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Vuforia 7 bugs and problems

Discussion in 'Vuforia' started by yasiekk, Dec 26, 2017.

  1. yasiekk

    yasiekk

    Joined:
    Jun 15, 2014
    Posts:
    4
    Hi,

    I just wanted to raise a few issues that I've encountered with Vuforia 7 after upgrading my project to the newest Unity build:

    1. iPhone X camera is noticeably lower resolution than in Vuforia 6: despite setting the Device Mode to CAMERA_OPTIMIZE_QUALITY. I can attach screenshots if anybody needs that.

    2. Camera autofocus is not working with either iPhone 6 or iPhone X. Not tested on Android device yet, but despite explicitly switching the focus mode to FOCUS_MODE_CONTINUOUSAUTO it doesn't autofocus at all. That messes up Ground Plane tracking a bit and generally makes the camera useless in some scenarios.

    3. There's no manual hit test trigger. There are two modes - Automatic and Interactive, but what if I want to trigger the hit test using my own conditions? Right now if those conditions are met I set a boolean to true and use it as a condition for hit testing in the OnAutomaticHitTest method, but it seems like more of a workaround then an actual solution.

    4. The IlluminationManager class doesn't exist in the Unity build despite being documented in Vuforia Unity API docs. There's no mention of it being only available in a future build, but I assume that's the case. I also assume that it exposes the ARKit properties of the same name, but is there support for anything similar when Fusion is relying on ARCore?

    5. There's no way to detect if the device is capable of using Ground Plane or not. This would be very useful for developers for creating a simple switch between Ground Plane and the standard mode if the app supports both. Right now we need to find the model number and manually cross-reference it with Vuforia docs. And if the supported device list changes we need to do that again.

    6. Despite setting Mirror Video Background to OFF, the camera sometimes starts flipped upside down. It mostly happens when the screen orientation changes during the Unity splash screen. Nevertheless there's doesn't seem to be an easy way to prevent that if the app has to support multiple screen orientations.

    If you need specific examples or means to reproduce any of the above I will be happy to provide them. Right now unfortunately Ground Plane seems to not be stable enough for production use.
     
    Gartland likes this.
  2. Gartland

    Gartland

    Joined:
    Jan 30, 2014
    Posts:
    3
    Are there any updates on these issues? I'm specifically having problems with 3,4, and 5 right now. Vuforia has been great for prototypes and tech demos but we seriously need this stuff fixed if we're going to roll out a product that looks and feels professional
     
  3. Vuforia-Strasza

    Vuforia-Strasza

    Official Vuforia Employee Vuforia

    Joined:
    Jun 13, 2017
    Posts:
    519
    1.) The short answer is that Apple overrides this on ARKit devices. For more information, refer to this thread on our forums: https://developer.vuforia.com/forum/issues-and-bugs/cant-get-1080p-frame-latest

    2.) Are you seeing this with the iPhone 6 or 6+? There are known issues with that focus mode when using ARKit.

    3.) You can replace this chain in the Plane Finder object with your own functions that designate the position of the plane if you'd prefer a different method of creating the plane.

    4.) Are you using Vuforia 7.0.36 or 7.0.43? This is only available in 7.0.43 which is in the 2017.3 patch 2. This currently is only exposing the ARKit properties.

    5.) There is an API for this, but it is currently returning incorrectly on certain devices. This will be fixed in a future version. In the meantime, we have the following script as a temporary solution for checking if GP is supported on your device. https://gist.github.com/vad710/e9047eb834648a42cc6e5f9b16806bc7

    6.) We have encountered this issue as well and determined it was an issue on Unity's side. It should be fixed in 2017.3 patch 2 (the same build that has Vuforia 7.0.43).
     
  4. vanshika1012

    vanshika1012

    Joined:
    Sep 18, 2014
    Posts:
    33
    Another problem I see after upgrading vuforia is that I cannot find Vuforia key place to enter.

    Attached is the screenshot.
     

    Attached Files:

  5. Vuforia-Strasza

    Vuforia-Strasza

    Official Vuforia Employee Vuforia

    Joined:
    Jun 13, 2017
    Posts:
    519
  6. yasiekk

    yasiekk

    Joined:
    Jun 15, 2014
    Posts:
    4
    I've tested that on iPhone 6 (non-plus) and iPhone X and both of those couldn't do auto-focus - the focal length was set to a static value.
     
