toughnuttocrack / arwt Goto Github PK
View Code? Open in Web Editor NEWThis library allows you to use Unity to build AR Web applications, working as a bridge between Unity and the best AR libraries available for the Web.
License: MIT License
This library allows you to use Unity to build AR Web applications, working as a bridge between Unity and the best AR libraries available for the Web.
License: MIT License
Hi
I believe this issue is linked the the idea of the AR camera being depth only, but i may be wrong.
Been messing around with a larger project as a standard model viewer and looking to put the ARWT system in the back end to add an enhancement but whenever i swap over to the ui scene i end up with the last image from the 3D scene still being rendered and looking like a mismatch between the 2 scenes. It appears to be the same problem if a ui element moves that there is a "Ghost" piece of ui as it moves.
Works brilliantly with 1 AR scene, but would be good to tie it into a wider application where there are some non-AR elements. even if that was to take the webcam feed and then being able to render that onto a plane within unity instead of using the render directly on the webGL system?
Hey, guys! Really glad to have an example of a webar project that works for both ios and android. But I've stuck with one thing: when I try to simply export your app from unity to web gl - I have just camera working and that's all, no ui, no objects etc. Same story with a dancing guy - just camera. What am I doing wrong?
Demo not working, after the build Marker not responding.
I am trying to run some samples on iOS but each time I try to start, I receive TypeError: undefines is not an object (evaluating 'navigator.xr.requestSession')
I thought it could work on iOS since he (#3) seams to have issue with traker, but I might mistaken ?
Thanks
Unity has API to publish multi-platform AR, which is named AR Foundation.
If this library supports it, we could port many AR apps to web with very few costs.
I am having difficulties with the Image Tracking Demo Scene (Single or Multiple), when I build it and run it all I get is a black screen, although the camera briefly works while the Unity logo is loading.
Any help is kindly appreciated.
The is a typo in the WebXRImageTrackignProvider class name
An error occurred running the Unity content on this page. See your browser JavaScript console for more info. The error was:
TypeError: undefined is not an object (evaluating 'dst.entries')
I'm trying to figure out how to remove this, anyone encountered it before?
I used the example scene (ARMarker Rotate and Scale) in Project ARWT. I added the model and an outer image after creating it with AR.js Marker Training (https://jeromeetienne.github.io/AR.js/three.js/examples/marker-training/examples/generator.html ). Follow the instructions on your site. But when built WebGL app (test in LocalHost), the AR model is not displayed, the camera screen blinks continuously.
Looking forward to the support.
Thank you very much!
When building the Crash demo project (this also happens with the other 'ready to build' scenes) certain files are missing after the build, resulting in an error.
Files missing after build: UnityLoader.js, the json file and markersImages folder.
there is also a difference between the 'markers' folder between Unity versions,
the build from the 2019.4.15f1 build contains Hiro.patt, Nutty.patt and NuttyCardboard.patt.
the build from the 2020.2.7f1 build contains patt.hiro and test.patt
when building in Unity 2019.4.15f1 everything works as it should.
Hello everyone and congratulations for the work you are doing.
I would like to develop a simple AR scene that displays 3D models in space always in the same position (for example one at 60 degrees, one at 200 etc.) without using the marker. is there a way to do this with ARWT?
Thanks!
Hello there! This is just a thread to show my appreciation for your efforts. What you're doing is huge and I can't wait until image tracking is available. If you can put that feature ahead on the queue hahaha. Also just curious, the video feed that is showing, is it in a canvas overlay or is it actually inside a Texture2D in Unity?
Unity 2019.4.1f1
Build successfully
Can open camera on PC or safari
but no image tracking or identifying
Is there any way to check the image tracking work fine?
I need to know if this works on Safari IOS too. Does it?
I want to make a web app that when i recognizes a certian image, it puts in a 3d model or another image. Can someone give me a guide?
Hi,
I want to create a web app where shoes can be tried on using AR. What resources or information do I need to create this? Can it be created using ARWT?
I've had build (which works on a Galaxy S20) which loads up the webcam passthrough, but when Unity WebGL finishes loading the entire screen switches to black. Nothing appears on screen. This has happened on both Samsung and Chrome browsers on both a Galaxy S8 and S10.
