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License: Other
Example content for Unity projects based on AR Foundation
License: Other
I tried out AR Foundation a little by placing a plane with a video player in the SampleScene.
It worked as expected on iOS, but on Android I faced a problem:
The video gets rendered through the camera feed, as seen in this video: https://www.dropbox.com/s/05zsjpsx8fzm925/Screen%20recording%20AR%20Foundation.mp4?dl=0
I'm using Unity version 2018.1.5f1.
Hello friends:
i want to build on android by unity2018.2.1f1, but it has a probelm gradle failed .
details as the follow:
CommandInvokationFailure: Gradle build failed.
D:/Program Files/Java/jdk1.8.0_25\bin\java.exe -classpath "D:\lzh\unity2018.2.1\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\gradle\lib\gradle-launcher-4.2.1.jar" org.gradle.launcher.GradleMain "-Dorg.gradle.jvmargs=-Xmx2048m" "assembleRelease"
stderr[
FAILURE: Build failed with an exception.
Could not resolve all files for configuration ':classpath'.
Could not find intellij-core.jar (com.android.tools.external.com-intellij:intellij-core:26.0.1).
Searched in the following locations:
https://jcenter.bintray.com/com/android/tools/external/com-intellij/intellij-core/26.0.1/intellij-core-26.0.1.jar
Try:
Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output.
Get more help at https://help.gradle.org
BUILD FAILED in 0s
]
stdout[
]
exit code: 1
UnityEditor.Android.Command.WaitForProgramToRun (UnityEditor.Utils.Program p, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg)
UnityEditor.Android.Command.Run (System.Diagnostics.ProcessStartInfo psi, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg)
UnityEditor.Android.AndroidJavaTools.RunJava (System.String args, System.String workingdir, System.Action1 progress, System.String error) UnityEditor.Android.GradleWrapper.Run (UnityEditor.Android.AndroidJavaTools javaTools, System.String workingdir, System.String task, System.Action
1 progress)
Rethrow as GradleInvokationException: Gradle build failed
UnityEditor.Android.GradleWrapper.Run (UnityEditor.Android.AndroidJavaTools javaTools, System.String workingdir, System.String task, System.Action`1 progress)
UnityEditor.Android.PostProcessor.Tasks.BuildGradleProject.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context)
UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context)
UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()
and i try to open the link :https://jcenter.bintray.com/com/android/tools/external/com-intellij/intellij-core/26.0.1/intellij-core-26.0.1.jar
it shows like this:
{
"errors" : [ {
"status" : 404,
"message" : "Could not find resource"
} ]
}
i am doubting of how to fix these.
hope for your feedback
Hi guys! How can I change plane detection (horizontal, vertical, both or none)?
Hello,
I've liked developing/playing in Unity project based on https://github.com/Unity-Technologies/experimental-ARInterface . Editing in Play mode right in the Unity without a need to build app on device every time.
Now, I would like to switch to ArFoundation, but these frameworks are not substitutes.
The main pain is a need to build app on device every time to see some new changes.
Are you planning to add support playing in Unity without building on device? Or can I achieve the similar behaviour like developing on ARInterface without writing all the supporting code? I mean viewing mocked AR surfaces and mooving camera by mouse and keyboard.
Thank you.
The AR camera background doesn't appear to draw when using the LWRP. I reproduced reports in this thread (https://forum.unity.com/threads/ar-foundation-and-the-lightweight-render-pipeline.539038/) with 2018.2.0f2.
It looks as if the camera never clears, so the content of past frames smears everywhere on the frame. Pose tracking does seem to work though.
When i build from Unity as apk or also when deployed directly from Unity made AndroidProject
the AR(Core) scene/view works but when instead of deploying the apk right from the Unity made AndroidProject i deploy that as AAR lib and use it in another AndroidProject then in the AR scene the cam/screen stays black (it only shows Unity UI)
When using Unity content as AAR lib i have it in a UnityHolderActivity and there it then throws the error:
Unable to find UnityARCore
UnityHolderActivity E/Unity: DllNotFoundException: UnityARCore
at (wrapper managed-to-native) UnityEngine.XR.ARCore.Api:UnityARCore_setCameraPermissionProvider (UnityEngine.XR.ARCore.Api/CameraPermissionRequestProvider)
at UnityEngine.XR.ARCore.ARCoreCameraExtension.Register () [0x00000] in :0
After the ARSession is deactivated and reactivated (ARSession.enabled), the status ARSystemState.SessionTracking is never reached on iOS.
reproduction:
On Android all is working fine.
