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Discussion in 'AR' started by jimmya, Jun 5, 2017.
I have exactly the same problem. Unfortunately the solution doesn't work for me.
I'm having the same issue. The pullreq doesn't seem to have been merged. I will test merging them in my local tomorrow but if you have already done so, please let me know how it's gone
I merged the pull req (https://bitbucket.org/Unity-Technol...support-opengl-es-2-as-the-rendering-api/diff) to the current official default branch in my local, and made sure that both ES2/3 work, but it lowered the FPS significantly. I'm using Unity 2017.1.1f1 and iOS11.1.
This issue has been pointed out by someone in the page. It seems like an issue from iOS beta 6. The author doesn't seem to have worked on it.
I tried to necro the thread but for some reason Bitbucket won't let me comment on the page even though I'm logged in. If you could try it I'd appreciate it
Any news about Core ML integration. There is a feedback for this. How many votes needed for the implementation?
Just want to thanks all the prople involved in creating this plugin. I am working on Unity on my free time and I would never have taken the time to learn native ios development for the arKit. Thanks to this plugin, I started working on my app right away and everything is great.
So again - thanks everyone you did a great job
Here is my app:
Super excitied to share this!!
So anyone have any success with scaling? Because 1x1x1 for 1 meter in real world is too small for me. I wish 100x100x100 can be like on 1 meter? Maybe anyone can show me example project? I read this post, I tried solution with UnityARMatrix and it messes with Plane Anchor and yellow points, also someone mentioned about double camera, but I don't know how to realize this. Any help?
A spontaneous thought! Why not just put everything in a parent GO with 0.01 ? wouldn't that kinda give you the result? Also why do you need it to be different?
Wanted to check if someone can me point in the right direction.
I want to make a toggle a button on the PointClouldParticleSystem, so I can enable/disable it when I want
I was able to Stop using the function with the same name provided by unity particle system
but I having trouble deleting all the particles that are already on the scene.
Thanks in advance
If I want to pause ,reset and remove existing anchors... What should I do?
call these methods, in this order?
and then to Run again the session
I can`t scale terrain that way, any ideas?
Hi! my app is working perfectly when i build and run, but if i try to do it across Unity Remote, i only can see a green screen, anybody knows how can i fix it? I tried Remote with other stuff i made and works correctly, only with ARKit fails...
At Unite, there was a mention of a cross-platform AR solution. As I am currently in the super involved and tedious process of creating an ARKit course for Pluralsight, I'm very much interested in how this affects the Unity ARKit Plugin. I looked at the information available online, but I couldn't find more than a few sentences here and there. Can you shred some more light on what to expect?
velvart.andras (at) response.hu
Tell me please, is support facial tracking function in ARkit-plugin for Unity or not? If not, maybe anybody know, when this function to be supported in future?
i'm having an issue using ARKit with Unity 5.6.2f1 and XCode 9 Beta 3. I get these errors when building a fresh project with ARKit plugin (didn't have problems with previous updates).
ARKit framework seems to be in the right place in XCode. Looks like these errors are indicating a mismatch between different updates (Some errors have a "fix" option that change their name/signatures)
EDIT: I believe it's because I'm using XCode 9.0 and it's not the latest release, currently downloading the 5GB from XCode 9.1
EDIT2: Looks like the Unity ARKit plugin ships with an older version of ARKit, but the code from Unity example is using the updated ARKit framework
You can check out the scaled content example on bit bucket. It’s in a branch named scaled-content-test
Update everthing to the latest. Something is out of sync. Xcode 9 has been officially released. Please don’t use beta software and make sure everything is the most recent. You cannot rely with mixing versions of tools and software when things are changing so quickly.
Thanks again @christophergoy and @jimmya. You were both a huge help while I built my first iOS & AR game, Hide the Hubu. It's hide-and-seek and AR.
It was released last week. If you'd like some codes, send me a note and I'll pass them on to you.
Alright, thank you
FYI this now no longer compiles in Unity 5.6.3, line 28, UnityARVideo.cs, Matrix4x4 constructor doesn't take 4 params.
Can anyone tell me how to use the GetARTrackingQuality..I am not able to use it as it is saying it is obsolete.
Waiting for this too. Core ML would enable us Unity developers to start creating Mixed Reality experiences
ADD PLAYMAKER SUPPORT!
Lol but honestly I'm having trouble hiding my ar level in the background while I have a title screen up or a menu screen. Any Ideas that could help would be lovely
There's a PR with a fix for 5.x - will take it, but in the meantime you can use the changes it proposes.
