the error is specific to Unity 2017.1.0b5
    I switched to Unity 2017.1.0f3 and it fixed it
     
  10. matthieurouif

    matthieurouif

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    Aug 7, 2017
    Posts:
    1
    Hello did you manage to make it work. I have the same issue with iPhone 7 Plus and same settings (
    (macbook Sierra 10.12.6 and Unity 2017.1.0f3).
     
  11. cWe1028167

    cWe1028167

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    May 26, 2014
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    ARKit builds were working perfect, but as soon as I updated to Xcode 9 beta 5 when I build my apps and launch them all I get is a blank screen.

    my specs:
    Iphone 7
    Xcode 9 beta 5
    Unity 2017.1.0f3
     
  12. cWe1028167

    cWe1028167

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    May 26, 2014
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    I just had the same thing happen. I noticed it when I updated to XCode 9.0 Beta 5
    Is there a way to get a download of xcode 9 beta 4?
     
  13. cWe1028167

    cWe1028167

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    I can confirm that my builds stopped working on Xcode 9 beta 5
     
    ZYSHAQ likes this.
  14. christophergoy

    christophergoy

    Unity Technologies

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    Sep 16, 2015
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    What are the build errors? Not telling us makes it hard to diagnose. Please give us as much information as you can. Just telling us “it doesn’t work” isn’t helpful
     
  15. GeckoTrader

    GeckoTrader

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    Nov 24, 2016
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    im using Version 9.0 beta 5 (9M202q).
    I had to download the lastest version from the repo.

    then it works.
     
  16. Sky-Foxy

    Sky-Foxy

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    May 21, 2015
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    1
    How to enable Finger Tracker On ARKit?

     
    Last edited: Aug 13, 2017
  17. User340

    User340

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    That requires the Vision API which is separate from ARKit. Someone would need to write a Vision plugin for Unity.
     
    John1515 likes this.
  18. MrMatthias

    MrMatthias

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    Sep 18, 2012
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    Make sure iOS and Xcode are on the same beta version. Beta 5 changed some method signatures, so you also need the latest Unity ARKit plugin
     
  19. John1515

    John1515

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    Nov 29, 2012
    Posts:
    248
    Isn't it better to check for errors in ARKit setup? On my non-compatible iPhone6 an ARKit app gives a blue background. I am guessing it also generates some kind of message.
    Would be much easier, otherwise you have to keep updating that list.

    Was also wondering if anyone knows whether you can do the same in Apple's App store? E.g. only allow installs on ARKit-compatible devices?
     
  20. John1515

    John1515

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    Nov 29, 2012
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    Any news on a reflective material for AR Planes?
     
  21. MrMatthias

    MrMatthias

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    Sep 18, 2012
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    you can add ARKit to the UIRequiredDeviceCapabilities in your Info.plist
     
    John1515 likes this.
  22. nickfourtimes

    nickfourtimes

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    Oct 13, 2010
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    This works if your app requires AR, but in our case it's only optional so we don't want to prevent someone on a non-AR device from seeing/downloading our app. For now my hack-ish workaround is thus:
    Code (CSharp):
    1. try {
    2.     ARKitSessionConfiguration s1 = new ARKitSessionConfiguration ();
    3.     ARKitWorldTackingSessionConfiguration s2 = new ARKitWorldTackingSessionConfiguration ();
    4.  
    5.      if (s1.IsSupported || s2.IsSupported) {
    6.         IsArKitSupported = true;
    7.     } else {
    8.         IsArKitSupported = false;
    9.     }
    10. } catch {
    11. }
    That brings up a small nomenclature question I was about to post, though. Apple (as far as I can tell) recently changed their AR configuration class names as follows:
    • ARSessionConfiguration --> AROrientationTrackingConfiguration (3DOF tracking)
    • ARWorldTrackingSessionConfiguration --> ARWorldTrackingConfiguration (6DOF tracking)
    Unity-ARKit-Plugin still refers to them as "ARKitSessionConfiguration" and "ARKitWorldTackingSessionConfiguration" [sic], respectively, however.

    Will Unity-ARKit-Plugin be updated to reflect the changes in Apple's API?

    Also, more of a nagging question, will ARKitWorldTackingSessionConfiguration be corrected to ARKitWorldTrackingSessionConfiguration?
     