Using Unity 2018.1.7f1
If we build Android using gradle export project, the project with throw an error that it can't find the manifest path. Like this:
DirectoryNotFoundException: Could not find a part of the path "D:\Projects\PROJECTNAME\client\UnityProject\Builds\GeneratedApkTemp\src\main\AndroidManifest.xml".
System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.IO/FileStream.cs:292)
System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share)
(wrapper remoting-invoke-with-check) System.IO.FileStream:.ctor (string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare)
System.Xml.XmlUrlResolver.GetEntity (System.Uri absoluteUri, System.String role, System.Type ofObjectToReturn)
Mono.Xml2.XmlTextReader.GetStreamFromUrl (System.String url, System.String& absoluteUriString)
Mono.Xml2.XmlTextReader..ctor (System.String url, System.Xml.XmlNameTable nt)
System.Xml.XmlTextReader..ctor (System.String url, System.Xml.XmlNameTable nt)
System.Xml.XmlDocument.Load (System.String filename)
UnityEditor.XR.ARCore.ARCoreManifest.OnPostGenerateGradleAndroidProject (System.String path) (at C:/Users/jlander/AppData/Local/Unity/cache/packages/packages.unity.com/[email protected]/Editor/ARCoreBuildProcessor.cs:193)
The problem is the actual path in the built project has the project name in there
"client\UnityProject\Builds\GeneratedApkTemp\PROJECTNAME\src\main\AndroidManifest.xml"
Manually adding the project name into line 202 of ARCoreBuildProcessor fixes the issue:
string manifestPath = path + "/PROJECTNAME" + k_AndroidManifestPath;
I am not sure how to do this correctly.
When attempting to run an app with ARFoundation in ios, the first time it asks for camera permission and works fine. Any subsequent times you try to start the app the camera only takes exactly one picture and then freezes, forcing you to uninstall the app to make it work again.
Anyone else had this problem? Is there an easy fix or a fundamental problem somewhere?
I cloned this repo and tried to build the application for iOS but I got the following error:
Failed running /Applications/Unity/Hub/Editor/2018.1.0f2/Unity.app/Contents/il2cpp/build/UnityLinker.exe --api=NET_2_0 -out="/Users/rkc/Projects/arfoundation-samples/Temp/StagingArea/Data/Managed/tempStrip" -l=none -c=link --link-symbols -x="/Applications/Unity/Hub/Editor/2018.1.0f2/PlaybackEngines/iOSSupport/Whitelists/Core.xml" -f="/Applications/Unity/Hub/Editor/2018.1.0f2/Unity.app/Contents/il2cpp/LinkerDescriptors" -x "/Users/rkc/Projects/arfoundation-samples/Temp/StagingArea/Data/Managed/../platform_native_link.xml" -x "/var/folders/gk/02w1vv9n47v422v47dt2rtk40000gn/T/tmp27667db.tmp" -x "/var/folders/gk/02w1vv9n47v422v47dt2rtk40000gn/T/tmp594a621d.tmp" -x "/var/folders/gk/02w1vv9n47v422v47dt2rtk40000gn/T/tmp2514e7b2.tmp" -x "/Users/rkc/Projects/arfoundation-samples/Assets/link.xml" -d "/Users/rkc/Projects/arfoundation-samples/Temp/StagingArea/Data/Managed" -a "/Users/rkc/Projects/arfoundation-samples/Temp/StagingArea/Data/Managed/Assembly-CSharp.dll" -a "/Users/rkc/Projects/arfoundation-samples/Temp/StagingArea/Data/Managed/Unity.XR.ARKit.dll" -a "/Users/rkc/Projects/arfoundation-samples/Temp/StagingArea/Data/Managed/Unity.XR.ARFoundation.dll" -a "/Users/rkc/Projects/arfoundation-samples/Temp/StagingArea/Data/Managed/Unity.XR.ARExtensions.dll" -a "/Users/rkc/Projects/arfoundation-samples/Temp/StagingArea/Data/Managed/UnityEngine.SpatialTracking.dll" -a "/Users/rkc/Projects/arfoundation-samples/Temp/StagingArea/Data/Managed/UnityEngine.Analytics.dll"
Any help would be appreciated.
