How to switch mobile camera in Vuforia Engine Unity SDK v10.13? - unity3d

I need help in switching mobile device camera in sdk Vuforia Engine Unity SDK v10.13 because vuforia has chnages the entire SDk. I did it past but i could find any documentation. Please help
I couldn't find any documention regarding camera switching in Vuforia Engine Unity SDK v10.13

Unfortunately switching btw back and front camera has been depracated but this can be achieved if its necessary via
If you need to sw btw the several back cameras that phones have, I don't believe its necessary as Vuforia usually selects the main camera and selecting any other camera like Telephoto or Ultrawide will results in tracking issues as the SDK was not designed to work with such images out of the box.
The Q that I would have, why do you need to sw? what do you want to achieve?


Unity 2020.2.1f1 markerless AR plugins

I'm trying to create an application with AR, using surface detection plugins that work with all devices no matter of ARcore installed.
Well, I have got a problem, 8th wall works terrible in unity, EasyAR shows a black screen instead of camera image when I'm trying to use surface detection (but EasyAR image target detection works fine), Kudan, finally, don't work at all, it just shows a black screen on my phone.
Does someone know some other AR plugins, which can detect surface without ARCore like 8th wall web?
Or maybe how to solve the 8th wall in unity, how to force it to work like web 8th wall?
Have you tried Vuforia Engine plugin. Their latest version provides spatial augmented reality. It requires 3d scanner. You can get more information about this in their developer portal. I hope this is what you are looking for.

Vuforia AR Camera working from the second attempt on Android

I have an Android application which I created using Unity and C#, it also uses Vuforia. I have an AR Camera, which shows a black screen when I have just installed the application and gave camera permission to it, but when I close the app and start it again, everything works fine. I did a lot of searches, so what I found and tried- to Switch automatic graphics to OpenGls2, to set minimization to none, etc. Upgrading Vuforia version will not work for me. Also ARCamera works for phones supporting ARCore and does not work for phones not having ARCore. So I guess, the issue is within the architecture of the phone. Any ideas on how to make it work?
It must be related to camera API. I don't know how Vuforia is trying to initialize the camera. Seems like it tries to initialize it before successful permission result on old Android versions. You can delay Vuforia initialization to be after the permission check. There is an option to set Vuforia delayed initialization, but it would be better to make a preload scene where you do check all permissions and maybe other setup and then load the scene where Vuforia is used.
Update: Please try to update xr plugins for Unity (they are packages now), update Unity itself to the latest version. Do not use unity beta. Se if there are some recommendations from Vuforia of which unity version is the latest supported. Youc also try to create a new unity project from scratch and then import the latest vuforia, then try camera on android, then if all good, import all the resources for your app.

Android device doesn't support ARCore but actually can run AR with Vuforia?

I was looking the AR tutorial, then I found out one way of it's by using Vuforia. But vuforia is not for free; it has marker on it for sure.
Then I try for another AR tutorial, and I found out about ARCore and ARKit.
because I'm using Android, so I'm going for ARCore.
Then I found out, my device doesn't support for the Google Play Service for AR.
Then I'm wondering, why can I run Vuforia but doesn't even meet the requirement for Google Play Service for AR.
I haven't found the answer yet, so I want to know what's the difference between these two — like can Vuforia do body tracking like ARCore? How can it run well on Vuforia? Did they do something so any device could ignore the requirement for ARCore, or is it two different things?
Vuforia brings its own tracking functionalities and uses them when ARKit or ARCore are not available on a device. What it does is to automatically check on what kind of device it is running. If it does not support ARCore it will switch to it's own tracking functionality. It's not as good as ARCore in my opinion but it enables older devices to use AR.

Unity3d 5.5 Enable Vr for Cardboard

I'm almost new to Unity3D, I've watched this presentation of Unity evengelist made in February 2016:
Evengelist said and showed that to bring project to VR you need to select one checkbox (Virtual Reality Supported). Now in 5.5 version just downloaded, when I select Virtual Reality Supported it says also "you must add at least one VR SDK", also after that checkbox selected when I click play scene, I do not see two eyes screen, just ordinary view. When last year I tried to make VR for Cardboard and loaded Cardboard SDK, scene view showed two screens to each eye in play mode.
So the question - how now make VR that works on Cardboard in Unity3d? Do I still need Cardboard SDK (I don't need magnet input support or similar, just stereo and head movement support)?
Added: I don't have Cardboard SDK option in Unity somehow:
According to Unity Blog, Cardboard support is exclusive to Android only. iOS Cardboard support will be added soon.
Do I still need Cardboard SDK
I don't think you need the SDK. This is now Native support for Cardboard. Although,you can still download the Cardboard SDK and Unity will automatically use it.
And here is how to enable Cardboard SDK in Unity 5.5.
Thanks Programmer for your answer, it helped me find what my issue was. However, I've spent literally all of my time over the past few days trying to get Google Cardboard and Unity setup, so I figured I can at least post my answer too.
One problem I initially ran into was that I was trying to use GVR Unity SDK v1.1. There are several bugs in this version, so I reverted back to the GVR Unity SDK v1.0.3. This can be downloaded from the github repo:
Then, I ran into multiple problems just getting things to run on android, so I found that I have to use build tools version 24.0.1. This can be downloaded using the Android SDK Manager executable.
Lastly, the "cardboard" option wasn't appearing for me as part of the drop downs, just like in the picture posted by the asker. The problem was that I was using a regular version of Unity, when I needed to actually be using the technical preview. This can be downloaded from, and I'm running Unity v5.4.2f2-GVR13.
Then the drop down "cardboard" appeared, and I was able to follow google's official instructions ( and get things set up.
I ended up installing the Unity 5.6 Beta and got my Cardboard app built quite simply using the EasyMovieTexture store asset, turning on VR in Player Settings and adding Google Cardboard. It is working great in IOS and Android. I am working on turning off the Google Overlay as my app toggles between Cardboard and a simple 360 view and that is a proving a challenge. It seems from what I have read Google does not want you to turn off their overlay. I might try to do this natively on IOS.

Should I enable VR support for google cardboard in Unity

I'm creating my firs VR app i unity for google cardboard. I noticed VR support setting in the inspector. I searched a little bit and it isn't clear for me if I should enable it for google cardboard. Here is the link for unity manual about it. Thanks for help!
For a while you should not enable VR support since Unity has no native support for Cardboard yet, although it was announced on Vision Summit 2016 for future versions.
By now, you should only use the Unity package with the appropriated prefabs for Google Cardboard available at
You dont need to check Virtual Reality Supported to make an app for Google Cardboard. Make sure that you download the Google VR SDK for Unity and bring it in your assets folder in your project. Then just search for GVR Main in your assets folder and bring that into your project scene and you are good to go. Also you may not need the default camera in the scene as well. Just create your scene and your build is automatically supported for Google Cardboard. VR Supported is largely for computer dependent devices like the Oculus Rift and not apps that you run on your mobile phones.