Black screen when built I made a app with vuforia.It runs normal in Unity Editor but when I built and run it shows a black screen and do not open camera.I did everything step by step but it did not work.Is there anybody know how to fix it.
Combine Image Target with Ground Plane I'm trying to "combine" image target and ground plane detection. I want to have a button on the image target which enables a ground plane stage. I dont really know what the best approach is. Maybe something with having ground plane activated (but with the plane indicator deactivated) from the start, and then the user taps the button instantiated by the image target, which then shows the plane indicator. Then the user taps again and the plane stage is instantiated.
[Help] How would I do raycasthit using GvrLaserPointer. I am trying to do raycasthit from my daydream controller model in my scene in order to get transform.position where the raycast hit collider. I already tried using ray from controller transform toward direction (gvrcontroller.ori * vector3.forward). My...
Splited app with obb : Target Image not working I see that many people had this problem over time, even I did. I used to have a script that made the game work just fine, until now. I needed to upgrade Vuforia because of the black screen bug on IOS, I'm now using Vuforia 8.0.10 and it's working fine on IOS. BUT, it doesn't work anymore on android.
I obviously searched the answer but nobody seemed to have this problem on Vuforia 8.0.10 and of course, I tried the...
First Steps – Unity3D – Version 2018.3.10f1 Personal Hello there,
I am having this issue while running my application.
Does someone know how to have that fixed?
I am following these steps: https://docs.unity3d.com/Manual/vuforia_get_started_project_setup.html
I am using Windows 10.
Unable to start Obje...
First of all, i'm complete new to this all (since yesterday to be precise).
I'm trying to build a hologram for the hololens. I installed everything: Visual Studio 2017 - Unity and Universal Windows Plattform, Unity 2018 - with .NET.
However, when i import the MRTKv2 package into unity, i'm missing some important settings. I already deleted unity and reinstalled it.
For example, i'm missing the "Apply Mixed Reality Project Settings".
Scripting Gyroscope Drift Hello,
I am developing an AR application.
In this application I use a "headtracking" that I use on the camera, it allows me to be in a 360 ° environment.
As I saw on other thread some of you also have a problem of "drift". The pr...
Now, I want to put the two together, and I'm not sure where to start. I want the arm of the character model to move and be controlled by my GvrControllerPointer, just like the Daydream Elements swing arm.
I need to get the precise world positions of left and right eye in Unity 5.1s native VR support (read-only). Is there an API call for this, seeing how the VR Camera rig is now constructed and handled by Unity behind the scenes? It's easy if one uses the OVRCameraRig Prefab from the Oculus Tools for Unity, but I prefer to use Unity's native VR Camera for compatibility reasons.
I am aware of "InputTracking.GetLocalPosition(VRNode.RightEye)", but this gets the "position of node local to...
Mock HMD returns zero for left/right eye I have two cameras in my scene (one set up to render different stuff in each eye).
However I can't get the eye offsets in my "OnPreRender" method called per eye.
InputTracking.GetLocalPosition(XRNode.LeftEye) returns a Vector3.Zero value.
I'm using a Mock HMD. Is this a bug in the mock hmd? Am I missing something?
I'm building a project where I have 4 videos (360, 4K, H.265)
Each are lined up to play (using a skybox & video player) in their own scene, a script tells them to play and a coroutine counts the seconds before telling Unity to move onto the next scene. Pretty simple.
Within the Unity editor the project runs flawlessly. (I do have to swap the video to H.264 versions to preview, as H.265 isn't yet supported, then swap them back to H.265 to export for Android). I use H.265 to try to...