    Last edited: Aug 14, 2017
    John1515 likes this.
  23. cubin30

    cubin30

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    Jul 15, 2016
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    7
    Experiencing the black screen issues others have posted on my iPad Air (Model: MD786LL/A) running iOS 11 beta 5 (15A5341f). I confirmed I have latest plugin version from repo (commit cad0b30) and am building with Unity 5.6.3f1 and Xcode version 9.0 beta 5 (9M202q).

    Here is what I am seeing from debugger when ARKit tries to initialize:
    [Session] Unable to run the session, configuration is not supported on this device: <ARWorldTrackingConfiguration: 0x1c029d060 planeDetection=Horizontal worldAlignment=Gravity lightEstimation=Enabled>

    [Session] Session did fail with error: Error Domain=com.apple.arkit.error Code=100 "Unsupported configuration." UserInfo={NSLocalizedDescription=Unsupported configuration., NSLocalizedFailureReason=The provided configuration is not supported on this device.}
     
  24. pixelshader

    pixelshader

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    Dec 14, 2012
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    17
    Uncaught exception: NSInvalidArgumentException: *** setObjectForKey: key cannot be nil
    on launch.

    Something to do with
    session_SetPlaneAnchorCallbacks

    Getting this error with Unity 2017.2.0b6
    XCode Beta 9 V5

    any tips?
     
  25. christophergoy

    christophergoy

    Unity Technologies

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    Sep 16, 2015
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    Which device are you using? Do you have any more logs? It might be a device that doesn't support ARKit.
     
  26. christophergoy

    christophergoy

    Unity Technologies

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    735
    You device is not supported. You need one with an A9 chip.
     
  27. christophergoy

    christophergoy

    Unity Technologies

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    On the AR Session Configurations you can call the IsSupported method. This will tell you if a device supports the configuration you are trying to use.
     
    John1515 likes this.
  28. jachana

    jachana

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    Nov 3, 2016
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    5
    I am trying to get the RGB background image ( from the YUV material) on a texture of better on a Color32[] , i have being trying even modifying the shader to make it create an additional texture with the RGB info ... because i can't use readPixels on the mat, and i can't use readpixels on the y Material and the CbCr Material, as they are R8 and RG16 any idea how to obtain the image (in RGB or YCBCR) in a Color32[]?
     
    John1515 likes this.
  29. pixelshader

    pixelshader

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    Dec 14, 2012
    Posts:
    17
    I tried Iphone 6s and 7

    Here are the logs

    -> applicationDidBecomeActive()

    GfxDevice: creating device client; threaded=1

    Initializing Metal device caps: Apple A10 GPU

    Initialize engine version: 2017.2.0b6 (b6bf3c071fe7)

    Setting up 1 worker threads for Enlighten.

    Thread -> id: 16f1bb000 -> priority: 1

    UnloadTime: 5.358916 ms

    2017-08-14 12:19:29.454699-0400 arkitscene[7554:2504080] Uncaught exception: NSInvalidArgumentException: *** setObjectForKey: key cannot be nil

    (

    0 CoreFoundation 0x00000001830aeff8 <redacted> + 148

    1 libobjc.A.dylib 0x0000000181b10538 objc_exception_throw + 56

    2 CoreFoundation 0x0000000182f92528 <redacted> + 0

    3 arkitscene 0x00000001003bbee8 session_SetPlaneAnchorCallbacks + 168

    4 arkitscene 0x00000001000581fc UnityARSessionNativeInterface__ctor_m4168205394 + 1120

    5 arkitscene 0x000000010004a390 UnityARSessionNativeInterface_GetARSessionNativeInterface_m586585678 + 108

    6 arkitscene 0x00000001000515bc UnityARCameraNearFar_UpdateCameraClipPlanes_m635542629 + 128

    7 arkitscene 0x0000000100395eb0 _Z31RuntimeInvoker_Void_t2618486201PFvvEPK10MethodInfoPvPS4_ + 20

    8 arkitscene 0x0000000100c186a8 _ZN6il2cpp2vm7Runtime6InvokeEPK10MethodInfoPvPS5_PP15Il2CppException + 68

    9 arkitscene 0x000000010065a7b4 _Z23scripting_method_invoke18ScriptingMethodPtr18ScriptingObjectPtrR18ScriptingArgumentsP21ScriptingExceptionPtrb + 100

    10 arkitscene 0x0000000100661400 _ZN19ScriptingInvocation6InvokeEP21ScriptingExceptionPtrb + 60