  7. tijmenjan

    tijmenjan

    Joined:
    Nov 21, 2014
    Posts:
    1
    I can confirm that auto-focus on the iPhone 7 plus is also not working. Android is working fine.
     
  8. vanshika1012

    vanshika1012

    Joined:
    Sep 18, 2014
    Posts:
    33
    Unity 2017.02
     
  9. Vuforia-Strasza

    Vuforia-Strasza

    Official Vuforia Employee Vuforia

    Joined:
    Jun 13, 2017
    Posts:
    519
  10. jamesmunro

    jamesmunro

    Joined:
    May 23, 2016
    Posts:
    3
    I'm seeing issue 2. in 2017.3.0p1 for the iPhone X: FOCUS_MODE_CONTINUOUSAUTO is not working. It seems fine on the iPhone 7 & iPhone 7 Plus (edit: I was wrong on this, it's not working on iPhone 7 or iPhone 7 Plus either). I'll try upgrading to 2017.3.0p4 and see if the Vuforia version bump fixes this issue.

    Edit: still seeing the same problems on 2017.3.0p4.
     
    Last edited: Feb 1, 2018
  11. yasiekk

    yasiekk

    Joined:
    Jun 15, 2014
    Posts:
    4
    @Vuforia-Strasza Just noticed that IlluminationManager class properties are always giving NULL values on iPhone X.

    The camera quality on iPhone X with MODE_OPTIMIZE_QUALITY enabled is really low. See screenshots for comparison between iPhone camera app and a Vuforia app:





    Is there any way I can alter the quality settings somehow? Right now it looks really bad. A couple of versions ago it looked way better and nothing has changed in my code since then.

    I'm using the 2017.3.p4 version (with iPhone X) right now, and still see really bad camera quality, IlluminationManager giving only null values and autofocus not working.

    Do you have any beta or test program I might be able to participate in? I'll be developing with Vuforia for a good while for now and would love to help you to iron out all the bugs.
     
    Last edited: Feb 3, 2018
  12. ZikW

    ZikW

    Joined:
    Aug 18, 2014
    Posts:
    10
    Has someone managed to get the illumination manager working?

    I only get null values for AmbientColorTemperature and AmbientIntensity on my Arkit devices using Unity 2017.3.p4. If it's not implemented yet , do you have an ETA for this?

    Thanks,
     
  13. Vuforia-Strasza

    Vuforia-Strasza

    Official Vuforia Employee Vuforia

    Joined:
    Jun 13, 2017
    Posts:
    519
    @yasiekk Does the illumination manager give null values on all ARKit devices, or just the iPhoneX?

    ARKit provides the camera resolution we can use and currently does not support higher than the resolution that you are receiving. This is being changed in ARKit 1.5 and we plan on supporting this in a future release.

    Autofocus is not recommended by Apple for the current iteration of ARKit. Our Continuous Autofocus Mode should still be working though, is this not the case for you?
     
  14. ZikW

    ZikW

    Joined:
    Aug 18, 2014
    Posts:
    10
    The illumination manager gives null values on the iPhone SE and the iPad 2017 (5th gen).
     
    Last edited: Feb 8, 2018
  15. mainerefugee

    mainerefugee

    Joined:
    Feb 9, 2018
    Posts:
    3
    doesn't work on iphone6
     
  16. Vuforia-Strasza

    Vuforia-Strasza

    Official Vuforia Employee Vuforia

    Joined:
    Jun 13, 2017
    Posts:
    519
    @Cedriq Looking into this and will get back to you.

    @mainerefugee iPhone6 is non-ARKit and therefor does not support light estimation at the current time.
     
  17. weliketoparty

    weliketoparty

    Joined:
    Aug 17, 2011
    Posts:
    120
    I'm successfully using using IlluminationManager on Unity 2017.3.0 p2, tested with iPhone X
    Here you can find the component.


