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Releasing 'AR + GPS Location' package for location-based AR with AR Foundation

Discussion in 'Assets and Asset Store' started by dmbfm, Dec 19, 2018.

  1. dmbfm

    dmbfm

    Joined:
    Apr 13, 2016
    Posts:
    17
    Hey guys!

    I just released the 'AR + GPS Location' package on the Unity Asset store! My first release package actually!

    It can be used to create location-based AR experiences using AR Foundation --- though support for the Unity-ARKit-plugin is on our roadmap.

    Some of the features:
    • Place 3D Objects in geographical positions defined by their latitude, longitude and altitude.
    • Place 3D Text markers on real-world points of interest (example using OpenStreetmaps is included.)
    • Smooth movements on device location and heading updates.
    • Move objects or place them along paths (Catmull-rom splines) on the map.
    • Augmented reality floor shadows.
    • Double precision vector structs, DVector2 and DVector3.
    • General purpose Catmull-rom curves and splines.

    You can check it out at: https://assetstore.unity.com/packages/templates/systems/ar-gps-location-134882

     
  2. lanalynx

    lanalynx

    Joined:
    Aug 31, 2018
    Posts:
    1
    hi! can I place virtual object indoor using this asset?
     
    dmbfm likes this.
  3. dmbfm

    dmbfm

    Joined:
    Apr 13, 2016
    Posts:
    17
    I don't think it will work indoors very well. Unless there is a good way to get indoor positioning with Unity's LocationService.
     
  4. tomekkie2

    tomekkie2

    Joined:
    Jul 6, 2012
    Posts:
    946
    Did anyone try to use it with getting location and orientation from some external precise geodetic equipment? Would that be possible?

    I have tested the demo scenes on the Galaxy S& phone.
    The AR objects from nearby locations are not stable, but floating on the horizon.

    Why these AR object are not that stable as in GVR app? Is the world orientation in GVR taken in different way?
     
    Last edited: Jun 2, 2019
  5. dmbfm

    dmbfm

    Joined:
    Apr 13, 2016
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    What is GVR?

    You can write custom location providers, so you can probably write one for external equipment.

    For the floating objects I would need more info. Email me at daniel.mbfm@gmail.com with more details please.
     
  6. tomekkie2

    tomekkie2

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    I meant Google Cardboard VR. I guess it uses orientation from gyroscope, not compass, and that makes the VR world stable.
     
  7. dmbfm

    dmbfm

    Joined:
    Apr 13, 2016
    Posts:
    17
    Yes, it's another thing entirely. But probably the bigger issue is AR tracking stability. Send me the details when you can, so we can try and improve this.
     
  8. tomekkie2

    tomekkie2

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    I have just tried the "ARLocation Basic scene.
    There are capsules with PlaceAtLocation scripts.
    I have put the nearby locations there (within some 500 m from my place).

    When I hold my Galaxy S7 phone still, these capsules positions ale not fixed, but floating some +- 10 degrees on the horizon.
    On the contrary, when I run some VR google VR app and hold the phone still, the VR world orientation is also still, not floating.

    This is a difference, and I guess this is due to the compass reading.
    I am just wondering if the orientation reading could be switched to gyroscope, basing on average compass reading over some time.
    These are just my guesses, I realize that I might be totally wrong.
     
  9. dmbfm

    dmbfm

    Joined:
    Apr 13, 2016
    Posts:
    17
    The orientation is mostly due to the AR tracking. If you go into the ARLocationOrientation for instance, and check 'Measure Only At Startup' it will only take a initial reading. Everything else will be controlled by the AR Foundation's Tracked Poser. I guess you can create a script to use the gyroscope too, but I think AR Core will do that by itself probably.