When I run my unity project and playerMovement Starts then image is also moving with player...I want to stop the image moving with playerMovement.
Im sharing the drive link where I uploaded the video of problem.
drive link : https://drive.google.com/drive/folders/0B1g-8FrnSuSRdWFKQWtiWHlPN3M?resourcekey=0-W0A1w2KqXZR1WaCAYhKfdA
ooof. Video in your google drive has no file extension, I renamed it "*.mp4" but the image is strangely stretched, also you filmed it sideways, in portrait mode... I had to turn my head. Then, there is this noise...
Can you at least record a proper video? And maybe upload it to imgur? It's just Drag&Drop - no account needed...
So, is the "linkedIn Logo" image attatched to your player or camera? I mean, is it a child of that? That would explain why it moves with it...
Related
I am new to flutter, and am trying to play videos in my app. I followed this tutorial on using Chewie to play videos by copying and pasting the code from its main.dart and chewie_list_item.dart code snippets on the website into a fresh project (the github project provided by the website is too outdated for me to debug, so I did copy pasted instead)
I expected to get something like this, with the player "wrapped" around the video:
However, I get this (on my android virtual device), with the video player taking up the entire size of the screen regardless of the video dimensions. I did try inputting AspectRatio according to the video dimensions, but all that did was to eliminate the stretching of the video, but the main issue remains.
Why does it behave this way, and how do I achieve the result shown in the first image? This is the test project I made: https://github.com/nathantew14/chewie_test Thanks!
We're working with the Hololens 2 and sadly when recording a video, taking an image or going into the live-view, Unity UI elements are not shown in the image/video.
Does anybody know how we can make Unity UI elements appear in video & photo capture in Hololens?
Here is an example where below the title there is text present, but not captured in the image.
The title part uses a TextMeshPro component, while the text part uses a TextMeshProUGUI component (due to the scrolling window of the text.)
We're using Unity 2020.3.6f1, MRTK 2.7.2 with OpenXR backend.
Thanks for any help and recommendations.
For how to create mixed-reality photos and videos, you can use the Start gesture to go to Start, then select the Camera icon, for more information please refer to this link: Create mixed reality photos and videos.
If you want to seamlessly integrate mixed reality capture and insertion into your apps, you need to enable the Windows Mixed Reality Camera Settings provider in your MRTK profile and check Render from PV Camera.
The issue was that our Unity version was not updated, as hinted out in this github issue. Simply updating to the newest Unity version solved the problem.
https://github.com/microsoft/MixedRealityToolkit-Unity/issues/10155
I have mixed around with Unity and Vuforia. Im all set and got it to work with an image that spawns 3D objects. My project has been done with my FaceTime Camera on my Macbook pro 2018. Now i want to try and move over to my Digital Camera: Sony AX6300. But when i connect the camera, Unity wont recognize it. I can still only choose FaceTime Cam built in on my Mac. Can anyone in here help out maybe?
Image
You have to edit the xml file named webcamprofiles.xml inside vuforiaresource, and add or edit your device camera name...
it works for me
I am working Facebook instant game using unity2017.2. I deployed build for Facebook and uploaded it on Facebook. Everything is fine but when instant game start there is unity loading bar appears which take 8,9 seconds even if you have just one scene with one button in your game. So how can i remove that build-in unity loading screen. Please help. Thanks
https://i.stack.imgur.com/0IodM.png
It is not possible to skip the whole loading screen. As mentioned in the comments you can modify your UnityLoader.js - you can find this script in the Build folder of your build.
To read the code I recommend this beautifier
I just opend my build and found the object Progress in line 1849. Perhaps you have a different version and it is at a different line. Search for Progress
Here you can see what Unity is doing. In the Progress.update they are updating the ProgressBar.
At all it is not easy to read.
The easy way to customize you loading screen is to replace the graphics under TemplateData - here you can copy your own pictures. The names have to be the same as the original filenames: (default is light)
progressLogo.Light.png
progressFull.Light.png
progressEmpty.Light.png
I think this could be a solution for you?
Yup, it's a little bit frustrating to see a logo for a long time. I've worked on Unity version 2018.31f, and there, it's easily removable if you are using Unity Pro.
To remove the logo in Unity Pro, open your Unity WebGL project, Go to File -> Build Settings -> Player settings. You'll see settings for WebGL and a Splash Image column in that window, as shown in this picture.
As you can see in Splash Image settings, show splash screen column is inaccessible for me to tick/untick. The same goes with Show Unity Logo. This is because I'm currently using a free version of Unity. But in the Unity Pro version, you can untick this option and make that Unity Logo screen hidden.
If you are using the Unity free version, ensure a minimum Logo Duration of 2-sec, at least in the accessible version of Unity.
I use Unity to create augmented reality app via vuforia, I want to replace the 3D object above the image target by playing a video playback.
how can I do that?
Login to the Vuforia developer portal and select Downloads -> Samples and scroll down to Advanced Topics. Download the Unity Package listed in this section, it has a sample scene of how to do video playback on an image target.
https://developer.vuforia.com/downloads/samples
I'm not sure if I understood you so I'm gonna give the 2 possibilities.
If you want to play a video instead of the 3dModel :
you can drag a Gameobject -- ex : plane with a MovieTexture) -- under you ImageTarget.
Or if you to play a video behind you 3DModel then :
On the ARCamera/WebcamBehavior : you can disable the "Playmode render video". the AR function will still trigger but you dont have the webcam render on the background. so you're free to playback whatever you want on the back.
now you are free to put what ever you want behind.