I'm trying to figure out how to know Image Target (printed image) position ? In the current small test I'm working on the player can hold 2 or 3 images (printed images) and I need to know their positions - actually I want to know which image is at the left, the middle and the right.
I tried to use the TrackableBehaviour.gameObject.transform.position but without success. Values don't feel "right".
I am trying to place geo-localized augmented object using ARCore.
To do so, I would need the scene Z axis to point north which I didn't found how to do (without breaking the tracking).
I tried to place the objects relatively to the camera but I couldn’t get a good "north direction" by comparing the camera angle and the compass.
Would anyone have some hint on how to do so?
Thank you in advance for your answers.
OpenVR – How to reset camera properly? UnityEngine.VR.InputTracking.Recenter() seems to work differently for the Rift SDK than it does in OpenVR. With the older Rift setup (Unity 5.3) the recenter puts your head at the origin. With the new system it either isn't working at all or it's resetting it to the floor. My game is a driving game so when somebody resets the VR headset I need it to pop to the driver's head. This no longer works, instead it places the feet at the driver's head and you're now standing on top of that....
Making a blackboard or a quill Hi guys,
I'm a starter developer for HTC Vive and I want to do something similar than a blackboard, quill or something like that, like in "The Lab" blackboard.
I tried to do instantiating planes, but don't like the results.
VR / 2D Launch options Is it possible to detect that my app was launched from inside the Daydream app ( library )?
Because our app has 2D and VR scenes I would like to be able to use that information to direct the user to our VR scene at launch, and if they didn't open it from within the Daydream app then i could direct the user to our 2D scene at launch.
Working on a small project with Vuforia I decided to activate ARCore as explained in the Vuforia documentation. Since I did that my camera stream became blurry and I don't know why and how to fix that.
My camera focus mode is set to FOCUS_MODE_CONTINUOUSAUTO. This value is set when Vuforia is started and is resumed....
We have a big problem here. We developp an AR application, everythings was ok.
Since Apple lunch iOS 11.4, the application crash when the scene with the ARcamera started.
The thing is that Android version works perfectly. We can see a EXC_BAD_ACCESS error but we can't find where its comes from.
We use Vuforia 7.2.20 and Unity 2018.1.
Do you have any idea ? Please !?
UI Themes & Controls for VR Hello,
Are there any UI Themes & Controls that are available for VR development. I am looking for a UI Pack (themes, controls, etc.) so that I can readily reuse the controls with predefined styles and focus more on the development time.
Working on AR project with multiple scenes I have 3 scenes in my project:
1. Vuforia with a pelvis as model target
2. Vuforia with the same pelvis as model target
3. No AR camera or model target, just a normal scene
The problems I have are:
1. When I'm previewing scene 3, the preview doesn't show the normal game objects in my world, but uses webcam and has the Vuforia watermark on the game preview. There's no AR camera in this scene.
2. Even though scene 1 and scene 2 has the same model target, when previewing, only scene 1 can...
XR: OpenVR Error! OpenVR failed initialization… XR: OpenVR Error! OpenVR failed initialization with error code VRInitError_Init_PathRegistryNotFound: "Installation path could not be located (110)"!
Any Idea about why the editor is telling me this on Unity 2017.2?
UI not rendering for left eye Hi! I've been having an issue with Unity's built in Stereoscopic rendering and Screenspace-Overlay UIs. The UI only seems to render in the right eye. I've been trying to troubleshoot this for a week or two now, but most stereoscopic UI discussions on Unity Answers are VR centered, and just avoid using Screenspace UI. Any help would be really appreciated, my XR settings are using Multi Pass, Stereo Display (non head mounted), running in 2018.1. Thanks in advance!
failed to host cloud anchor:ErrorInternal Getting the following while compiling the sample example from Googles ARCore cloud anchor example on iphone ios 12 beta.
The error shows after hosting and trying to place the anchor in ar scene.
Google Cloud Anchor AR error Getting following error when i try to host anchor on cloud.
Failed to host cloud anchor: ErrorInternal
Any idea? I did put api key, enabled google cloud anchor api.
Also, I am using ios 12 beta.