Build details:
Unity Version: 2018.1.0f2
Xcode version: Version 9.4.1 (9F2000)
iOS Version: 11.4.1
Unity 2018.1.5f
I have built and ran the demo scene with a cube successfully before. Now, the build is only showing a black screen and the camera permission is never raised when starting the build for the first time. Does anyone have any ideas what might have changed?
Using Pixel XL, ARCore 1.3.180604066
Hi, I have seen that this package has just been released, and I want to use this instead of native ARCore SDK for my project, but I have some questions.
From the samples I know you can call m_SessionOrigin.Raycast to detect the point of the plane you are tapping on. I also know you can create a reference point with the method TryAttachReferencePoint(ARPlane, Pose) from ARReferencePointManager. The pose could be retrieved directly from the raycast but how do I retrieve the ARPlane?
In my game there are multiple levels, and I want to keep a persistent reference point as the the origin position for the levels. In the first scene I want to place the origin tapping on a point of a plane. Then I need to create the anchor there, so when a level loads it changes its position to the anchor one. With ARCore I was able to keep a persistent object, with DontDestroyOnLoad(anchor.gameobject), to do the same with ARFoundation, do I need to put DontDestroyOnLoad() on the reference point, or when it is created it becomes a child of the ARSessionOrigin?
And when I load a new level, If I need it to be in the scale of the AR Session Origin, do I need to make it a child of the trackablesParent from m_SessionOrigin?
I've got an app in production that was approved without a hitch by Apple.
Now, two separate people have reported the camera-view is black on iPhone 6 devices (not 6s).
All other devices seem to have no issues.
I've ordered an iPhone 6 to reproduce, but thought I'd share this anyway. Will report my findings once I get the device.
I've also submitted a TSI to Apple, but haven't heard from them yet (sent 5 days ago).
To get LWRP working with the camera, I did apply the fix mentioned here: https://nolanscobie.com/2018/07/unity-mobile-ar-with-lwrp/ - without that fix, the camera is black on all devices. So maybe that could be causing it - that fix not being applied somehow. It's just weird it only happens on one specific device.
The app in question can be installed from App Store or Google Play, in case you want to reproduce/see it.
Build info:
Unity: Unity 2018.2.3f1, Lightweight Render Pipeline, AR Foundation, ShaderGraph
iOS: macOS High Sierra 10.13.6, Mac mini Late 2014, Xcode 9.4.1 (9F2000)
Android: Windows 10.0.17134, min API level 24, target API 27, .NET 3.5 eq. runtime, Mono and .NET 2.0 subset, ARMv7
manifest.json:
{
"dependencies": {
"com.unity.package-manager-ui": "1.9.11",
"com.unity.render-pipelines.core": "3.0.0-preview",
"com.unity.render-pipelines.lightweight": "3.0.0-preview",
"com.unity.shadergraph": "3.0.0-preview",
"com.unity.textmeshpro": "1.2.4",
"com.unity.xr.arcore": "1.0.0-preview.18",
"com.unity.xr.arfoundation": "1.0.0-preview.17",
"com.unity.xr.arkit": "1.0.0-preview.14",
"com.unity.modules.animation": "1.0.0",
"com.unity.modules.assetbundle": "1.0.0",
"com.unity.modules.audio": "1.0.0",
"com.unity.modules.director": "1.0.0",
"com.unity.modules.imageconversion": "1.0.0",
"com.unity.modules.imgui": "1.0.0",
"com.unity.modules.jsonserialize": "1.0.0",
"com.unity.modules.particlesystem": "1.0.0",
"com.unity.modules.physics": "1.0.0",
"com.unity.modules.physics2d": "1.0.0",
"com.unity.modules.screencapture": "1.0.0",
"com.unity.modules.ui": "1.0.0",
"com.unity.modules.uielements": "1.0.0",
"com.unity.modules.umbra": "1.0.0",
"com.unity.modules.unityanalytics": "1.0.0",
"com.unity.modules.unitywebrequest": "1.0.0",
"com.unity.modules.unitywebrequestassetbundle": "1.0.0",
"com.unity.modules.unitywebrequestaudio": "1.0.0",
"com.unity.modules.unitywebrequesttexture": "1.0.0",
"com.unity.modules.unitywebrequestwww": "1.0.0",
"com.unity.modules.video": "1.0.0",
"com.unity.modules.vr": "1.0.0",
"com.unity.modules.xr": "1.0.0"
}
}
I am using Unity 2018.2.3f1
Updated my Android SDK (SDK Manager) to the latest version
Cloned the repo and Opened the project from Unity Hub
Build Settings -> Build
The first image is some warning I get when I opened. I am not sure how can I help the editor and do it manually. (Not sure if it's related so I mentioned it)
In the second image, is the actual build error that appears. I am not sure where to download this missing file and where will be the destination to put the file in.
