• Vuforia currently does not support the IL2CPP scripting backend for UWP Hello all,
    I'm getting the next error when trying to build a UWP build for HoloLens:

    Vuforia currently does not support the IL2CPP scripting backend for Windows Store Apps. Please select ".NET" as the scripting backend in the "Other Settings" section of the Player Settings

    The weird thing is that I have been building the project using the IL2CPP scripting backend without any problem for the last weeks but today suddenly this error appeared.

    Any idea why Vuforia does not allow me to...

    Vuforia currently does not support the IL2CPP scripting backend for UWP
  • Clarification on Ground Plane for non-ARCore devices (Android) Quick question - the Vuforia v8.0.10 release notes mention for Android that 'On some non-ARCore Android devices, Ground Plane augmentations may have a slight tilt with respect to the expected vertical orientation.'

    I have tested a Ground Plane v8.0.10 build on an Xperia X Compact android phone (non-ARCore supported) and found that the ground plane did not work, whereas on phones supporting ARKit or ARCore, the ground plane works. I wanted to see if there was a reason that the release notes...

    Clarification on Ground Plane for non-ARCore devices (Android)
  • Vuforia 8 update and Unity Cloud Build Hello, I read the release notes for Vuforia 8.0.10 and saw a known limitation with Unity Cloud Build that I need to know better how to handle it. In the notes, it is stated: "Unity Cloud Build is currently not supported if Vuforia is upgraded th...
  • Camera not working in Windows build Hi, I am working on an AR project using the built-in Vuforia. The program uses an external camera to track image targets and displays objects on them. The program works in Play mode in Unity, and also after building in the Android platform. However, it...
  • How to Package the WMR project from Unity and run Hi, working on the Windows mixed reality project now, i want to export it as a package and run it through my system to MR device acer which i plugged into my system. But stuck in unity how to export and install in system, can anyone plz help me out t...
  • Creating Preprocessor Directives for SteamVR and OculusVR I'm attempting to take a VR project that was written to run with SteamVR to be compatible with OculusVR as well. From what I've read I need to use #define directives, but I'm lost on how exactly to go about doing this. How do I create a #define OCULUS, for example, that will only be defined when I'm using the OculusVR sdk? Or is there a way to create a directive that is defined in an exclusive scene??
  • Using Unity’s ARKit FaceRemote animations I've successfully set up Unity's ARKit FaceRemote and am testing it for a short AR pitch piece. I'm looking to better understand where the captured takes are kept so that I can either a) use them in Unity for my scene and/or b) export them to Maya.

    When I use the built in 'bake' button to export the takes I get an error from Maya:

    // Error: Missing a required keyword: animVersion //
  • Combining Image targets with Ground plane I have been away from Vuforia development for a bit, ground planes are still fairly new to me. But now I need to update an older project that used exclusively Image targets to one that also has Ground planes. The use case is to include a lock feature ...
  • Detecting faces in live video from webcam I'm working on a client ask involving facial and possibly logo detection, essentially counting faces & logos.

    From what I know the only way to do this with a regular webcam is via OpenCV.

    I've used the OpenCV Unity asset from the asset store but it seems somewhat limited both in terms of performance and functionality.

    For example for any type of 'face detection' in realtime the person must be no further than about 10 feet from the camera and of course looking in the general camera...

    Detecting faces in live video from webcam
  • Ugly line on 360 stereo skybox Hey!

    I'm using the skybox panoramic shader that you need for 360 videos, but instead I use them for pictures.
    I mean it sounds pretty dope to get a 360 image as the skybox, and it looks pretty cool. The only problem is, at the edge of the picture where they meet there is an ugly line, and at the corners (top and bottom points) the picture is a bit blurry, and there is an ugly point as well at both locations.

    Color of it is blue, except where the image is blue itself, there the line is...

    Ugly line on 360 stereo skybox
  • Solved: Vuforia AR Camera getting blurry Hey, I am developing an AR App with CloudReco and noticed a strange behavior. When my app starts it starts with the AR Scene and everything works as expected, See Screenshot1. View attachment 355315 When i am leaving the scene (loading a norm...
  • Get real world device rotation Hi everyone,

    I would like to get the real world rotation of a device, but I don't clearly know how to achieve that. I'm trying to use the gyroscope attitude function, but it doesn't work for me.

    I only want the x and y rotation (in Euler angles) values, so if I move the head in a horizontal way, the y rotation angle is moving, and if I move the head verticaly, the x rotation angle moves. The z angle doesn't really matter, it will always be 0. But I want it to be in the real world rotation,...

    Get real world device rotation
  • Dreamglasses and Vuforia ? anyone? Hi!! Is that possible to use the Vuforia Unity Extension on Dreamglasses? Is there an optimal configuration that works well? Have anyone tried? Thank you!
  • Steam VR Sliders Hey guys

    I'm trying to figure out how to implement a slider with Steam VR and basic Unity UI. I had hoped it would just work if I put an Steam Interactable Component and a Steam UI Element Component to the slider. I receive a hover color change but cannot click and grab the knob. I've tried also linear drivers to no avail. Has anyone in these threads ever created a Steam VR slider? I would really appreciate the help.

    Thanks in advance
  • Creating games for VR and non-VR users alike Hey gang. I'm working on a project that targets Oculus, Vive (through OpenVR), as well as keyboard & mouse/gamepad folks who have no headset. I'm using Unity 2018.3 and the built in XR 'virtual reality supported' features.

    Building a project that switches between these camera and control schemes seems straightforward enough; but Unity seems to run into some errors on machines that don't have any VR software/drivers.

    I get these warnings/error in Editor (on a mac with no VR)...

    Creating games for VR and non-VR users alike