    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4. using Vuforia;
    5. using UnityEngine.Rendering;
    6.  
    7.  
    8. /// <summary>
    9. /// Light estimation manager.
    10. /// Used to retrive light estimation from vuforia API.
    11. /// </summary>
    12. public class LightEstimationManager : MonoBehaviour {
    13.  
    14.     /// <summary>
    15.     /// The color temperature in Kelvin.
    16.     /// Might be null if no Light Estimation is available.
    17.     /// </summary>
    18.     public float? colorTemperature {get; private set;}
    19.     /// <summary>
    20.     /// The color intensity between 0-8.
    21.     /// Please note it's not the same as IlluminationManager.AmbientIntensity.
    22.     /// IlluminationManager.AmbientIntensity is on an internal AR kit format.
    23.     /// Might be null if no Light Estimation is available.
    24.     /// </summary>
    25.     public float? intensity {get; private set;}
    26.     /// <summary>
    27.     /// The light estimation active.
    28.     /// </summary>
    29.     public bool isLightEstimationCalculationActive {get; private set;}
    30.     /// <summary>
    31.     /// Vyforia illumination manager.
    32.     /// </summary>
    33.     IlluminationManager illuminationManager;
    34.     /// <summary>
    35.     /// The is vuforia initialized.
    36.     /// </summary>
    37.     private bool isVuforiaInitialized;
    38.     /// <summary>
    39.     /// Is the color temperature available?
    40.     /// </summary>
    41.     private bool isColorTemperatureAvailable;
    42.     /// <summary>
    43.     /// Is the intensity data available?
    44.     /// </summary>
    45.     private bool isIntensityAvailable;
    46.     /// <summary>
    47.     /// The instance.
    48.     /// </summary>
    49.     private static LightEstimationManager instance;
    50.     /// <summary>
    51.     /// Gets the instance.
    52.     /// </summary>
    53.     /// <value>The instance.</value>
    54.     public static LightEstimationManager Instance {
    55.         get{ return instance; }
    56.     }
    57.  
    58.  
    59.     void Awake () {
    60.         instance= this;
    61.     }
    62.  
    63.  
    64.  
    65.     void OnEnable () {
    66.         // Wait for Vuforia to start before attempting to get Light Estimation values.
    67.         VuforiaARController.Instance.RegisterVuforiaStartedCallback(OnVuforiaStarted);
    68.     }
    69.  
    70.     void OnDisable () {
    71.         VuforiaARController.Instance.UnregisterVuforiaStartedCallback(OnVuforiaStarted);
    72.     }
    73.  
    74.  
    75.     /// <summary>
    76.     /// Sets the light estimation calculation active or disabled.
    77.     /// </summary>
    78.     /// <param name="isActive">If set to <c>true</c> is active.</param>
    79.     public void SetLightEstimationCalculation ( bool isActive) {
    80.         isLightEstimationCalculationActive = isActive;
    81.         Debug.Log("Light Estimation calculation is set to: " + isActive.ToString());
    82.     }
    83.  
    84.  
    85.  
    86.  
    87.     /// <summary>
    88.     /// Raises the vuforia started event.
    89.     /// </summary>
    90.     void OnVuforiaStarted() {
    91.         Debug.Log("Vuforia Started.");
    92.         var stateManager = TrackerManager.Instance.GetStateManager();
    93.         if (stateManager == null){
    94.             Debug.LogError("No State Manager can be found on Vuforia Start.");
    95.             return;
    96.         }
    97.         illuminationManager = stateManager.GetIlluminationManager();
    98.         if (illuminationManager == null){
    99.             Debug.LogError("No State Illumination Manager can be found on Vuforia Start.");
    100.             return;
    101.         }
    102.         isLightEstimationCalculationActive = true;
    103.         isVuforiaInitialized = true;
    104.     }
    105.  
    106.  
    107.  
    108.  
    109.     void Update() {
    110.  
    111.         if (isLightEstimationCalculationActive && isVuforiaInitialized){
    112.             CheckIlluminationStatus();
    113.         }
    114.     }
    115.  
    116.  
    117.     /// <summary>
    118.     /// Check if the illumination status is available
    119.     /// </summary>
    120.     void CheckIlluminationStatus (){
    121.  
    122.         if (!isVuforiaInitialized){
    123.             Debug.Log("Vuforia isn't inizialized yet.");
    124.             return;
    125.         }
    126.  
    127.         ShowLightEstimationStatusLogs();
    128.         isColorTemperatureAvailable = IsColorTemperatureAvailable(illuminationManager);
    129.         isIntensityAvailable = IsIntensityAvailable(illuminationManager);
    130.  
    131.         if (isColorTemperatureAvailable && isIntensityAvailable) {
    132.             SetLightEstimationValue();
    133.         }
    134.     }
    135.  
    136.  
    137.     /// <summary>
    138.     /// Shows the light estimation status logs.
    139.     /// </summary>
    140.     void ShowLightEstimationStatusLogs () {
    141.      
    142.         if (isColorTemperatureAvailable != IsColorTemperatureAvailable(illuminationManager) ) {
    143.             Debug.Log("Ambient Illumination info avilability changed. Is now color temperature available? " + IsColorTemperatureAvailable(illuminationManager));
    144.         }
    145.  
    146.         if (isColorTemperatureAvailable != IsIntensityAvailable(illuminationManager) ) {
    147.             Debug.Log("Ambient Illumination info changed. Is now intensity available? " + IsIntensityAvailable(illuminationManager));
    148.         }
    149.     }
    150.  
    151.  
    152.  
    153.     /// <summary>
    154.     /// Returns if the color temperature value returned from Vuforia, is available or not.
    155.     /// </summary>
    156.     /// <returns><c>true</c> if the color temperature value is available ; otherwise, <c>false</c>.</returns>
    157.     /// <param name="illuminationManager">Illumination manager.</param>
    158.     bool IsColorTemperatureAvailable (IlluminationManager illuminationManager){
    159.         return (illuminationManager.AmbientColorTemperature != null);
    160.     }
    161.  
    162.  
    163.  
    164.     /// <summary>
    165.     /// Returns if the intensity value returned from Vuforia, is available or not.
    166.     /// </summary>
    167.     /// <returns><c>true</c> if the color temperature value is available ; otherwise, <c>false</c>.</returns>
    168.     /// <param name="illuminationManager">Illumination manager.</param>
    169.     bool IsIntensityAvailable (IlluminationManager illuminationManager){
    170.         return (illuminationManager.AmbientIntensity != null);
    171.     }
    172.  
    173.  
    174.  
    175.     /// <summary>
    176.     /// Sets the light estimation value.
    177.     /// </summary>
    178.     void SetLightEstimationValue (){
    179.  
    180.         GraphicsSettings.lightsUseLinearIntensity = true;
    181.         GraphicsSettings.lightsUseColorTemperature = true;
    182.         intensity = ((illuminationManager.AmbientIntensity.Value) / (1000.0f));
    183.         colorTemperature = illuminationManager.AmbientColorTemperature.Value;
    184.     }
    185. }
    186.  
     
