Search Unity

  1. Read here to learn more about our latest preview of the XR Interaction Toolkit.
    Dismiss Notice
  2. Click here to see what's on sale for the "Best of Super Sale" on the Asset Store
    Dismiss Notice
  3. Read here for Unity's latest plans on OpenXR.
    Dismiss Notice

How does MARS fit with ARFoundation?

Discussion in 'AR' started by mistergreen2016, May 28, 2020.

  1. mistergreen2016

    mistergreen2016

    Joined:
    Dec 4, 2016
    Posts:
    215
    Unity will their new AR platform, MARS. Just wonder if it affects ARFoundation.
     
  2. JonathanNUnity

    JonathanNUnity

    Unity Technologies

    Joined:
    Sep 27, 2016
    Posts:
    10
    Hi, MARS uses its own wrapper on AR Foundation to support building AR applications. MARS supports AR Foundation 2.1.8+ more information can be found here.
     
  3. Kulishnekar

    Kulishnekar

    Joined:
    Oct 17, 2017
    Posts:
    12
    QUESTION to Moderator - I'm new to Unity and just starting to learn C# ( Udemy tutorial). I signed up and subscribed to MARS. Will MARS be too complex for a beginner?
    Also, the Unity Learn tutorials on AR are not up to date with the current Unity version. What is the best way for me to learn AR on Unity if I'm using AR foundation etc.... Thank you.
     
  4. jmunozarUTech

    jmunozarUTech

    Unity Technologies

    Joined:
    Jun 1, 2020
    Posts:
    120
    Hello @Harmienta

    MARS isn't complex at all, there are lots of things that you can do with just a couple of clicks. Braelyn wrote a blog post that explains where MARS fits on the Unity ecosystem and explains how Unity MARS interacts with different parts of Unity to leverage your app requirements (https://blogs.unity3d.com/2020/05/1...ble-interactive-multiplatform-ar-experiences/)

    Just to get you started, with a couple of clicks you can display any game object in AR with mars by following our getting started tutorial https://docs.unity3d.com/Packages/com.unity.mars@1.0/manual/GettingStarted.html

    We wrote our MARS documentation to be as easy to understand and follow as possible and we try to have on each section a mini tutorial on how to put together the concepts explained on practice.

    For example if you look on our face tracking docs https://docs.unity3d.com/Packages/com.unity.mars@1.0/manual/FaceTracking.html you can see that at the end you are able to put AR glasses on a person on your app. Same applies for Image marker tracking https://docs.unity3d.com/Packages/com.unity.mars@1.0/manual/Markers.html and also with Forces https://docs.unity3d.com/Packages/com.unity.mars@1.0/manual/Forces.html
     
  5. Kulishnekar

    Kulishnekar

    Joined:
    Oct 17, 2017
    Posts:
    12
    Thank you.
    I did have an error message when used the MAR Build Setting Check Capture.JPG
    ElectiveExtensions not supported on this platform
     
  6. mistergreen2016

    mistergreen2016

    Joined:
    Dec 4, 2016
    Posts:
    215
    set your build setting to iOS or Android.
     
  7. jmunozarUTech

    jmunozarUTech

    Unity Technologies

    Joined:
    Jun 1, 2020
    Posts:
    120
    @Harmienta

    MARS is supported on devices such as iOS, Android, MagicLeap, Just change your build platform to either of these by going to File -> Build Settings, selecting your platform and hitting the "Switch Platform" button and you should be good to go.

    Screen Shot 2020-06-08 at 12.59.10 PM.png
     
  8. mistergreen2016

    mistergreen2016

    Joined:
    Dec 4, 2016
    Posts:
    215
    Hey,
    MARS has different environmental models for simulation. What if you have a fixed environment, say a museum, I assume we model the environment and use that in the simulation. I don't see an option to place an anchor to place. I'm thinking it's less processor intensive that image or object recognition in this case. The anchor would be saved to Google's cloud anchor.
     
    Last edited: Jun 9, 2020
unityunity