Detecting losing sight of AugmentedImage I'm currently experimenting with the AugmentedImage support in ARCore. Does anyone know how to check if an image target is currently on screen? I have an image target being recognised and anchoring a gameobject to that position, however I can't figure out how to check if a target is no longer visible and thus destroy it.
This use case is different pages of a book, so multiple different targets appearing in the same physical space. I have tried TrackingState.Paused and...
AR Camera Raycast Inaccurate? I have a canvas UI with the image of a reticle at the center of my screen to aid in aiming. When I send a raycast from the position of the camera in it's forward direction, the ray seems to be firing from just above the reticle image rather than at it's center when run on a device. It appears offset vertically from center by a different amount depending upon whether I use an iPhone 7+ or an iPad.
When I test the exact UI in the same scene in the editor with a non-arkit managed camera, the...
I've noticed that in the Android Studio AR Demo code that they were using a CameraPermissionsHelper class, and are calling the requestCameraPermissions() in the onResume(). This is easy for a project created in Android Studio, but doesn't help in Unity.
The Unity ARCore SDK does contain a AndroidPermissionsManager, but, I'm not quite sure how to implement in Unity correctly.
Do you guys know how I can incorporate a 3d body model to represent myself in VR? I am building a VR multiplayer game and want each player to see each other like VR Chat on steam.
What do you recommend? I found a package on Unity store but unfortunately it's only for mobile vr. I have a few ideas like attaching a head as a child to the parent of the VR camera. The body as a separate object but maybe attached to the head could have updated animations based on the position of the...
Best performance for forest scenes in VR I was hoping of adding a larger forest multiplayer map to our game. I did some tests, downloaded the free speedtree from untity asset store, a basic terrain, a mixed mode directional light and painted a few trees. Got maybe 45 fps because of too many s...
I'm using VRTK and everything seems to work fine as long as a headset is plugged before I launch the application, but I would like to cover the case where it is not, and would like to display a message while the device is not connected.
Fo the moment, I see no event when a headset is plugged in, and even after a while, I see a black screen and that's all.
Any idea where I should look getting events?
Depth/world position reprojection Hello everyone.
I'm building a raymarching shader. It's working well but I'm still looking to optimise its VR usage. I have read about calculating the depth once for a middle eye, reprojecting it to both eyes, and doing the rest of the shading afterwards. I thought I could also use world position since its also computed by the raymarcher.
My context is already set up : a first pass render the worldPos to a square render texture. The second shader pass should reproject world pos and compute...
Are there any API or anyway I could access depth texture? It should be possible from android and iOS with stereo camera yet I can't find any available information about it in unity
Setting the ImageTarget name as a variable? Hi,
I have a slight problem that is driving me mad. What I want to do is to get the name of the currently tracked ImageTarget set to a variable so I can call it from a function.
The scenario is like this: I have a set of different products that are r...
Two Handed Weapons Hi, so I'm trying to create a sniper rifle in virtual reality, and ideally I would like it to be so that one hand would hold on to the trigger area of the rifle, and the other hand would hold the barrel of the rifle, like how you would hold a sniper rifle in real life. Using VRTK however, I can't seem to find a way to hold on object with both hands at the same time. Does anyone know how to accomplish this, with or without VRTK? Thanks.
I am an absolute beginner so please forgive the very simple level of my knowledge.
I followed a simple tutorial on YouTube showing how to create and build some basic AR for a phone App.
I successfully built a test Android App which uses a Vuforia trigger to show a simple 3D object which I had textured with some basic PNG images. It worked great - first time!
Then I created more parts to my model and textured them, built the App again but this one will not install. I just keep...
ARKit Detection Progress I've seen some applications in iOS that have a tracking progress bar, basically telling you how much you left you have to move your phone around before you can place object in the scene. Is it possible to do that in ARKit?