    Vuforia-Strasza likes this.
  18. ZikW

    ZikW

    Joined:
    Aug 18, 2014
    Posts:
    10
    Hi weliketoparty,

    Thanks, it works! I didn't know that we could get a reference to the IlluminationManager with TrackerManager.Instance.GetStateManager().GetIlluminationManager(). I was using:
    IlluminationManager illuminationManager = new IlluminationManager();

    Thanks again and have a good one!
     
  19. Alosh

    Alosh

    Joined:
    Jul 9, 2012
    Posts:
    4
    Although I've included the same assembly references that you have (incIuding using Vuforia; ) I still can't access IlluminationManager, I'm getting the following error:

    The type or namespace name `IlluminationManager' could not be found. Are you missing an assembly reference?

    I'm using Unity 2017.3.0f3.

    Any idea what am I doing wrong?

    My code:
    Code (csharp):
    1.  
    2. using System.Collections;
    3. using System.Collections.Generic;
    4. using UnityEngine;
    5. using Vuforia;
    6. using UnityEngine.Rendering;
    7.  
    8. public class LightTest : MonoBehaviour {
    9.  
    10.     private IlluminationManager il;
    11.     public float lightLevel;
    12.  
    13.     // Use this for initialization
    14.     void Start() {
    15.  
    16.     }
    17. }
    18.  
    19.  
     
    Last edited: Feb 11, 2018
  20. ZikW

    ZikW

    Joined:
    Aug 18, 2014
    Posts:
    10
    Alosh likes this.
  21. yasiekk

    yasiekk

    Joined:
    Jun 15, 2014
    Posts:
    4
    It's giving null on all I've tested on.

    And nope, continuous autofocus is not working, that's mostly the reason why it's a problem for me at this point.
     
  22. Vuforia-Strasza

    Vuforia-Strasza

    Official Vuforia Employee Vuforia

    Joined:
    Jun 13, 2017
    Posts:
    519
    @weliketoparty Thanks for sharing your script!

    @Alosh You'll need to use Unity 2017.3.0p2 or later for Light Estimation.

    @yasiekk Could you review weliketoparty's script above and let me know if that works for you?
     
