How to create a more complex animation in flutter like the movement of water droplet in a container? - flutter

I was wondering if it is possible to create more complex animations using Flutter SDK, for example, the movement of water droplets over a surface, or other natural objects' movement simulations! If it is possible, can you please guide me to the corresponding resources? Thanks.

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Creating enemy with vision radius and blind spots

I’m using flutter and flame to create a game similar to sneak ops. I’m wondering how to go about creating an enemy that has a vision radius or area, that is obstructed by objects.
There is nothing built into Flame for this currently, but in the next version we'll have raycasting that can be used for this.

How to add 3D elements into the Hololens 2 field of view

I'm trying to build a Remote Assistance solution using the Hololens 2 for university, i already set up the MRTK WebRTC example with Unity. Now i want to add the functionality of the desktop counterpart being able to add annotations in the field of view of the Hololens to support the remote guidance, but i have no idea how to achieve that. I was considering the Azure Spatial Anchors, but i haven't found a good example of adding 3D elements in the remote field of view of the Hololens from a 2D desktop environment. Also i'm not sure if the Spatial Anchors is the right framework, as they are mostly for persistent markers in the AR environment, and i'm rather looking for a temporary visual indicator.
Did anyone already work on such a solution and can give me a few frameworks/hints where to start?
To find the actual world location of a point from a 2D image, you can refer this answer: https://stackoverflow.com/a/63225342/11502506
In short, cameraToWorldMatrix and projectionMatrix transforms define for each pixel a ray in 3D space representing the path taken by the photons that produced the pixel. But anything along a certain ray will show up on the same pixel. So to find the actual world location of a point, you'll need either use Physics.Raycast method to calculate the impact point in world space where the ray hit the SpatialMapping.

How to generate surface/plane around a real world Object (Like bottle) using Unity & ARCore?

I built an apk using the HelloAR scene (which is provided with ARcore package). The app is only detecting Horizontal surface like table and creates it's own semi-transparent plane over it. When I moved my phone around a bottle, the app again, only created a horizontal plane cutting through the bottle. I expected ARCore to create planes along the bottle as I move my phone around, like polygons in a mesh.
Another scenario is, I placed 2 books on the floor, and each of them have different thickness. But the HelloAR app creates only one semi-transparent horizontal surface over the thicker book, instead of creating two surfaces (one for each book).
What is going wrong here? How can I fix it and make the HelloAR app work more precisely? Please help.
Software: Unity v2018.2,
ARcore v1.11.0
ARCore generates an approximate point cloud using a soft movement of the device to identify the featured points, this points are detected by contrast in the different shapes, if you use your application in test mode in unity you can see how the points are placed in your empty scene.
Once the program has enough points at the "same height" (I don't know the exact precision), it generates the plane that you can see, but it won't detect planes separated by a difference of 5cm or even more distance.
If you want to know the approximate accuracy of the app, test it with unity and make a script to capture the generated points that have been used to generate the planes, then check the Y difference to see which is the tolerance distance.
Okay so Vuforia is currently one of the leading SDKs for augmented reality providing a wide area of detection options (Images, Ground, Point, 3D objects, ...)
So regarding your question about detecting a bottle I would most certainly use the 3D model detection feature. You can read the official docs here.
You need to first generate an approximate of the object in a 3d modeling software and the use their program to generate the detection model. Then you put this in Unity and setup the detection. (no coding needed)
I have some experience with this kind of detection. I used it to detect a large 2mx2m scale model of an electric vehicle. It works great, you can walk around it and it tracks it through and through. You can see a short official demo here
Hope it helped to explain this in short!

Is it possible to obtain the shape of an IRL object from the slam algorithm to hide 3D objects?

I want to do some test with the AR in Unity, so my idea is to use the ground plane detection of the arcore to instantiate a ring. The ring is made of segments and I want to use an obstacle between the camera and some segment to hide these segments.
I have thought to use the slam to get the shape of the obstacle and use the coordinates to hide (disable or change shader/material) or not the segments behind the obstacle.
I do some researches about Vuforia and I know they use the slam but it does not seem that we can access the shape directly from Vuforia so I thought to use the arcore directly. I think it may be done with spatial mapping.
Because I am not very experienced I prefer to ask about the possibility to do it and if I am in the good way.
If I understand correctly, the term you are looking for should be "Occlusion Management". Vuforia. There is a sample package in the asset store, but I don't know how much value it can offer to your cause. Look here
You could as well take a manual approach and integrate your obstacle as Image- or Model-Target, so that you can simply use a virtual replica of your obstacle that hides everything behind it. This however means that your obstacle would have to be always the same object, so I am not sure if this approach is suited for your needs. But this would be the easiest and cleanest way imho.
You can find many tips to get around occlusion problems here

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.