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Introducing ARCore: An Android AR SDK for Unity

Discussion in 'AR' started by matthewpruitt, Aug 28, 2017.

  1. L_JS

    L_JS

    Joined:
    Feb 14, 2017
    Posts:
    3
    arcore sdk 1.9.0 / unity 2018.1f1
    build is not played.
    failure to initialize!
    your hardware dose not support this application, sorry!
    why, how to solve?
     
  2. pepe1234

    pepe1234

    Joined:
    Jul 12, 2017
    Posts:
    2
    hey guys really need your help, I had this app in arkit with some furniture, but after adding ar core and compiling to android de 3D models dont render correctly. Here are some pictures:

    Screenshot_20190620-141219.png Screenshot_20190620-141224.png Screenshot_20190620-141224.png
     
  3. amichai2

    amichai2

    Joined:
    Jul 30, 2018
    Posts:
    3
    Hi!

    I'm working to connect Unity with my Kotlin-based computer vision code for an Android application. To do this, I need to:
    1. Access and configure an
      ARCore.ARSession
      object in Unity
    2. Pass this same
      ARSession
      object to my Unity plugin (an
      aar
      written in Java/Kotlin).

    Question: how can I get
    ARCore.ARSession
    to share the reference between my C# code and my Kotlin code?

    Solutions I've considered or tried:
    1. Passing the address of an
      ARSession
      instance created in Kotlin over to Unity and overriding the
      nativePtr
      value in
      ARReferenceObject.cs
      . I have not had success with this approach. (I can post the seg-fault log if you're curious)
    2. Porting my whole Java/Kotlin code to C# - super painful and would impact performance
    3. One thought - For ARKit I was able to extend objective-c code in the ARKit Unity plugin (ARSessionNative.mm) with
      extern "C"
      functions that allow passing the Unity Session from the C# files to Objective-C in
      ARSessionNative.mm
      . Is there a way to do something similar using C code and the JNI?

    Any advice/tips/stories of either accessing
    ARCore.ARSession
    in Unity and/or passing an
    ARSession
    reference from Unity to Kotlin/Java would be MUCH appreciated :)

    @matthewpruitt @tdmowrer @jimmya
     
    Dalooshman likes this.
  4. saru15

    saru15

    Joined:
    Jan 20, 2015
    Posts:
    9
    Does this support the devices from one plus like one plus 5 or later generation devices?
     
  5. DynamicKC

    DynamicKC

    Joined:
    Oct 26, 2019
    Posts:
    1
    Does anyone know what the file types supported by the AugmentedImageDatabase for Unity? Is it still .fbx and .sbf or does it also support jpeg, png, obj files?
     
  6. mdurand

    mdurand

    Joined:
    Aug 1, 2016
    Posts:
    45
    When using AR Foundation for building image databases for ARCore any file types supported by Texture2D will work:
    https://docs.unity3d.com/Packages/com.unity.xr.arsubsystems@2.1/manual/image-tracking.html
    https://docs.unity3d.com/Manual/ImportingTextures.html

    When using Google's ARCore SDK for Unity PNG and JPEG are supported:
    https://developers.google.com/ar/develop/c/augmented-images
     
  7. arcore_hosein

    arcore_hosein

    Joined:
    Mar 2, 2021
    Posts:
    2
    hi , i am interested in develop an AR App on android devices, but i dont want install WebARonARCore on browser in android device. Do WebARonARCore is necessary for develop AR apps on android device?