  23. Alosh

    Alosh

    Joined:
    Jul 9, 2012
    Posts:
    4
  24. dormouse

    dormouse

    Joined:
    Mar 1, 2011
    Posts:
    57
    We have a 'Black Screen Issue' while using:
    ios to 11.3
    xcode 9.3 beta 2
    Unity 2017.3.0p4
    Vuforia 7.0.47
    We we tested directly with Unity3D, there's no problem. But we build an iOS applicaiton and tested on the device, we always have a black screen, there's no display. Is there any hits to solve this issue ? I have tested using xcode 9.2, however it doesn't support ios11.3 beta.
    thanks
     
  25. weliketoparty

    weliketoparty

    Joined:
    Aug 17, 2011
    Posts:
    120

    Looks like a known issue : https://forum.unity.com/threads/kno...xcode-9-3-and-ios-11-3-beta-arkit-1-5.516117/
     
    Vuforia-Strasza likes this.
  26. dormouse

    dormouse

    Joined:
    Mar 1, 2011
    Posts:
    57
  27. Vuforia-Strasza

    Vuforia-Strasza

    Official Vuforia Employee Vuforia

    Joined:
    Jun 13, 2017
    Posts:
    519
    You'll need to stick with pre-iOS 11.3 versions at the current time.
     
  28. Freaking-Pingo

    Freaking-Pingo

    Joined:
    Aug 1, 2012
    Posts:
    278
    We are also receiving a NULL response from the IlluminationManager when trying to use @weliketoparty example. We are using an iPad Air 2 running iOS 11.2.5 build using Unity 2017.3.1f1. I can't find any documentation regarding compatible devices or compatible OS versions.
     
  29. Vuforia-Strasza

    Vuforia-Strasza

    Official Vuforia Employee Vuforia

    Joined:
    Jun 13, 2017
    Posts:
    519
  30. Freaking-Pingo

    Freaking-Pingo

    Joined:
    Aug 1, 2012
    Posts:
    278
  31. Freaking-Pingo

    Freaking-Pingo

    Joined:
    Aug 1, 2012
    Posts:
    278
  32. skdev3

    skdev3

    Joined:
    Jul 15, 2015
    Posts:
    46
  33. Vuforia-Strasza

    Vuforia-Strasza

    Official Vuforia Employee Vuforia

    Joined:
    Jun 13, 2017
    Posts:
    519
    @Freaking-Pingo Desktop support is not currently available with Vuforia. If you build a UWP app as a mobile app and not an exe this should work for supported devices.

    @skdev3 I'll address this in that thread.
     
  34. mainerefugee

    mainerefugee

    Joined:
    Feb 9, 2018
    Posts:
    3
    Sorry I ment 6s
     
  35. rsdabb

    rsdabb

    Joined:
    Aug 30, 2017
    Posts:
    8
    Hello @Vuforia-Strasza !
    I'm trying to write a script placing an object (GroundPlane) on a button. As I understand that to place it is necessary to create an anchor (CreatePlaneAnchor) for which it is necessary HitTestResult. How to get a HitTestResult? Thank you!
     
  36. johnpaoletto

    johnpaoletto

    Joined:
    Feb 2, 2017
    Posts:
    2
    Can you please further elaborate this? Right now, the HitTest is always happening at the center of the screen.
    Also, does OnInteractiveTest happen when the screen is touched or when PlaneFinderBehabiour.PerformHitTest happens? How do I get the results of PlaneFinderBehabiour.PerformHitTest?
     
  37. skdev3

    skdev3

    Joined:
    Jul 15, 2015
    Posts:
    46
    Vuforia Crash in IOS If the option "Unity LaunchScreen storyboard" is enabled.
     
  38. ZikW

    ZikW

    Joined:
    Aug 18, 2014
    Posts:
    10
    Hi,

    It seems that Vuforia.VuforiaManager.Instance.WorldCenterMode = VuforiaARController.WorldCenterMode.DEVICE_TRACKING has no real effect. It would be interesting to be able to switch between Image Targets tracking and Device Tracking.

    Thanks.
     
  39. HidingGlass

    HidingGlass

    Joined:
    Apr 29, 2015
    Posts:
    8
    Unfortunately the lack of AutoFocus is making it impossible for us to update to Vuforia 7 for our iOS app. Focus was working beautifully in Unity 2017.2.1 Vuforia v6.2.6. We are trying to update to Unity 2017.3.1f1 Vuforia 7.0.47 and the camera will not focus using FOCUS_MODE_CONTINUOUSAUTO.