If you need any more details, let me know.
Thanks
Hi all,
I have a clean copy that I just cloned, running Unity 2018.2.14f1, modified my JSON manifest to support the remote/mock package. I am getting an error in editor "PlaceOnPlane" script error the associated script cannot be found etc. I checked the class name and it matches the source file. I didn't modify this file at all. Any ideas? Tried searching here and in the forums and didn't see anyone else with the issues.
XR Mock is awesome, hope there is an update soon!
Thanks.
Unity 2018.3.0b8
"com.unity.xr.arcore": "1.0.0-preview.21",
"com.unity.xr.arfoundation": "1.0.0-preview.19",
"com.unity.xr.arkit": "1.0.0-preview.16",
"com.unity.xr.mock": "0.0.1-preview.6",
Error:
Library\PackageCache\[email protected]\com.unity.xr.remoting\Editor\EditorRemoting.cs(761,31): error CS0311: The type 'UnityEngine.Experimental.XR.XRDepthSubsystemDescriptor' cannot be used as type parameter 'TDescriptor' in the generic type or method 'EditorRemoting.CreateSubsystem<TDescriptor, TSubsystem>(List<TDescriptor>, string)'. There is no implicit reference conversion from 'UnityEngine.Experimental.XR.XRDepthSubsystemDescriptor' to 'UnityEngine.Experimental.SubsystemDescriptor<UnityEngine.Experimental.XR.XRDepthSubsystem>'.
Hello,
I'm having an issue with getting ARFoundation to work on Android (a Samsung S8) in that it crashes when it tries to ask for camera permissions. (It's not entirely clear to me why it needs to ask for camera permissions, since according to the Unity manual permissions are supposed to be set at install). Part of the design of my app requires being able to toggle AR on and off within the same scene, and I have noticed that ARFoundation can be a bit finicky when used this way. However I have no issues building and running on IOS.
