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  • ARCore blurry (Samsung S8) using sample + Unity 2017.03.01p4 Hi
    Sorry if this is a FAQ entry and I've just not found it!

    Wanted to try ARCore, using Unity 2017.03.01p4, updated my Android SDKs to latest, downloaded the ARCore 1.1.0, followed QuickStart instructions, installed app on my SGS8 and ran.

    The image is really blurry and unsurprisingly fails to detect any surfaces. Experimenting reveals the camera focus is super-close (approximately 5cm?). Even at this range, it still...

    ARCore blurry (Samsung S8) using sample + Unity 2017.03.01p4
  • How to access ARFrame image in Unity ARKit I'm trying to integrate OpenCV with ARKit and I can't figure out how to access the captured image from ARKit.

    I was hoping that in the ARFrameUpdatedEvent delegate I'd be able to access ARFrame and presumably the captured image - which I could then pipe into OpenCV, but this only returns a UnityARCamera object that doesn't seem to expose ARFrame or the captured frame image in any way.

    Can anyone point me to a way I might accomplish this? Is it possible?
  • Portal into 360 picture? So pretty easily figured out how to do the AR portal into a 3d enviroment. But am stumped as to how to get it so you walk through into a 360 image. Assumed it would be a sphere with image on inside but not sure where to go next. Thanks Henry
  • Linear color space on Daydream looks much darker than editor I am attempting to build a daydream vr application and would like to work in linear color space. Unfortunately, the build output is much much darker than what is displayed in the editor, and what I would expect. Even the Unity splash logo is appearing against a black background instead of the gray background. If I switch to "gamma" color space the editor and build output appear as expected. Is this a known issue? Is there something obvious I'm missing?

    Developing on OSX
    Unity 2017.1
    Phone =...

    Linear color space on Daydream looks much darker than editor
  • Facekit “Init blendshapes” not implemented? I would like to create a face geometry matching the facial expression described in a specified dictionary. like so: https://developer.apple.com/documentation/arkit/arfacegeometry/2928204-init This does not look to be implemented in unity is that corr...
  • How to modify the standard HelloARcontroller script to instantiate one time? Hello, i want to modify the standard c# code HelloARcontroller to instantiate one time. So by touching the screen it will come only 1 time. Can someone help me with this please? Code (CSharp): //--------------------------------------------------...
  • What is the difference between ARAnchor and ARUserAnchor? Hi! I was reading the Unity AR Kit Plugin Documentation and the Github Depository, and wanted to clarify the difference between an AR Anchor class and a AR User Anchor? Thanks!
  • Bizarre Camera artifact, two “snackbars”, no live camera Okay but I can't seem to get ARCore running correctly. I've tried it on several different versions of unity. 2017.3, 2017.4 and 2018 beta 10. On all of them I get this:


    it shows the point clouds and leaves residual color wherever a point was. It clearly shows mirror images of the point clouds. It also shows at least two "snackbars" and the multiple point clouds are oriented towards their respective...

    Bizarre Camera artifact, two "snackbars", no live camera
  • ARCore HelloWorld : Simple One Touch Gameobject Active Hello,
    I runs demo app of AR Core Hello World with tracking area. Its worked good but user's when multiple clicks, its shows multiple Andy (Android) simultaneously. Now, I want to know "how can i stop multiple touches in my app ?" that's my queries. I want to show one click for one Andy (Android) game object. I hope for best solution for my query.

    Please find out on below screenshot.


    Thanks for Advance...........!!!!!
    View attachment 273223
  • How to solve each two collider game object “OntriggerEnter” Collider problem ? Hello,

    I creating AR Runner Game app using AR Core. Its worked properly, but user's can't able to access (camera to cube) game object collider OnTriggerEnter() funtion won't working properly ? So, now I want to know "How to solve each two collider game object "OntriggerEnter" Collider problem ?" that's my queries. I want to trigger AR Camera to another box collider function. I would like to create similar AR Runner Game. I hope for best solution for my query.

    I attached on...

    How to solve each two collider game object "OntriggerEnter" Collider problem ?
  • TrackedPoseDriver issues I am making some tests with ARCore and i notice there is a TrackedPoseDriver component attached to the main camera. This component keeps track of the device orientation ( rotation and position ). Rotation works fine but position is a mess. When i shake...
  • Reset ARKit App I have a Reset button to reset the entire scene (using SceneManager.LoadScene(0)) but the plane anchors persist. How do I make sure they are removed? I want it to be exactly as if I restarted the app.
  • Unity ARKit Plugin FAQ Posting a FAQ in the hopes that people do not repost the same questions over and over again. Please look through this, and if possible, through the forums before you ask your questions! Unity ARKit Plugin FAQ Q: What is the Unity ARkit Plugin? A: U...
  • Old gvr project crashes on android (worked in 5.5, crashes on 2017.4 build) Just posting here for future googlers.. Tested upgrading old 5.5 cardboard vr project into 2017.4.0f1 LTS, and all went fine, except that Android build crashes on start, with the error below: (iOS build works fine, and that error is probably caused b...
  • Keeping GvrReticlePointer when you switch between cameras or scenes? Hi All,

    I have scoured the internet with no luck so far so I hope someone can help.

    I have 2 camera's in one scene that I would like to go back and forth depending on what button was clicked. This is for the main menu. So when I click Sound Options button in my canvas, it takes me to another camera that shows the Sound Settings canvas. That already theoretically works but the problem is the reticle not in the next camera or another scene completely.

    I have no idea how the hierarchy should...

    Keeping GvrReticlePointer when you switch between cameras or scenes?