Vuforia AR object is flickering on eyewear but not on phone - unity3d

I'm trying to get an object to show up with Vuforia in Unity by using a multi target object.
So far this works, but only on my Android phone, but not on the AR glasses.
On the AR glasses, it shows up as this:
It's flickering a lot.
I tried changing camera clipping plane values, different shaders, etc. - the issue goes away if I use ZTest Always in my shader (but ZTest Always causes other issues so I can't use that).
So what might be the difference in rendering here which causes the flickering on the glasses, but not on the phone, when both use Android?

Maybe you are using a renderer that isnt native to your glasses, you should check what renderer your glasses use and use that instead

Related

Error on Main Camera in Unity: "The renderer used by this camera doesn't support camera stacking. Only Base camera will render."

I just updated my unity version from 2018 to 2019. Also, I've got a new render pipeline for the 2D lights feature, and there is this weird white flickering when my character moves, and even sometimes without movement. I think the Main Camera warning shown in the title is the cause, but I could be wrong. Does anyone have a fix?
I am not sure about the problem you referenced in your description, but as for the error in your title I had a similar problem and it was because I had two cameras in the scene, one overlay and one base, the overlay was for my UI and I was using Universal Render Pipeline with 2D which is not yet supported. So I cannot stack multiple cameras, when I do it will only load the base camera.
https://forum.unity.com/threads/does-urp-support-ui-canvas-overlay.768077/
you may try to select main camera than at inspector section open "rendering" and mark the "renderer" as "UniversalRendererPipelineAsset".
This is because you are using 'deferred' rendering, and camera stacking is only supported on forward rendering.
Either select forward rendering on your Universal pipeline asset, or create a new render pipeline asset with forward rendering and assign it to the camera.
If you are unsure which one to choose, read: https://docs.unity3d.com/Manual/RenderingPaths.html

LWRP Shaders not working in android! only working in Unity

I am new to Unity game development. I making a mobile game. In LWRP I made a custom shader graph (glow shader). It works fine in unity in my pc. But when I build a .APK and install and play on my android device it shows a plain block with no shaders.
Am I missing something?
This my shader graph.
After clear inspection, I noticed most of the shader works. Only the occlusion part doesn't work properly. I have set occlusion to 5. Normally what occlusion does in my graph is kind off saturates the material a little and gives a deep reflective glow kinda effect to the shader. It works on PC. But on the phone, I noticed the color did get saturated a little but didn't notice the occlusion glow at all.
(I know I can produce nearly similar results without using occlusion, but I really felt occlusion suits more for my taste :P and I will be using occlusion for other objects too)
quality settings:
Check your Graphics API in player setting, it should be under Other Settings

IOS AR Build using ARkit, ARfoundation and LWRP Render Meshes Partially

When I make my IOS build using ARFoundation, ARKit and LWRP then its render meshes partially in AR view. I am using Unity 2018.3.11f1 and LWRP 4.8.0. Any Help? Why meshes render partially?
See what I tried
Try adjusting the minimum and maximum render distance on your camera. Cameras always render objects that are within their max and min distance, missing anything else. Your video looks as though your meshes are either too large or too small, so they don't fit in your camera's render distance.

Can Vuforia track spatial location when using targetless device tracking?

I am trying to wrap my head around Vuforia's capabilities. I want to make an app which lets me place a 3D object into a camera view and have that 3D object stick to the world. I've been learning how to use Vuforia in Unity3D, and Vuforia seems to be slightly capable of this, but is severely limited by its craving for "Targets". It doesn't seem to be able to do much if I don't give it some sort of target.
One workaround I've found is to set the ARCamera's World Center Mode to DEVICE_TRACKING. This seems to let me place a 3D object into the world (in Unity) and have this object overlay into the camera feed, almost making it seem like it's anhcored to the real world. This doesn't work perfectly though: it tracks properly when I angle the device up/down/left/right (rotation), but it does not seem to track the device's translational motion; that is, when I move the device forward/back/left/right, the overlaid object doesn't get closer/farther nor does it rotate as I move around it.
Is it possible to get this sort of tracking out of Vuforia, or am I better off switching to something like Google Tango?
The difficulty with setting World Center Mode to CAMERA in Vuforia is that apparently 3D objects rotate around the camera based on its accelerometer/gyroscope changes. This doesn't allow for objects to be anchored to the environment. Instead they follow with the camera.
Kudan is a good markerless tracking option.

Physics messed up with cardboard scene in Unity

I am in the process of putting together an app using the Google Cardboard SDK. The user will be able to use the app with or without cardboard. So, there is a switch button inside the app, that activates and deactivates stereo rendering.
The app also uses the Vuforia SDK to track image targets. If a specific target is recognized, some 3D objects above the target and a particle system starts to emit particles.
Everything works fine in non-stereo mode. Particles are emitted and falling correctly as intended. They should simulate snow. Also if the user turns the image target to an angle, the 3D objects above fall down.
When switching to stereo mode, the physics are messed up completely. The snow particles are not falling anymore, they seem to "teleport" around the screen. Also the 3D objects do fall upwards, with a really heavy negative gravity. Timescale seems multiplied several times, but is not - I double checked that. Gravity also does not change when switching between non-stereo and stereo rendering.
Everything works fine in Unity Editor in moth modes. It only appears on the device, which is an iPhone 5.
Cardboard SDK is version 0.52, which is the newest.
Unity is version 5.3.1.
Vuforia is 5.0.6, which is not the newest, but release notes do not indicate a fix concerning physics. Will update it anyway as a next step.
Vuforia is 5.0.10, which is the latest version.
I double checked gravity and timescale, which are not changing when switching between modes. I have a hard time figuring out what might cause the physics to mess up.
EDIT:
I did some further investigations. I made me a little gizmo sitting always in front of the camera but getting the rotation of the Unity world space axes, so I know the 3D-world is oriented in relation to the camera. And it turns out, that when in VR mode with the Google cardboard camera system, the world does spin around the camera heavily. I managed to hold the test device in a way, so it is slowing down and almost freezing, but I have no explanation for the effect yet.
I managed to get my setup right again. Unfortunately I did not find the source of the weird behavior. But By deleting the Vuforia Prefab and the Cardboard Prefab and adding them again to the scene, the problem was solved.