Below is the relevant section of the log:
09-07 16:12:53.431: E/mono(16776): Unhandled Exception:
09-07 16:12:53.431: E/mono(16776): UnityEngine.AndroidJavaException: java.lang.ClassNotFoundException: com.unity3d.plugin.UnityAndroidPermissions
09-07 16:12:53.431: E/mono(16776): at UnityEngine.AndroidJNISafe.CheckException () [0x00091] in <923839a08fb841a3aae5c73693b946f8>:0
09-07 16:12:53.431: E/mono(16776): at UnityEngine.AndroidJNISafe.CallStaticObjectMethod (System.IntPtr clazz, System.IntPtr methodID, UnityEngine.jvalue[] args) [0x00011] in <923839a08fb841a3aae5c73693b946f8>:0
09-07 16:12:53.431: E/mono(16776): at UnityEngine.AndroidJavaObject._CallStatic[ReturnType] (System.String methodName, System.Object[] args) [0x002d6] in <923839a08fb841a3aae5c73693b946f8>:0
09-07 16:12:53.431: E/mono(16776): at UnityEngine.AndroidJavaObject.CallStatic[ReturnType] (System.String methodName, System.Object[] args) [0x00001] in <923839a08fb841a3aae5c73693b946f8>:0
09-07 16:12:53.431: E/mono(16776): at UnityEngine.AndroidJavaObject.FindClass (System.String name) [0x0001d] in <923839a08fb841a3aae5c73693b946f8>:0
09-07 16:12:53.431: E/mono(16776): at UnityEngine.AndroidJavaObject._AndroidJavaObject (System.String className, System.Object[] args) [0x00020] in <923839a08fb841a3aae5c73693b946f8>:0
09-07 16:12:53.431: E/mono(16776): at UnityEngine.AndroidJavaObject..ctor (System.String className, System.Object[] args) [0x00007] in <923839a08fb841a3aae5c73693b946f8>:0
09-07 16:12:53.431: E/mono(16776): at UnityEngine.XR.ARCore.ARCorePermissionManager.get_permissionsService () [0x00014] in <57129082ff43417e8b08c23e3f1db4f7>:0
09-07 16:12:53.431: E/mono(16776): at UnityEngine.XR.ARCore.ARCorePermissionManager.IsPermissionGranted (System.String permissionName) [0x0000c] in <57129082ff43417e8b08c23e3f1db4f7>:0
09-07 16:12:53.431: E/mono(16776): at UnityEngine.XR.ARCore.ARCorePermissionManager.RequestPermission (System.String permissionName, System.Action2[T1,T2] callback) [0x00011] in <57129082ff43417e8b08c23e3f1db4f7>:0
This behaviour is displayed if I build with mono and IL2CPP. I have a suspicion it could have something to do with my player settings because deploying the samples project displays the permissions and works correctly. The only difference I can see between the player settings in the sample project is that it is set to use .Net 3.x (Which won't work for my purposes, and I can't see how this would be the problem). And the text under Scripting Define Symbols is "UNITY_POST_PROCESSING_STACK_V2" - which I have no idea what this means.
Attached are the player settings for my project. Also attached is the full log from the session, but I couldn't really find anything else of note.
when one deploys an Android Project to where one already deployed the Android Project before it throws a bunch of errors for AAR lib files it can't replace (because they are already there).
Like
Trying to add file ...unityandroidpermissions.aar to the list of ouptut files in the build report, but a file at that path has already been added.
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
it shouldn't show errors for these since it is to be expected the files are already there on re deploy
Hi, I've been experiencing strange crashes on an LG G6. It'll sometimes work and then other times it just crashes before or sometimes just after starting the camera feed, logs attached.
There is an issue I face mostly when I work on vertical surfaces. AR tool detects a couple of planes on the same surface and one of these planes have it's normal inverted. Like normal of that plane is looking the other way where camera is. So the spawned object looks upside down.
Edit: Issue occurs on horizontal surfaces too.
Can we use Surface Occlusion in ARFoundation?
so that you, for example, stand behind a wall and that you will no longer be able to see your object. And is it possible to give the ground a collider so that if you throw something in AR that also stays on the ground. And why cant we use the ARCore light estimation shaders
Examples:
https://www.youtube.com/watch?v=yrSGzoo1Ikw
https://www.youtube.com/watch?v=vzbz8UgM_qc
I've got an app in production that seems to work just fine on most Android devices.
But I've had a report from a friend, that plane detection doesn't work on his OnePlus 6.
The marker particles never show up, it's just like a regular camera view. Had him try many different locations, good lighting, surfaces that should show marker particles. Nothing.
Have tried all other troubleshooting I could think of, including uninstalling, checking if camera works in other apps, etc. It does work in the Ikea Place app*. Also had him manually reinstall and update to latest version of ARCore with no luck.
*Update: The Ikea Place app does allow him to place something, but it does not follow with the camera. It's placed where he pointed his camera at first. So it would seem like there's some issues there too.
The app in question can be installed from App Store or Google Play, in case you want to reproduce/see it.