    11 arkitscene 0x00000001006662c4 _ZN13MonoBehaviour30InvokeMethodOrCoroutineCheckedE18ScriptingMethodPtr18ScriptingObjectPtrP21ScriptingExceptionPtr + 1180

    12 arkitscene 0x00000001006664d0 _ZN13MonoBehaviour30InvokeMethodOrCoroutineCheckedE18ScriptingMethodPtr18ScriptingObjectPtr + 84

    13 arkitscene 0x00000001006656f0 _ZN13MonoBehaviour16DelayedStartCallEP6ObjectPv + 80

    14 arkitscene 0x00000001004f2828 _ZN18DelayedCallManager6UpdateEi + 676

    15 arkitscene 0x00000001005977a8 _Z10PlayerLoopv + 464

    16 arkitscene 0x00000001003fc8d4 _ZL19UnityPlayerLoopImplb + 36

    17 arkitscene 0x0000000100037bc4 UnityRepaint + 140

    18 arkitscene 0x0000000100037ab0 -[UnityAppController(Rendering) repaintDisplayLink] + 88

    19 GPUToolsCore 0x00000001022504fc -[DYDisplayLinkInterposer forwardDisplayLinkCallback:] + 176

    20 QuartzCore 0x00000001862c05dc <redacted> + 44

    21 QuartzCore 0x00000001862c048c <redacted> + 436

    22 IOKit 0x000000018331bb9c IODispatchCalloutFromCFMessage + 372

    23 CoreFoundation 0x0000000183045960 <redacted> + 180

    24 CoreFoundation 0x000000018305dae4 <redacted> + 56

    25 CoreFoundation 0x000000018305d284 <redacted> + 436

    26 CoreFoundation 0x000000018305ad98 <redacted> + 1752

    27 CoreFoundation 0x0000000182f8ada4 CFRunLoopRunSpecific + 424

    28 GraphicsServices 0x00000001849f4074 GSEventRunModal + 100

    29 UIKit 0x0000000189245058 UIApplicationMain + 208

    30 arkitscene 0x0000000100030a40 main + 160

    31 libdyld.dylib 0x0000000181f9959c <redacted> + 4

    )

    2017-08-14 12:19:29.455543-0400 arkitscene[7554:2504080] *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '*** setObjectForKey: key cannot be nil'

    *** First throw call stack:

    (0x1830aefe0 0x181b10538 0x182f92528 0x1003bbee8 0x1000581fc 0x10004a390 0x1000515bc 0x100395eb0 0x100c186a8 0x10065a7b4 0x100661400 0x1006662c4 0x1006664d0 0x1006656f0 0x1004f2828 0x1005977a8 0x1003fc8d4 0x100037bc4 0x100037ab0 0x1022504fc 0x1862c05dc 0x1862c048c 0x18331bb9c 0x183045960 0x18305dae4 0x18305d284 0x18305ad98 0x182f8ada4 0x1849f4074 0x189245058 0x100030a40 0x181f9959c)

    libc++abi.dylib: terminating with uncaught exception of type NSException

    (lldb)
     
  30. User340

    User340

    Joined:
    Feb 28, 2007
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    Is it good practice to make sure you are running on iOS 11 before calling into any ARKit API's?
     
  31. Romain-Macre

    Romain-Macre

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    Dec 26, 2015
    Posts:
    8
    Hi everyone.
    I'm getting an ARKit crash after updating to:
    iOS: 11.0 (15A5341f)
    Xcode: Version 9.0 beta 5 (9M202q)

    Faced with that crash, I also updated Unity ARKit Plugin to the current version on the Asset Store.

    Everything used to work previously.

    What I get in Xcode is:
    in ARSessionNative.mm:
    (line 418)
    s_CurAffineTransform = [frame displayTransformWithViewportSize:nativeSize orientation:[[UIApplication sharedApplication] statusBarOrientation]];

    -[ARFrame displayTransformWithViewportSize:eek:rientation:]: unrecognized selector sent to instance 0x1c40fb100

    I saw that displayTransformWithViewportSize will be replaced with displayTransformForOrientation in the final iOS 11 release:
    https://developer.apple.com/documen...isplaytransformwithviewportsize?language=objc

    But that doesn't solve my problem.
    Any help would be very welcome, as at the moment the project that we've been working on for weeks is broken.

