Unity3D: Position objects relative to Vuforia Image marker im multiple scenes - unity3d

I have two scenes:
Scene1: User has to track Image marker.
Scene2: Display Objects relative to the image marker scanned in Scene1.
In Scene1 i attached "Vuforia Behaviour Script" to the MRKT camera. In Scene2 im just using the out of the box camera from MRTK (wihtout Vuforia Behaviour Script).
Is there any way to store the position data to archive this?
Im using Hololens2 With MRTK

You can use Spatial Anchor to track the special point in the world. When you are using this technology, you should note the locations where you create anchors should have stable visual features(that is, features that don't change often). For example, the physical surface you mentioned Vuforia image marker is not a good point to create anchors. However, it would be good practice to place anchors where they have stable visual features around Vuforia image markers and record the relative position of the image marker from the anchor.
If you are new to the Spatial Anchor, you can start from here: Spatial Anchor

Related

Unity AR Foundation object anchor problem

I am new on unity ar foundation and I am trying to create simple screen that when camera looks to the target image, my object will be visible at that point and some other objects will be visible according to first object position (referans point).
When camera looks the target image, my object becomes visible but when I move camera, object also moves with camera direction as well like that; check here to see video
What can I do to keep object always at the same point even camera moves (even it can be render once -no update-).. any advise ? Thanks
Which AR platform do you working on? (ARKit & ARCore) You don't need an anchor if you use the tracked image. Because it is already an anchor. Update your game object transform if only if tracked image anchor tracking state is tracking & limited. Also the image you provided has few trackable features. You should test your code with an image that has more features than the current image. Also setting the image's physical size correctly greatly improves tracking.

HoloLens companion map

I am implementing a "companion map" for a HoloLens application using Unity and Visual Studio. My vision is for a small rectangular map to be affixed to the bottom right of the HoloLens view, and to follow the HoloLens user as they move about, much like the display of a video game.
At the moment my "map" is a .jpeg made into a material and put on an upright plane. Is there a way for me to affix the plane such that it is always in the bottom right of the user's view, as opposed to being fixed in the 3D space that the user moves through?
The Orbital Solver in MRTK can implement this idea without even writing any code. It can lock the map to a specified position and offset it from the player.
To use it what you need to do is:
Add Orbital Script Component to your companion map.
Modify the Local Offset and World Offset properties to keep the map in the bottom right of the user's view.
Modify the Orientation Type as Face Tracked Object.
Besides, the SolverExamples scene provided by the mrtkv2 SDK is an excellent outset to become familiar with Solver components

Avatars are still move and slide after placing them in AR World Unity - Vuforia?

I am currently working on an augmented reality (AR) app, and I am facing the following issue:
After placing an avatar in the AR world, it still moves and slides on the ground while I am approaching its place. Why does that happen?
I am using Unity 2018.3.0 and Vuforia 8.1.7.
Use an Anchor -
Anchor points are persistent locations in the world space that are continuously tracked as the world space grows and changes in a Ground Plane session. Use an Anchor when you want your content to be positioned as accurately as possible at a specific location in the world.
For more reference please refer to official doc:
https://library.vuforia.com/articles/Solution/ground-plane-guide.html

How to fix objects in the indoor environment with ArCore?

I need to insert some virtual objects in an indoor environment, but I need the position of these objects to be fixed. I have already tried using markers with the vuforia but it is complicated, it takes time to recognize. I'm thinking of using Google's ArCore. Does anyone know if this is possible and, if so, do they know how to do it?
I'm using Unity to do this. Can someone help me?
ARCore places the camera relative to the detected plane, so you will need a plane at some point so the application can locate the camera into the game.
HelloAR shows how this works, you may test into the unity editor and see how the camera moves arround the points and the detected plane.
One solution for your problem may be the image detection of ARCore + Plane detection, you place the image on the floor and when the image is detected you will have your objects in place while you move arround, but you will need to have a plane to move, not only the image detection, because if you don't, you will lose the objects once the camera loses the image.

Clickable and Rotatable models using Unity and ARToolkit

Can the 3D models used with the markers be made clickable and rotate able using Unity3D engine and ARToolkit unity. Basically in the AR desktop application we are making , we want to implement this functionality on the 3D models as well. Kindly need help in this matter. ThankYou.
The only issue you could find is that the Transformation of the AR Tracked Object changes based on the visual information.
If you simply use that as a base object and put any other models as children of that one, you can modify their position and rotation in the same way you would do for any other situation.
So, as you see, the Marker scene has nothing but an AR Tracked Object, this is the object that will be updated with the pose of the marker.
Then, the Cube is a child of this object. If you modify the localPosition or localRotation of the cube it will work as you want it.
The Cube is a child of the Marker scene, its global position and rotation will be a combination of the position and rotation of its parent with its local position and rotation (this is standard 3DEngine / SceneGraph behaviour).