Build info:
Unity: Unity 2018.2.3f1, Lightweight Render Pipeline, AR Foundation, ShaderGraph
iOS: macOS High Sierra 10.13.6, Mac mini Late 2014, Xcode 9.4.1 (9F2000)
Android: Windows 10.0.17134, min API level 24, target API 27, .NET 3.5 eq. runtime, Mono and .NET 2.0 subset, ARMv7
Other: Applied fix to get LWRP working with the camera (black camera view without it): (https://nolanscobie.com/2018/07/unity-mobile-ar-with-lwrp/
manifest.json:
{
"dependencies": {
"com.unity.package-manager-ui": "1.9.11",
"com.unity.render-pipelines.core": "3.0.0-preview",
"com.unity.render-pipelines.lightweight": "3.0.0-preview",
"com.unity.shadergraph": "3.0.0-preview",
"com.unity.textmeshpro": "1.2.4",
"com.unity.xr.arcore": "1.0.0-preview.18",
"com.unity.xr.arfoundation": "1.0.0-preview.17",
"com.unity.xr.arkit": "1.0.0-preview.14",
"com.unity.modules.animation": "1.0.0",
"com.unity.modules.assetbundle": "1.0.0",
"com.unity.modules.audio": "1.0.0",
"com.unity.modules.director": "1.0.0",
"com.unity.modules.imageconversion": "1.0.0",
"com.unity.modules.imgui": "1.0.0",
"com.unity.modules.jsonserialize": "1.0.0",
"com.unity.modules.particlesystem": "1.0.0",
"com.unity.modules.physics": "1.0.0",
"com.unity.modules.physics2d": "1.0.0",
"com.unity.modules.screencapture": "1.0.0",
"com.unity.modules.ui": "1.0.0",
"com.unity.modules.uielements": "1.0.0",
"com.unity.modules.umbra": "1.0.0",
"com.unity.modules.unityanalytics": "1.0.0",
"com.unity.modules.unitywebrequest": "1.0.0",
"com.unity.modules.unitywebrequestassetbundle": "1.0.0",
"com.unity.modules.unitywebrequestaudio": "1.0.0",
"com.unity.modules.unitywebrequesttexture": "1.0.0",
"com.unity.modules.unitywebrequestwww": "1.0.0",
"com.unity.modules.video": "1.0.0",
"com.unity.modules.vr": "1.0.0",
"com.unity.modules.xr": "1.0.0"
}
}
Is it possible to block the raycast from ARSessionOrigin
in PlaceOnPlane.cs
with a UI component? It appears as though the raycast ignores all non-Trackable objects at the moment.
I feel that having a UI element overlaid over an AR view is not an uncommon usecase, and surely people don't want the AR scene reacting to taps when all they wanted to do is press a button.
phone model : Huawei P20 Pro
Phone ARCore version : 1.5.180910096
Logout :
11-12 18:29:23.990 10718-10744/? E/native: session_c_api.cc:289 ArConfig_setUpdateMode: session was passed NULL.
session_c_api.cc:272 ArConfig_setPlaneFindingMode: session was passed NULL.
session_c_api.cc:237 ArConfig_setLightEstimationMode: session was passed NULL.
session_c_api.cc:307 ArConfig_setCloudAnchorMode: session was passed NULL.
session_c_api.cc:374 ArConfig_setFocusMode: session was passed NULL.
session_c_api.cc:550 ArSession_configure: session was passed NULL.
session_c_api.cc:1158 ArFrame_acquireCamera: session was passed NULL.
session_c_api.cc:1027 ArCamera_getTrackingState: session was passed NULL.
session_c_api.cc:1158 ArFrame_acquireCamera: session was passed NULL.
session_c_api.cc:1027 ArCamera_getTrackingState: session was passed NULL.
Why is it so?I packed it according to the tutorial : https://developers.google.cn/ar/develop/unity/quickstart-android
This sample app is aborted on iOS due to lack of the key 'NSCameraUsageDescription' in the Info.plist.
Hello,
The first time I downloaded this project and build I still had no problems with my camera. But now I have removed that project because after a build a camera no longer appeared. That is why I have now downloaded this project again, but again, after the build, he gives no more pop-up to accept the camera permission. If I want to do this mentally in the settings and I restart the app it still does not work. How do I solve this?
Hi, I wanted to change the plane texture to an opaque seamless texture of my choice, but when I change the material only its base color is visible, not the texture.