    Thanks.
     
  32. User340

    User340

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    Feb 28, 2007
    Posts:
    3,001
    Are you on Unity 5.6.2 or newer? Read my previous posts for more details. In summary, you need 5.6.2 or newer for the problem to go away.
     
  33. Romain-Macre

    Romain-Macre

    Joined:
    Dec 26, 2015
    Posts:
    8
    I'm on Unity 5.6.3f1
     
  34. vlsim

    vlsim

    Joined:
    Feb 2, 2013
    Posts:
    4
    As you can see from the error the API has changed and Apple decided to just crash on usage of old API. The version of plugin from the store seems to lack the fix for this at the moment. I suggest you to grab the last one directly from https://bitbucket.org/Unity-Technologies/unity-arkit-plugin
    Or just change the lines yourself to whatever the autofix suggests - they just changed the naming and maybe the order of arguments.
     
  35. vlsim

    vlsim

    Joined:
    Feb 2, 2013
    Posts:
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    I tried to run the latest version on an iPad that also has no support for ARKit and now I'm wondering what is the graceful way of handling this situation? Searching around for a flag to specify in plist or a fallback implementation didn't give immediate results. Or should we just throw in alerts that tell device is unsupported?
     
  36. User340

    User340

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    Feb 28, 2007
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    You can actually make your app require ARKit in the Info.plist.
     
    DerekLerner likes this.
  37. User340

    User340

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    Strange. I'm on 5.6.2f1 and all is well.
     
  38. vlsim

    vlsim

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    Feb 2, 2013
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    Thanks for pointing me in the right direction! Missed it the first time. Just in case anyone comes across this later:

    To make your app available only on devices supporting ARKit, use the arkit key in the UIRequiredDeviceCapabilities section of your app's Info.plist. If augmented reality is a secondary feature of your app, use the isSupported property to determine whether the current device supports the session configuration you want to use.

    https://developer.apple.com/documentation/arkit
     
    DerekLerner and phits like this.
  39. lifire

    lifire

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    Jun 3, 2013
    Posts:
    2
    I'm also seeing this with the latest from bitbucket (and Xcode beta 5). My device (6s+) previously worked just fine, so I know ARKit is supported (with full position tracking). Did you change some configurations in the plugin? Any advice on what specifically is now incompatible?

    Edit: log from Xcode: Unable to run the session, configuration is not supported on this device
     
  40. vlsim

    vlsim

    Joined:
    Feb 2, 2013
    Posts:
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    Found the change I did when stumbled upon this:
    s_CurAffineTransform = [frame displayTransformForOrientation:[[UIApplication sharedApplication] statusBarOrientation] viewportSize:nativeSize];
    Hope this helps. This seems to be fixed in the plugin bitbucket.
     
  41. Romain-Macre

    Romain-Macre

    Joined:
    Dec 26, 2015
    Posts:
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    I found the same issue in this thread, with the fix (from Scale1Portal):
    Replace the line that crashes (see my post) by:


    Code (CSharp):
    s_CurAffineTransform = [frame displayTransformForOrientation:[[UIApplication sharedApplication] statusBarOrientation] viewportSize:nativeSize];

    Thanks everyone who helped.
     
  42. User340

    User340

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    Feb 28, 2007
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    This would be a perfect key for Unity to add to the Player Settings.
     
  43. flyingdeutschman

    flyingdeutschman

    Joined:
    Jul 26, 2013
    Posts:
    8
    Hello, Thanks for all of your work. It's great fun.
    I am trying to disable the UnityARHitTestExample class, after an object has been placed, from another script. However, I'm unable to access it from another class. I double-checked and see the classes I've created are able to talk to each other fine. Is there something I need to do to make the class accessible to others?
    Tha
     
  44. User340

    User340

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    Feb 28, 2007
    Posts:
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    The ARKit API is placed in the UnityEngine.XR.iOS namespace. Add using UnityEngine.XR.iOS to the top of your script.
     
  45. flyingdeutschman

    flyingdeutschman

    Joined:
    Jul 26, 2013
    Posts:
    8
    Thanks for the reply, Daniel. I tried this, thanks for the suggestion. Unfortunately the script I want to access still isn't detected.