To achieve what you want, its as simple as one statement:
m_session.RunWithConfigAndOptions(config, UnityARSessionRunOption.ARSessionRunOptionResetTracking | UnityARSessionRunOption.ARSessionRunOptionRemoveExistingAnchors);
You don't need the pause, as doing the Run again resets. Of course you will also have to remove the corresponding GameObjects that have been created for the anchors if you have any.
Read the message in the Obsolete warning: [Obsolete("Hook ARFrameUpdatedEvent instead and get UnityARCamera.trackingState")]
hey @christophergoy @jimmya
Thanks for all your support so far!! I'm wanting to create an effect where I invert what is essentially an occlusion mask but I'm confused about how best to approach this with the ARKit feed...
Imagine a cube, in the middle of the scene, obviously rendered in front of the ARKit feed. The cube is my mask on a "Mask" layer with a second child camera rendering just that layer and the ARKit camera culling the layer. Now I want to invert this so that the ARKit feed only renders on the mask (i.e. the cube)... I'm struggling to get my head around it due to the ARKit feed being in a render texture etc... any idea how to approach? Thanks!
Update: latest on Bitbucket should work with Unity 5.6.2+
Hello, What's the corresponding iOS and Xcode version of latest update on Bitbucket.
You should be using latest versions of everything - iOS 11.x and XCode 9.x
What was your process for the soft shadows?
When will AR Interface (announced at Unite Austin) be available? Will it be posted to bitbucket or github? Thank you!
Taking a screenshot in application using
`ScreenCapture.CaptureScreenshot ("screenshot.png", 2);`
Results in the AR YUV background being rendered as completely black with other GameObjects rendering correctly (floating in black space).
Have others encountered this issue?
Is there a known workaround?
What is the situation with scaled content feature now ? is it branch scaled content test or alt scaled content? Are you guys planning to merge it to main at some point?
EDIT:I used the second one and it seems to work fine.
EDIT2: although its a bit weird working with things like raycast and such.
I want put my ARKit app in Appstore but build error is given below
iTunes Store Operation Failed This bundle is invalid. The key UIRequiredDeviceCapabilities contains value 'ARKit' which is incompatible with the MinimumOSVersion value of '11.0'.
pls help me
I ran into a possible bug working with ARKit.
My application crashes due to a null reference in UnityARAnchorManager. It seems that the planeAnchorMap is null (This information was found when debugging through Xcode).
This problem occurs when I restarted my session with a RunWithConfigAndOptions, to reset tracking and remove anchors, and then while it is initializing this session, I start another session with the same config. When it is done initializing and finds a plane and should be added to the planeAnchorMap it is null.
I will, in my application, ensure that it is not possible to start a new config while initializing. But I did want to mention this.
So we are having a strange issue where objects placed under the ar camera in editor are not positioned the same when running on ipad/iphone. Is this normal? Seems to be like a fov issue.
How can we update ARkit plugin without it breaking all of the project settings?
Everytime I update it wipes my build settings clean along with icons and name of bundle id?
If you share your project I might be able to help
The right way to do this is to keep everything that creates and manages ARKit related GameObjects under a "DontDestroyOnLoad" root. ARSession does not stop - restarting it with different config just restarts the same session. You can pause it if you don't need it for a while.
IPads and iPhones have different aspect ratios, and so do their cameras, so this expected. Mobile developers sometime cater to this by changing their UI or the distance from the camera for the content or content scale.
If you are importing the plugin, uncheck ProjectSettings.asset. If you are copying files over, save your ProjectSettings.asset and overwrite plugin's version after copying. Compare your ProjectSettings with the one provided by the plugin though, because there are certain things in there that are needed to make examples work.
We are building an app that only partially depends upon ARKit. We would like to support devices that are either on an older iOS version, or that don't support ARKit. However, it appears that the "IsSupported" functionality has been placed on the ARKitWorldTrackingSessionConfiguration, which one can only get a handle on through the UnityARSessionNativeInterface. if you call UnityARSessionNativeInterface.GetARSessionNativeInterface() on an unsupported device, the app crashes. Would it be possible to provide a method further up the stack that one could check and disable ARKit functionality in the app on devices where it isn't available? Maybe a static method on UnityARSessionNativeInterface itself?
You can instantiate a Configuration without getting the native interface and call that directly on the instance you created. Though, it should probably be a static method on that class.
Thanks - we'll give that a try.
Those are fake. I took a model from a Beffio Asset (search Car Paint Pro on the Asset Store)
AR remote connection was working fine with previous version of the plugin.But with the new version it fails to connect to player.
Anyone experiencing the same