Does this API work with plane materials differently or I'm missing something?
When using the Unity VideoPlayer component in the SampleScene, every other background frame is the video texture.
This is with the VideoPlayer's Render Mode set to Material Override, and Render Texture;
When the AR Camera Background component's material is applied to another object, the texture still shows the same flickering.
Trying to set the override material for the AR Camera Background results in a black background.
Tested on an iPhone 6s and 7+, iOS 12 beta 1 and beta 2.
After a few seconds Unity will stop receiving updates from ARKit and all graphical elements (camera, detected planes, pointcloud, hit test object) will be frozen on the screen. The color background image will keep updating.
There are repeated messages that "World tracking performance is being affected by resource constraints" every few seconds leading up to the freeze. No error messages are present in XCode.
This is running the AR Foundation sample scene with no additions or changes. AR Foundation does not freeze in iOS 11.4. The standalone UnityARKitPlugin runs fine on both devices in iOS 12.
How can I access ARWorldMap that was introduced in ARKit 2.0?
Unity 2018.2.0f2
macOS High Sierra 10.13.5
Xcode 9.4.1
Getting the below error when trying to build. I've tried many combinations of building for release/debug, script debugging, appending and replacing, etc. I keep getting the error.
Exception: The required file: '' does not exist
UnityEditor.iOS.PostProcessiPhonePlayer.InstallIncludedFiles (UnityEditor.iOS.IncludedFileList includedFiles, System.String installPath, BuildSettings bs, UnityEditor.Build.Reporting.BuildReport buildReport) (at /Users/builduser/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/BuildPostProcessor.cs:1526)
UnityEditor.iOS.PostProcessiPhonePlayer.UpdateInstallLocation (UnityEditor.iOS.ProjectPaths paths, BuildSettings bs, UnityEditor.iOS.IncludedFileList includedFiles, UnityEditor.Build.Reporting.BuildReport buildReport) (at /Users/builduser/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/BuildPostProcessor.cs:1463)
UnityEditor.iOS.PostProcessiPhonePlayer.PostProcess (BuildSettings bs, UnityEditor.iOS.ProjectPaths paths, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport buildReport) (at /Users/builduser/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/BuildPostProcessor.cs:773)
UnityEditor.iOS.PostProcessiPhonePlayer.PostProcess (PostProcessorSettings postProcessorSettings, BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/BuildPostProcessor.cs:611)
UnityEditor.iOS.iOSBuildPostprocessor.PostProcess (BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/ExtensionModule.cs:37)
UnityEditor.Modules.DefaultBuildPostprocessor.PostProcess (BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at /Users/builduser/buildslave/unity/build/Editor/Mono/Modules/DefaultBuildPostprocessor.cs:27)
UnityEditor.PostprocessBuildPlayer.Postprocess (BuildTargetGroup targetGroup, BuildTarget target, System.String installPath, System.String companyName, System.String productName, Int32 width, Int32 height, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:287)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
Hi Unity,
I was curious if you are planning to add support for Google Cloud Anchors. I'm currently working off of the GoogleARCore package but I find it would be more advantageous in the long-term to leverage ARFoundation to build for cross-platform.
Thanks!
I tried building an Arfoundation android sample with IL2CPP and it did not ask for camera permissions at all and hence failed. Once I changed to Mono scripting backend and re-deployed, it asked for permission.
Hi Unity,
Question 1: I want to scale the content rendered by ARSessionOrigin, arsessionOrigin.transform.localScale = Vector3.one * scaleValue, but it will affect the point cloud particle effects. It looks strange, is it something I missed?
Problem 2: Disable ARsession, then enable ARSession, the previous plane still appears and cannot be cleared. I need to implement enable AR, reset AR, close AR, how do I need to set it up;
Thanks!
AR Foundation runs at 30 fps on iOS, while the standalone UnityARKit plugin runs at 60 fps.
Tested on an iPhone 6s and 7+.
Hi, I was wondering if there were plans to adapt the ARCameraLighting project at https://github.com/johnsietsma/arcameralighting to work with AR Foundation? I've tried and failed to adapt it myself...
Helloo,
I am trying to integrate Vuforia functionality into a project also containing the ARFoundation.