    Here's what I have. I've commented where the script isn't loading.


    using System;
    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine.XR.iOS;
    using UnityEngine;


    namespace UnityEngine.XR.iOS
    {
    public class UnityARHitTestExample : MonoBehaviour
    {
    public Transform m_HitTransform;
    public GameObject boom;
    public GameObject quacks;

    void Start ()
    {

    }
    bool HitTestWithResultType (ARPoint point, ARHitTestResultType resultTypes)
    {
    List<ARHitTestResult> hitResults = UnityARSessionNativeInterface.GetARSessionNativeInterface ().HitTest (point, resultTypes);
    if (hitResults.Count > 0) {
    foreach (var hitResult in hitResults) {
    boom.SetActive(true);
    StartCoroutine(ResetBam());
    Debug.Log ("Got hit!");
    m_HitTransform.position = UnityARMatrixOps.GetPosition (hitResult.worldTransform);
    m_HitTransform.rotation = UnityARMatrixOps.GetRotation (hitResult.worldTransform);
    Debug.Log (string.Format ("x:{0:0.######} y:{1:0.######} z:{2:0.######}", m_HitTransform.position.x, m_HitTransform.position.y, m_HitTransform.position.z));
    return true;
    }

    }
    return false;
    }
    IEnumerator ResetBam ()
    {
    yield return new WaitForSeconds(1);
    boom.SetActive(false);
    }
    // Update is called once per frame
    void Update ()
    {
    //The static bool is visible outside of this file, but not here
    if (HidingScript.hiddenHuckle) {

    }
    if (Input.touchCount > 0 && m_HitTransform != null)
    {
    var touch = Input.GetTouch(0);
    if (touch.phase == TouchPhase.Began)
    {
    var screenPosition = Camera.main.ScreenToViewportPoint(touch.position);
    ARPoint point = new ARPoint {
    x = screenPosition.x,
    y = screenPosition.y
    };

    // prioritize reults types
    ARHitTestResultType[] resultTypes = {
    ARHitTestResultType.ARHitTestResultTypeExistingPlaneUsingExtent,
    // if you want to use infinite planes use this:
    //ARHitTestResultType.ARHitTestResultTypeExistingPlane,
    ARHitTestResultType.ARHitTestResultTypeHorizontalPlane,
    ARHitTestResultType.ARHitTestResultTypeFeaturePoint
    };

    foreach (ARHitTestResultType resultType in resultTypes)
    {
    if (HitTestWithResultType (point, resultType))
    {
    return;
    }
    }
    }
    }
    }


    }
    }
     
  46. nickfourtimes

    nickfourtimes

    Joined:
    Oct 13, 2010
    Posts:
    217
    If one script is in the Plugins/ directory and the other script isn't, then whatever's in the Plugins/ won't be able to access the other, since all Plugins/ are processed first, and completely, before any other game scripts.

    (You should see your plugin scripts within a sub-project called "firstpass" or some such in Mono or VS, whichever you're using).

     
  47. darthbator

    darthbator

    Joined:
    Jan 21, 2012
    Posts:
    169
    I reread the instructions and realized this needed to be flagged as a debug build. The initial one I generated was not this!

    I am actually running into a new issue. I'm trying to get an AR app to read data from the Camera (specifically QR codes in this case). I found the following barcode scanner and it works great (https://github.com/kefniark/UnityBarcodeScanner). However it seems to "fight" with ARKit over the camera input. I can seem to either get AR Kit or my QR code framework to work with the camera every frame. I'm a little surprised. The result appears to "race". One stream has only the first image it took in and the other one is constantly updated. How should I go about starting to correct this? I'm not even sure why this would happen. The "Camera" video stream is a read only video steam correct?
     
  48. yaffa

    yaffa

    Joined:
    Nov 21, 2016
    Posts:
    41
    Im getting this error : "Waiting for editor connection" when I run the ARKIT Test sample scene on Iphone. What's happening?
     
  49. esverin

    esverin

    Joined:
    Jul 3, 2017
    Posts:
    11
    Check your build settings. You might be compiling the remote. If it is intentional, then you can assign your device whilst it is connected through USB in your console.
     
  50. MSFX

    MSFX

    Joined:
    Sep 3, 2009
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    Thanks guys for working so hard on this and replying to the same damn questions over and over in the forums (seriously can people not just read a page or two back???) !

    So Apple dropped iOS beta 6 yesterday, but no matching Xcode beta... has anyone taken one for the team yet to see if it works? ;)
     
    phits likes this.
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