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[Error] AR Foundation - Issue while reading

Discussion in 'AR' started by param_appm, Feb 20, 2020.

  1. param_appm

    param_appm

    Joined:
    Jun 14, 2017
    Posts:
    41
    I am trying to add images dynamically in reference to the Image Library of ARfoundation Unity. I have a method to access gallery images from the iPhone.
    Code Snippet: http://bit.ly/38JYDOa

    So, I want to add this image to add to the reference image library and make this image an AR target image. For that, I wrote the below code.

    Code Snippet: http://bit.ly/32c9YEe

    But when I run my app in iPhone I get below error:

    System.InvalidOperationException: The texture must be readable to be used as the source for a reference image in UnityEngine.XR.ARFoundation.MutableRuntime.

    Is there any possible way to convert texture image readable for ARFoundation dynamically from gallery images of a phone.

    Thank you for your time and help.

    Regards,
    Paramjot Singh
     
  2. jbergs

    jbergs

    Joined:
    Feb 13, 2014
    Posts:
    15
    I'm running into this very same issue. Were you able to figure this out?
     
  3. jswy1992

    jswy1992

    Joined:
    Jun 19, 2019
    Posts:
    4
    I have the same issue? Can someone help to solve it.
     
  4. dillonc

    dillonc

    Joined:
    Sep 14, 2017
    Posts:
    2
    Is there any update on this? Running into the same thing.
     
  5. dillonc

    dillonc

    Joined:
    Sep 14, 2017
    Posts:
    2
    Hey guys, eventually I got around the issue. I didn't convert the texture dynamically, but I did find some things that might be useful. I used this code to find out which textures were even supported in the first place and add the image.

    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4. using UnityEngine.XR.ARSubsystems;
    5. using UnityEngine.XR.ARFoundation;
    6. public class AddImageToTrackedImageLibrary : MonoBehaviour
    7. {
    8.  
    9.     public ARTrackedImageManager m_ARTrackedImageManager = null;
    10.  
    11.     public Texture2D imageToAdd = null;
    12.  
    13.     IEnumerator Start()
    14.     {
    15.         yield return new WaitForSeconds(5f);
    16.         Debug.Log("About to add image");
    17.         AddImage(imageToAdd);
    18.     }
    19.  
    20.     private void AddImage(Texture2D texture) {
    21.  
    22.         if (m_ARTrackedImageManager.referenceLibrary is MutableRuntimeReferenceImageLibrary mutableLibrary)
    23.         {
    24.             // List all supported texture formats
    25.             for (int i = 0; i < mutableLibrary.supportedTextureFormatCount;i++) {
    26.                 Debug.Log("Texture Format Supported: " + mutableLibrary.GetSupportedTextureFormatAt(i));
    27.             }
    28.            
    29.             var addImageJob = mutableLibrary.ScheduleAddImageJob(texture, texture.name, 0.05f);
    30.             Debug.Log("Added: " + texture.name + " to the reference library.");
    31.         }
    32.         else {
    33.             Debug.Log("Failed");
    34.         }
    35.     }
    36. }
    And I made sure to set the import settings for the image I was trying to add to use a format that was supported. I chose RGBA 32 bit.
     

    Attached Files:

  6. punikol

    punikol

    Joined:
    Jan 15, 2018
    Posts:
    4
    In the Texture you have to tick the box Read/Write enabled
     
    ak4514768 and tomilobas like this.
  7. tomilobas

    tomilobas

    Joined:
    Jun 17, 2018
    Posts:
    1
    This worked for me thank you :D