So far everything seems to be running fine in editor, and comiled fine, but I recieve a black screen.
My thoughts here are that both SDK's are trying to acces the camera at the same time - I could be completely wrong.
So I am wondering if there is a way to supply the ARFoundation the same camera feed that Vuforia is receiving?
Alternatively - is it possible to access ARKit 1.5/2 or ARCore 1.2 image tracking (and other functionality) via the ARFoundation?
Thankyou in advance!
Oliver
EDIT
Okay I eat my words,
It seems as though I can successfully get the vuforia SDK to start by attahcig the Vuforia scripts to the ARFoundation Camera.
The ARFoundation functionality all seems to work fine, but the issue now is that although Vuforia has initialized and the console says the sessions has started - no tracking is recognized.
So unless anybody has anything they might want to add to point me in the right direction with getting the tracking to work with vuforia correctly - then I would assume this is an issue to post to the Vuforia forums (god forbid...), and this can be closed?
If anybody is interested in havign a look at the poject I have up and running in case they might have some ideas you can find it here: https://github.com/oliverellmers/arfoundation-samples/tree/Testing
Cheers
I have enabled light estimation on the AR session but it does not react to the lights. I'm using a Samsung Galaxy S8
Scanning and Detecting 3D Objects seems to be not supported
Not sure if this is related to the other iOS build issue. However, I downloaded the package and it fails to link:
"_OBJC_METACLASS_$_ARAnchor", referenced from:
_OBJC_METACLASS_$_ARPlaneAttachmentAnchor in UnityARKit.a(ARKitXRReferencePointProvider.o)
"_OBJC_CLASS_$_ARAnchor", referenced from:
_OBJC_CLASS_$_ARPlaneAttachmentAnchor in UnityARKit.a(ARKitXRReferencePointProvider.o)
objc-class-ref in UnityARKit.a(ARKitXRReferencePointProvider.o)
"_OBJC_CLASS_$_ARPlaneAnchor", referenced from:
objc-class-ref in UnityARKit.a(ARKitXRReferencePointProvider.o)
objc-class-ref in UnityARKit.a(ARKitXRPlaneProvider.o)
"_OBJC_CLASS_$_ARSession", referenced from:
objc-class-ref in UnityARKit.a(ARKitXRSessionProvider.o)
"_OBJC_CLASS_$_ARWorldTrackingConfiguration", referenced from:
objc-class-ref in UnityARKit.a(ARKitXRSessionProvider.o)
ld: symbol(s) not found for architecture arm64
clang: error: linker command failed with exit code 1 (use -v to see invocation)
Unity 2018.2.2f1 Xcode 9.4.1 (9F2000), build target iOS11 universal.
I just started using the foundation framework to see how it works out.
During testing I wondered how to use a proper linear camera background shader instead of the default one. Seems like the background image is to bright when setting the player settings to linear.
I tried to plug the arkit camera shader into a material and use this as override, but this gives me black background.
Is there a sample shader available that will work?
The horizontal planes are fine but the vertical ones seem to have some issues with the UVs
I used the "FeatheredPlaneScene" scene and changed the shader of the ARPlane's material to the one in this tutorial.
If there is a quick fix on my side please let me know.
Thank you
Updating to the new packages seems to give this error:
Assertion failed: Removing Packages/com.unity.xr.arkit/npm-debug.log because the asset does not exist
Causing the package manager to uninstall the ARKit package. Running 2018.1.3f1 on mac.
Unity 2018.2.14, xcode 10.1 (aswel as older versions).
Happens about half the time when loading a scene from the ARKit scene, across different devices and ios versions (ipads/iphones)
Comes with a complimentary 'EXC_BAD_ACCESS (code=1, address=0xf000000011d7097f)'
Not always in the same file, but usualy in something cameratexture related. In the attached pastebin it happened in CameraImageApi::ImageManager::~ImageManager()
Hi i tried arfoundation 1 month ago and it worked just 1 time.
But since than i try different time with different version of unity, but the app do not ask me the camera permission and i not show me the camera background
no error on debug...
i tried to allow permission in app setting but nothing change, any idea why it appen?
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