I am new to vuforia and unity. When I place two model targets in a unity scene, only the top one is recognized by the ARCamera. I want to add multiple model targets and i want the ARcamera to detect the object it is placed on. Is there a way to do it using code? The videos on Youtube showed SIMULTANEOUS MULTIPLE TRACKED OBJECTS option in VUFORIA CONFIGURATION but i cant see that aswell. I
Vuforia does not support simultaneous activation (and tracking) of multiple Model Targets. This is why only the first one works in your case. If you need to figure out which of a set of models is in front of the camera please look at the Advanced Model Target feature (https://library.vuforia.com/model-targets/advanced-model-target-databases). This automatically detects the model and activates it for tracking.
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I am trying to build an AR application with a cube using vuforia and Multi-Image Target system. I am able to make an object appear in the place of the cube. But i would like to have different objects when the camera scans different sides of the cube. Any suggestions or ideas about how i can do it?
I have tried using the angle of the object with respect to the camera
After trying different methods i decided to use ray-casters from each face of the cube and trigger different objects on the same multi-image target. This method is better than using extended tracking and is more stable.
I'm trying to do a simple AR app using Unity and Vuforia.
I have a large number of AR targets in the Vuforia database, and my goal is that each of them be recognized by the AR camera and the target name was displayed on the screen (to understand which one was recognized).
I'm new to development in Unity, so now I've made only an application in which all the targets are located in one scene as ImageTargets and on top of them are the objects that are displayed when recognised. I want to increase the number of targets, but creating separate objects for all of them inside the scene looks wrong.
Is there a way to add a large number of targets to the scene without creating them all manually?
I think one game object per image target is the right way to do it. If you don't want to start with lots of complex objects in the scene, you can instantiate the targets' content dynamically using prefabs and tracking events instead of objects on top of them.
More details here: https://library.vuforia.com/articles/Solution/Working-with-Vuforia-and-Unity.html
Currently, I know that Vuforia can track objects that are scanned in the targets database. This means that if I wanted to recognize many objects, I have to scan each of them and upload them into the database.
Here’s what I want to create. I want to create an app using Unity that can recognize and track simple shapes (such as a rectangular box or a spherical ball) disregarding the size. For example, the app should be able to recognize a small Kleenex box as well as a big shipping box.
Is it possible to recognize these shapes with minimal object targets (e.g. recognize all rectangular objects with one object target)? If so, how can I set up vuforia to do so? I understand that this question may be confusing to understand, and I will do my best to elaborate more clearly. Thanks so much!
I can setup a project in unity using vuforia with a single image target displaying a single 3D animation.
I've also seen a few tutorials on how to set up a project in unity with vuforia to track up to 5 image targets simultaneously.
How can I set up a project in unity using vuforia with multiple (up to 100) image targets that won't be tracked simultaneously? I want to display 100 different 3D images using 100 different image targets.
I know how to create an image target database but how to show a different 3D model for each different image target?
There is no difference between tracking 5 targets and 100 targets.
All you need to do is adding 100 ImageTarget prefabs to your scene and then 100 different 3D models under each ImageTarget. It will be painful, but it will work.
You can also look at the Cloud Recognition functionality in this scope and of course on MultiTarget prefab.
I am making a first-person game using Unity and Vuforia. What I'm trying to achieve is that the user can have a marker attached on an object that can be held in his hand (a bottle, a book, or toy). So when he plays the game, he can hold the object in his hand, have the object facing the webcam, and move or rotate the object to control the first person character in Unity, e.g., tilt the marker-attached bottle in physical world so the first person character moves forward in Unity's virtual world. ps. by virtual world I mean just a basic first-person character walking around in a room, not the kind of VR that involves Oculus Rift.
I just played around with Vuforia. The good thing is I can choose my own image as the marker (looks like not every marker-based Unity plug-in can do this). But with Vuforia, can I create a virtual environment that's not showing the webcam's view? I did a basic Vuforia + Unity tutorial that only shows what the webcam captures and overlays a virtual cube on the detected marker. Summary of what I need is: not showing the webcam's view but still have the webcam functioning that it can capture the marker and I can use its position/rotation. In a way you can say I am just using the marker+webcam combo as a sensor used to control my virtual world activity.
Thanks!
From what I get it appears you want to use your marker as a target object to control motion in AR..
You'll have to build the functionality in Unity only as to what you want it to do specifically according to your set gameplay..
For example if you want a virtual dog to follow a target object, one easy way to do it is to provide an offset between the marker and the game Object and play a walking/running animation.
So it will appear as if the object is always following the marker, whereas in reality it is playing same animation at a constant distance.
As far as importing the marker is concerned.. It is no different than what you must have done with your cube..
In your Vuforia account Dev Portal:
Download the Vuforia SDK and import in your Unity asset folder.
Go to Liscense Manager under Develop tab and add a Liscense Key.
Now go to the Target Manager and add your images in the Databse which you want as target. (make sure the image quality is good for it to work prperly)
Now download the database and import it in your Assets folder in Unity.
Now go to your Liscense Manager again and copy your Liscense key and Open Vuforia Configuration under Vuforia Behaviour (Script) when you click on AR Camera, you'll find a dialog box there, paste this key there.
Save the build and run your game in Unity and bring the marker in front of the Webcam and it should work properly.
Hope this helps.