Placing spheres on recognized image works differently for different people - arkit

I have a small app which places spheres on the corners and in the center of a recognized image. It works great for one of my co-workers, but for me, it places the spheres that should be on the corners well inside the bounds of the image. We're both using the same test image. What would cause this? Seems like it must be some kind of difference in monitor resolution or camera or something, but I haven't read anything that says this behaves differently on different devices. I am stumped.

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UNITY: Everything looks Low Resolution. Even SVG vectors

I'm new to Unity so Hopefully this is an easy fix.
So everything looks super low res for me. I wish my images looked high res.
Even SVG looks low res even though they're vector nodes, I don't get that at all but I assume Unity doesn't play with svg yet? the black outline graphic is SVG, the rest are PNG with alpha.
Take a peek at my three different windows. Let me know your suggestions (remember I don't know anything so the easiest thing can been overlooked)
There is a "Scale" slider on top of the game view. Right now it is set to 2.8x. When you do that Unity just zooms in but it doesn't set the the resolution or actually change anything at all. It's like moving the screen really close to your face :D Nothing else besides that particulat window is affected by this setting. So my advice would be to always keep it at 1. Unless you want to see something specific at the screen of course

detect coordinates of some element on image

Please tell me how to solve this problem.
Where to start and which way to go.
I have an image with some buttons :
How can i detect coordinates of blue round button for example?
The difficulty lies in the fact that these are not application buttons, but just a picture on the desktop.
I understand that this is a vast and complex question, but tell me at least the right way.
It will be useful to many people.
The first thing I can imagine is to do a desktop screen, and then try to detect pixels with blue color.
You don't need to do manual image detection because Apple's vision framework already does this. You can use it to detect rectangular regions, detect text, or recognize and image within an image, depending on your needs.
See Detecting Objects in Still Images

Is it possible to create a 3D photo from a normal photo?

If I have understand well, 3D 360 photos are created from a panorama photo, so I guess it should be possible to create a 3D photo (non 360) from a normal photo. But how? I did not find anything in Google! Any idea of what should I search??
So far, if nothing available (I don't think so), I'll try to duplicate the same photo in each eye. One of the pictures a little bit moved to the right, and the other one moved a little bit to the left. But I think the distortion algorithm is much more complicated.
Note: I'm also receiving answers here: https://plus.google.com/u/0/115463690952639951338/posts/4KdqFcqUTT9
I am in no way certain of this, but my intuition on how 3D 360 images are created in GoogleVR is this:
As you take a panorama image, it actually takes a series of images. As you turn the phone around, the perspective changes slightly with each image, not only by angle, but also offset (except in the unlikely event you spin the phone around its own axis). When it stitches together the final image, it creates one image for each eye, picking suitable images from the series so that it creates a 3D effect when viewed together. The same "area" of the image for each eye comes from a different source image.
You can't do anything similar with a single image. It's the multitude of images produced, each with a different perspective coming from the turning of the phone, that enables the algorithm to create a 3D image.
2D lacks a dimension hence cannot be converted to 3D just like that, but there are clever ways for example Google Pixel even though doesn't have 2 camera can make it seem like the image is 3D by applying some Machine learning algorithm that create the effect of perspective and depth by selective blurring.
3d photos can't be taken by normal but you can take 360 photos with normal camera ..... There are many apps via which you can do this ..... Also there are many algorithms to do it programmatically

Resolution issue when building the game

I am using the ViewportHandler script for Unity(https://github.com/dfsp-spirit/way2close/blob/master/Way2Close/Assets/Scripts/ViewportHandler.cs), to allow for my UI to appear the same in different resolutions. I am pretty sure that it was looking just fine and pretty much the same in all resolutions(with different quality graphics due to stretching, but that is fine).
I have opened up my project after a while and I am now noticing that while the game scene looks fine inside the editor, the UI elements change position for all resolutions when building the game.
I am attaching two screenshots to show the difference. The Editor one is the proper one where elements are aligned properly. The other one is when I am building the game and running it full screen.
The weird thing is that when building the game, every resolution displays the wrong way (as in picture 1). So the elements are actually resizing properly, but they are just in the wrong place for some reason and I really can't see why. Any ideas ?
(My Canvas is Screen Space - Overlay, Scale with Screen Size, Ref resolution is 2560/1440, Match width and height and ref pixels 100).
You don't need 3rd party scripts to achieve a constant size on different resolutions. Use the Canvas Scaler component on your canvas and set it to 'Constant Physical Size'. Unity should handle all the rest.
If images/sprites change position, try to change the anchor point to fit your needs.

Unity sprites don't render properly

I recently came across a problem I can't solve which involves not being able to draw my sprites properly. I have tried a lot of different things and couldn't find any solution.
Here is how the image should look like in unity:
And here is how it actually looks like:
If someone could tell me how to fix this, I would be very grateful.
Presumably the top image is a screenshot of your image manipulation program, many of which use the chequerboard pattern to mean transparency. As such, the image you have exported is a gradient going from almost solid white at the bottom to transparent at the top. This is why the image appears as such in Unity.
Also, if you're wondering why the image appears as though it has bands of different colours, this is due to a problem called colour banding. This can be fixed by using a technique called Dither (which adds some noise to the image), but how you do so will depend on which image manipulation program you are using.