Disable runtime Occlusion Mesh in Vuforia for Unity - unity3d

As the title says - I have a model target and most the time I want the Runtime Occlusion Mesh enabled. However I am using a few of the VFX from the VFX Unity library and they do not work with the occlusion mesh. I don't see an option to get or access the mesh at runtime via script (checked in the Model Target Behavior script and Default Observer Event Handler). It doesn't even create a game object at runtime so I'm not sure how to control this feature.
Anyone have any ideas how to turn on and off the occlusion mesh at runtime?
Searching all associated scripts for functions. Found nothing. No game objects are created that I can find at runtime to change.

Related

MRTK 2.7.3 - Outline Shader is not visible on HoloLens

I saw the scene OutlineExamples in the MRTK examples package and recreated it in my own project.
The outlining works if I stay in unity in play mode. But if I deploy it on the HoloLens the object does not get a outline effect.
The OutlineExamples scene from the MRTKHub-project works as excpected on the HoloLens!
So I guess I missed something in my own project, but I cant find it. I compared the setup multiple times, but cant find a difference. And I also used the simplest object (the cube) from the example scene.
Setup for the cube
(the screenshot shows on the left side my project and on the right side the mrtkhub-project):
Mesh Filter (standard)
Mesh Renderer (standard)
Box Collider (standard)
MeshOutline with the Material "OutlineOrange" or "OutlineGreen" (added)
Object Manipulator (added)
Constraint Manager (added)
The only thing that I had to setup after adding the as "added" marked compenents, was the material for the MeshOutline component.
Is there something else someone has to setup to see the outline shader on the HoloLens?
My Setup:
Unity 2020.3.30
MRTK 2.7.3
Visual Studio 2019
What else did I check?
The XR Plug-in Management is set up the same way
--EDIT
I noticed something strange and I guess this will help someone who knows more about shader!
I launched my application on the HoloLens, grabbed the cube and put it in front of a window in my room. While placing the cube in front of the window, I saw the outline! But as soon as I move it outside the window area, the outline disappears! Another aspect is that I'm using the spatial mapping from MRTK. That means that the window does not get meshed, only the walls. And I guess the walls have their own shader on it, right?
So the spatial mesh shader and the outline shader "dont like each other". Is this possible?
The user derHugo gave me a hint that led to the solution! I went to the material, that I use on the cube and changed the property Render Queue Override under Advanced Options to a higher value than the material MRTK_Occlusion, which is used for the spatial mapping, has.

Hololens + Unity: GameObjects are invisible

After I build my Unity project and send it to the Hololens, I have the following problem:
The splash screen appear followed by a debugging window on the bottom. In the background is a white net. However, you can't see any game objects. I've tested a lot but haven't found a solution for that. Visual Studio does not display any error messages. What I've looked at roughly:
These are my modules. Im using the 2019.4.22f1 version of Unity and the MRTK Foundation Toolkit 2.7.2.
My build settings
My project settings
I tried to place the objects in the middle of the camera and changed the colors.
MRTK settings I haven't changed anything most of the time
Main camera settings
My scene
When i start the scene i get this error in the console. I dont know if this has anything to do with my problem
i have two possible solutions (no guarantee)##
you could spawn the objects on input directly in front of the
camera, add a debug.log("object in front of you"); so you can find
the issue.
If this doesnt work i would try to test differnet types of materials
like you do with HDRP.
if this does not work either i probably cant help you out now.
It seems like your GameObject is too far to be hidden behind by the mesh. Please make the spatial mesh invisible by setting the Display Option property of Spatial Mesh Observer Setting to None, this item can be found under the Spatial Awareness profile of the MRTK profile.

Unity ARFoundation - Augmented Objects does not register collisions

I'm currently stuck with my remote control app in terms of collisions.
I'm using Arcore XR plugin and AR Foundation.
I've placed a building and added mesh collider on it and my car.
My car has a rigidbody component so when I play it in the editor the car stops when hitting the building as intended.
However, when building the app to my android device it just drives through it as if there were no colliders/as if my phone has no collisipn dtection.
I've tried adding rigidbody on my building and ticking on and off convex.
Right now I'm out of ideas.
What am I missing?
Resolved:
If you're experiencing the same problems, if you've imported any FBX file, make sure to have Read/Write enabled.
Go to your Project Folder in Unity, find your .fbx models and click on it.
Then in the inspector, click Model then make sure that Read/Write is enabled.
Mesh Colliders should now work.

Implementing different objects for each side of the cube in multi-image tracking Vuforia - unity

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.

Cannot Animate Interactable Gameobject using Mixed Reality Toolkit

I am a bit of a novice with the Unity Engine and Mixed Reality App development so please bear with me.
I have been working with the Microsoft Mixed Reality Toolkit for Unity to try and animate a game object and move it to the side. A simple action, very similar to an example scene provided by Microsoft with the toolkit called "InteractableObject" (Information links provided below)
Interactable Object - Mixed Reality (Microsoft Docs)
Mixed Reality Toolkit-Unity Interactable Objects and Receivers (Github)
This example scene in Unity has multiple objects to be used as "buttons". With the Mixed Reality Toolkit, even objects that you want the user to interact with to perform some sort of action when selected is even considered a button. At least according to the documentation I have actually been able to find on the subject. This is a series of screenshots depicting the inspector panels for my GameObject and the container for my object:
GameObject Inspector Panel
GameObject Container Inspector Panel (Part 1
GameObject Container Inspector Panel (Part 2
I am trying to make a single game object move to the side when I place the standard cursor on it. This same action is done with a balloon object in the example scene I mentioned. I have created the animator and the state machine the same as they did in there example as well as setup my game object in an almost identical format. Only real difference is that created a balloon object themselves and I am using a different set of custom models from my company.
When I attempt to play back the app in the Unity Editor, the state does not change when I place the cursor on the object. I can force the state to change using the editor and the required animation engages, but it will not change the state on its own. I configured my state machine the same as the Microsoft example and setup my state variable the same as well. It should move from an "Observation" state to a "Targeted" or "ObservationTargeted" state when the cursor moves onto the object. A screenshot of the GameObject state machine and the inspector panel of the specific transition in question are provided below:
GameObject Animator State Machine Setup
Observation to ObservationTargeted Transition Inspector Panel
I went through and verified that all components added by the Mixed Reality Toolkit are the same and they are. This includes the DefaultCursor, InputManager, MixedRealityCameraParent and Directional Light. I also checked that all the scripts were coded the same as well and they are. I am running out of places to look. I attached the Visual Studio debugger to the project in Unity and have verified that it just isn't changing the state on its own. But I cannot figure out why. I believe the problem has something to do with the setup of the transition, but I haven't been able to find the issue. All of the other mentioned components are provided by Microsoft and are not changed by myself nor are they changed in the sample scene.
If anyone else has had a similar problem or may know where I can look to find the problem please let me know. I haven't even built the project into an UWP application yet.
I know it's been a few months, but do you still looking for the solution?
With the newest version of Mixed Reality Toolkit you could make any GameObject to act as a button. Simply read this documentation. I have some cubes as buttons in my Unity project and the only extra Component I added to it to make it work was Interactable, which comes from Mixed Reality Toolkit.
If you want to trigger some animation when you place the cursor on the object (or look at it if you're going to use it with Hololens) then you can add them in Interactable object by adding a new Event (for example: OnFocus() event)
Hope this helps is any way