Logcat I can get:
03-02 17:55:47.728 3829 6032 I ActivityManager: Process com.android.chrome:sandboxed_process0 (pid 32153) has died: cch CACC(82,237)
03-02 17:55:47.779 3829 6032 W ActivityManager: Scheduling restart of crashed service com.android.chrome/org.chromium.content.app.SandboxedProcessService0 in 29063ms
03-02 17:58:08.676 32280 32326 E chromium: [ERROR:gles2_cmd_decoder.cc(10685)] [.WebGL-0xe40d3d00]RENDER WARNING: there is no texture bound to the unit 0
Maybe one of those can help?
Hi
Just wondering if there is any special setup that is required for iOS devices (regardless of browser).
I have been running the demo scenes and on android all works perfectly, but on iOS the camera comes on, but will not track/load the model when looking at the marker. Just wondering if there is anything in particular that I need to set up (or if its a limitation of the platform at present)
I need to rotate the content container 90 degrees to make everything work corectly. Is there a way to transform the camera correctly?
I'm working on a game where you scan marker, a 3D model popup in front of the marker, you tap it and it disappear. It's really basic, it has a bunch of UI to guide the player, no sound, animation and particle on the 3D model.
My problem is the game crashes every single time in iOS Safari. I tried having an empty scene with the plugin running and after a couple refresh, the empty scene crash. If I reboot my iOS device (tested on iPhone XS Max and iPhone 12), I'm able to play the game once if I'm fast enough but no more.
Here's a link to the game:
https://flanglais.itch.io/cococourse
Title says it all. Clients often want to record or take SS of their AR experience.
Hello! Thanks by your work.
Environmental Understanding is ready on roadmap. Where is Environmental Understanding in this package? Or how use Environmental Understanding?
I downloaded the project as a ZIP hoping to successfully test the Image Tracking.
However once built, the ImageTracking scenes do not work, the only thing that appears is a black screen.
Any help is kindly appreciated.
I used Unity 2019.4.1f1.
Hello,
Just tried the ARWT demos project with simple button and robot. But no UI is displaying in WebAR build. Models are visible on marker but without UI.
Hi, after entering the app from both mobile and desktop web browser I get error as in the title.
Details from web console:
app.js:89 Unrecognized feature requested: image-tracking
window.ARWT.onButtonClicked @ app.js:89
app.js:261 Failed to execute 'requestSession' on 'XRSystem': The specified session configuration is not supported.
It doesn't even ask for camera permission.
This is SingleImageTracking scene, the newest version from repo.
Please let me know how can I make it work?
Hi, I am just probably missing something but I would really appreciate it if anyone could hint me in the right direction why I don't seem to manage to make my own custom markers track. So, let's say I am using the ARMarker Rotate and Scale scene, I import my tracker, I use the built-in MarkerGenerator, it makes the new image and .patt files into right folders, I insert the markers name on GenericController under Marker To Listen, I build it and it doesn't track my marker. It works fine on the already there marker examples (I printed them all out) but the model does not appear on my marker. Strange thing is that even if I delete the trackers that come with the ARWT-master project but leave the marker name on the controller, they still work, which makes me think that I am missing some step that is not mentioned in the GitHub manual, so, any advice?
After I incorporated the code, and changed it to WebGL within Unity, i then tryed to build it into a new folder using the WebAR setting. However, after I created the folder I was unable to press build on my selected folder. Has anyone else had this issue? I tried following the steps at 7:30 for this video: https://www.youtube.com/watch?v=c375SFyRlsA
I am getting the above error when I tried to run the scenes (Markerless Anchors, Web AR etc.. ) on my iPad (iPadOS 13.7 ).
I grabbed unitypackage from releases and created a new project with Unity 2019.4.22f1.
Followed documentation to create basic scene with marker detection.
Then went forward to generate .patt files from ARWT -menu -> MarkerGenerator
Supplied square marker image. Set the name for it. Image size 512. Border percentage at 50.
Clicked generate and nothing happens. No output to Console. No .patt files.
Demos don't work because missing prefabs and scripts. All of them.
Hello everyone, this project seams dead regarding some othe rissues and the pull requests that is dying on root, but netherless who knows:
Is this project near or realy far away from getting Web AR without marker into Unity ? Is there any help I can provide ? Any direction ?
Thanks and have a great day !
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