    From above comments, it looks like this is a problem with ARKit. Currently we are only using image trackers (not markerless tracking) so is there any word on a quick fix/update/work around we could look into? I would appreciate any update if this is on the roadmap @Vuforia-Strasza
     
  40. walidabazo

    walidabazo

    Joined:
    Jul 8, 2017
    Posts:
    15
    Unity and Augmented Reality (AR) Camera Auto Focus
    Show this video and download unity package

     
  41. HidingGlass

    HidingGlass

    Joined:
    Apr 29, 2015
    Posts:
    8
    This video is utilizing Vuforia 6.5. The issue is that the AutoFocus does not work in Vuforia 7...
     
  42. Vuforia-Strasza

    Vuforia-Strasza

    Official Vuforia Employee Vuforia

    Joined:
    Jun 13, 2017
    Posts:
    519
    theolagendijk likes this.
  43. HidingGlass

    HidingGlass

    Joined:
    Apr 29, 2015
    Posts:
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    Thank you for the update. I'm looking forward to leveraging unity 7.2 when the patch/release is stable. Also, great idea to integrate a way to patch Vuforia without needing a Unity patch (in 2018.1 +). That was definitely a concern with the Vuforia/Unity integration.
     
  44. waldgeist

    waldgeist

    Joined:
    May 6, 2017
    Posts:
    15
    The Autofocus Problem on iOS is a show-stopper. How could this even been released in this state?! Sorry, but Vuforia‘s product quality and support policy is very bad IMHO. Still no fix for the black screen, no autofocus etc. what is the last recommended Vuforia version that can be used in Unity *reliably* on iOS devices?! And how can I use a recent Unity version with this?!
     
    henriqueranj likes this.
  45. Vuforia-Strasza

    Vuforia-Strasza

    Official Vuforia Employee Vuforia

    Joined:
    Jun 13, 2017
    Posts:
    519
    I'm sorry you feel this way. The autofocus issue is rooted in how Apple enforces camera parameters when using ARKit. They've just recently updated ARKit to resolve this issue and our patch integrating this is coming to Vuforia 7.1 as soon as possible. I will be informing the forums of its status as more information is available. Unity 2018 has Vuforia 7.1 and a means to patch it going forward independent from Unity releases.
     
    theolagendijk likes this.
  46. Grislymanor

    Grislymanor

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    Aug 15, 2014
    Posts:
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    What about the Black Screen Issue? OS 11.3 was released weeks ago...
     
  47. ArtOlivier

    ArtOlivier

    Joined:
    Apr 23, 2018
    Posts:
    1
    I succeeded to make the camera works on all ARKit and non ARKit devices in unity 2017.3.0 with this combination :

    Graphical API forced to OpenGLES3 only / Xcode 9.2 ( possible to build/debug on 11.3 device with a hack
    https://forum.unity.com/threads/kno...-ios-11-3-beta-arkit-1-5.516117/#post-3450395 )

    It works too in last LTS version of Unity.
     
  48. PlayDisplay_Sudarikov

    PlayDisplay_Sudarikov

    Joined:
    Aug 14, 2017
    Posts:
    1
    Hello! we encountered the following problem when launching vuforia - unity on iphone 6 and iphone x autofocus does not work, nor an additional script with FOCUS_MODE_CONTINUOUSAUTO nor with the addition (device.focusMode = AVCaptureFocusModeContinuousAutoFocus;) to the XCODE project.

    We do not use other frameworks like arkit. Unity 2017.2- 2018.1 does not solve this problem.
    Xcode different versions also do not help.

    We can not solve this problem and some of our customers are annoyed with this. Please tell us how we can solve this problem, thanks
     
  49. HidingGlass

    HidingGlass

    Joined:
    Apr 29, 2015
    Posts:
    8
    Because autofocus is only available again in ARKit 1.5, I would double check you are using the latest version of Vuforia (I’m not sure but if you migrated your project from an older version of Unity to 2018.1 you may still have an older version of Vuforia). I would also be sure your device is running iOS 11.3 or above as that’s the version that shipped with ARKit 1.5.

    I would try a brand new test project in 2018.1 on an iOS 11.3 or above device just to test.

    As an alternative, because some of our apps weren’t using ARKit either, we installed a version of Unity without Vuforia and manually imported an old version of Vuforia that predated ARKit. Vuforia 6.2 I believe.