Excpetion while Deploying to HoloLens I try to use the spatial mapping script for Hololens in the MixedRealityToolkit-Unity-2018.9.0-Beta.unitypackage using Unity 2018.2.18f. After Build Unity Project and opening in Visual Studio and trying to deply on the Device:
Vuforia – cloudBuild for iOS fails – windows build OK I'm using CloudBuild to build for iOS. Using 2018.3 and the latest Vuforia. When I try and build using CB I get all kinds of missing assembly reference errors for Vuforia. Yet I can switch targets and build for Windows just fine.
I get like 30 of these using CloudBuild:
Assets/Vuforia/Scripts/DefaultInitializationErrorHandler.cs(18,50): error CS0246: The type or namespace name `VuforiaMonoBehaviour' could not be found. Are you missing an assembly reference?
vuforia phone screen black Please tell me, I created a virtual reality project Vuforia on my computer, everything works. I install on the phone, turn on the game. Just a black screen and nothing happens. What is the reason I do not understand and nowhere can I find information
Spatialmapping Occolusion in Unity 2018.2 In the old HoloToolkit-Unity-2017.4.3.0.unitypackage I could just add the SpatialMapping prefab to my scene and I had this functionality. With the new MixedRealityToolkit-Unity-2018.9.0-Beta.unitypackage I try to create a new Gameobject (cube) and add there in the Component the Spatial Mapping Renderer (Script) but I don't see the result. Do I need to do some more stepps?
I'm new at this plugin and tool (unity), and i'm facing some difficulties to perform some features in an app.
I'm currently detecting a plane using ARKit and then placing an object (cube) with some dimensions (half meter width and deep by 1 meter tall) something like a taller rectangle, at this point everything is just fine.
But when moving my 3D object around the plane i cannot make the object stop moving when its placed at the plane corner, it just get out and put the half of...
(2018.1.3) open vr rig. msaa is requested by the camera but not enabled in quality settings. I'm using occulus, and open vr rig in unity 2018.1.3 We have single pass stereo rendering with the shared depth buffer, forward rendering, and hdri.
My central anchor camera cant renders msaa displaying
"msaa is requested by the camera but not enabled in quality settings. this camera will render without msaa buffers. if you want mssa enable in the quality settings"
What I've got working so far:
- Created a new Unity 2018.2.20f1 project (since the Asset Store description says the Oculus Integration is not compatible with the latest Unity version) and imported the Oculus Integration from the Unity Asset Store
- Simple sample scene displaying a basic cube
- Player can look around using the HMD
- Added the OVRCameraRig to my scene (which successfully overwrites the main camera)
- This all works...
Getting Error: Direct X Version 10 required I have an app built for HoloLens. I am able to build it and sideload it successfuly into the device. Howeever, when I publish to the store and try to install it from there I get the attached error:
View attachment 365014
In the unity editor I ...
This is a strange issue I'm running into. I have a model which uses the skinned mesh renderer component, which seems to cause some seizure-inducing flashing when built and deployed onto the Mirage Solo headset.
I have conducted some testing on my own behalf:
1. I have built the exact same project onto a Oculus Go, and this issue is not present.
2. I have replaced the skinned mesh renderer component with mesh filter + mesh renderer, and they seem to work fine on daydream as well....
I'm working on an app uses image tracking to place a 3d object and "attach" it to the real life image (nothing new). I have playing cards that when detected by the device display a 3d object. In the past I've used ARToolKit for this, but I think that's been shut down. Vuforia seems very pricy for simple image tracking, I know it does a lot more and so the price makes sense for the full suite of features. Same for Wikitude.