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Testing ARFoundation-based code in the Unity Editor

Discussion in 'Handheld AR' started by kennyd-itp, Jun 29, 2018.

  1. kennyd-itp

    kennyd-itp

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    I've been using ARFoundation and it's fantastic to have an officially supported abstraction layer over ARKit and ARCore. But the one great shortcoming to my team is that it doesn't work at all in the Unity Editor. By which I mean that we have to deploy to a device to actually see our ARFoundation-driven code at work every time we make a change. This adds a *huge* amount of overhead during development :(

    timmunity addressed this in another thread, saying "In-Editor simulation is coming (via another package).". Is he referring to the Project MARS initiative? That does look like an interesting solution to the problem, but seems like it's still a long way off. And we want to use ARFoundation in shipping products asap!

    I looked at the package's source code (it's great to have noncompiled C# sources available, by the way!) and it seems like ARFoundation just doesn't initialize any of its subsystems in the Editor, so it does nothing. It would be great if we could have a mock AR system running in the Editor that would provide ARFoundation with camera pose, tracked planes, anchors etc. based on debug input and maybe a reference scene to simulate the real-world environment. I guess that's part of what Project MARS is about, but a much simpler implementation than what we saw at Unite Berlin would already be useful.

    What would Unity people suggest we do in the short term? Is the thing timmunity mentioned coming soon, do we wait for Project MARS or is there some way we can add this ourselves? I'm tempted to just fork the ARFoundation package and hack it in myself...
     
  2. kennyd-itp

    kennyd-itp

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    And yes, I realize the pre-ARFoundation seperate ARKit and ARCore plugins don't address this either... But now that we have an abstraction layer that handles ARKit and ARCore, it only seems logical to have it handle a mock system in the Editor as well :)
     
  3. praphupada

    praphupada

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    Where did you find noncompiled subsystems code?
     
  4. Saicopate

    Saicopate

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    Sep 25, 2017
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    In 2018.2 in Project Window you can view the Packages folder with package scripts.
     
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  5. mdurand

    mdurand

    Unity Technologies

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    Aug 1, 2016
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    Hi All-

    We're going to begin an alpha for AR remoting based on AR Foundation next week. Once the alpha is done we will make it available and let this forum (and this thread) know.

    MARS is not the remoting tech that we have been referring to.

    -Best,
    Mike
     
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  6. kennyd-itp

    kennyd-itp

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    I didn't.
     
  7. kennyd-itp

    kennyd-itp

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    Thanks! "Remoting" still sounds like having to deploy to a device, though? The ideal solution for me would be if I could test my code in-editor and not have to deal with a device unless there's a reason to test in the real world. I'll wait and see what you guys come up with :)
     
    kexar66 likes this.
  8. Bitfabrikken

    Bitfabrikken

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    Mar 24, 2013
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    If ti
    If you need any more testers, let me know :)
     
  9. LouisHong

    LouisHong

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    Nov 11, 2014
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    Hi, any updates on remote AR?
     
  10. Pathorn

    Pathorn

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    Sep 18, 2017
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    Why is UnityEngine.XR.ARFoundation not working
     
  11. tonOnWu

    tonOnWu

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    Jun 23, 2017
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    Today I've been having lots of problems with this library. I need to scale and remove planes when the game starts. Sound really easy, but it has been impossible to do it. Any suggestion will be appreciated.

    I tried with different Branchs of the release. But nothing.