I am building an app in Unity for Hololens 2. I have an cube in my scene. With App built using earlier version of Unity, the cube remains stationary relative to the surrounding.
Now I have moved my project from Unity version 2018.4.34.f1 to 2020.3.20.f1(on another desktop).
The scene in front of me remains intact as a function of head motion. If I move my head up, cube also moves up and so on. I would like the object to remain stationary in the scene.
I have installed the OpenXR plugin as well.
What could I be doing wrong ?
After upgrading to Unity 2020.3 LTS, please use the Mixed Reality Feature Tool to import the Mixed Reality OpenXR Plugin and Unity OpenXR plugin and follow this step-by-step guide to setting up your XR configuration: 6. Configure XR Plugin Management for OpenXR. Also, we suggest importing the latest stable version of MRTK and leveraging MRTK Project Configurator to abstract most configures for you.
Related
I have a Unity AR Fundation Project and my Android build works for AR Foundation. But when I build for Windows, AR Foundation does not work. Because it does not recognize the webcam.
I have reached the answer in the Android output, but I have a problem in the Windows output.
ARFoundation is an abstraction layer for 4 mobile AR technologies:
ARCore XR Plugin on Android
ARKit XR Plugin on iOS
Magic Leap XR Plugin on Magic Leap
Windows XR Plugin on HoloLens
It does not work on Windows at all because there is no AR SDK it could even work with.
This is mentioned right at the very top of the official documentation
Getting AR working on Windows requires other plugins altogether and depends on what AR capabilities you are looking for. E.g. plane detection, face tracking.
I've been developing a Hololens 2 app in Unity 2019.4 using built-in XR/Windows Mixed Reality and remoting was working fine, hand tracking was perfect. Recently migrated to Unity 2020.3 LTS using OpenXR. Everything is working fine in the editor/player and I'm able to connect to my HL2 for remoting (following the instructions here) but then things get weird:
When I play remotely, the scene origin doesn't line up how it used to - often the scene loads behind and/or below me. During normal non-remoting play, the origin is exactly where I'd expect it. And I'm unable to get any kind of hand tracking in the headset.
I've tried importing DotNetWinRT and other troubleshooting steps but nothing works.
My Unity 2019 packages:
My Unity 2020 packages:
Unity 2020 OpenXR Project Settings:
I needed to manually update the Input Data Providers in the MixedRealityToolkit. If I'd created this scene from scratch, I imagine these data providers would have been properly configured by Unity, but because I was migrating the scene from a previous Unity/Mixed Reality version, they never got updated.
MRTK Input settings
I'm very new to Unity, and I just followed a few youtube tutorials to try and get started with ARCore. But when I install the ARCore XR Plugin with AR Foundation from the package manager, I get a warning saying
"ARCore XR Plugin package initialization not completed. You will need to create any instances of the loaders and settings manually before you can use the intended XR Plug-in Package."
I have disabled multithreaded rendering and I'm running the APK on realme X, which supports ARCore as per the official device list. On running the basic cube AR application, the app doesn't ask for camera permissions and I'm stuck on a black screen. Is there anything I'm missing?
Unity version 2020.3.0f1 Personal,
AR Foundation 4.0.12,
ARCore XR Plugin 4.0.12
I tried these on multiple versions, only to end up with the same result.
Although the black screen can occur because of many reasons, try to go to
Player Settings -> XR Plug-in Management -> In the Android tab check "ARCore" under Plug-in Providers
Cannot import Vuforia SDK for Unity.
Unity Version 2019.2.6f1
Unity Hub Version 2.1.2.0
Vuforia SDK for Android Version 8.3
I'm not able to use Vuforia SDK in Unity.When i did the installation there was no downloadable file for Vuforia Android Build Support.
I went to build settings and added Vuforia Augmented Reality Support for Android, Unity just stops responding. Is there any solution or should i just prefer a older version of Unity
In this Unity Version you don't manually import the Vuforia SDK anymore.
It is now the Vuforia Engine AR Package and was moved to the PackageManager.
All you have to do is
open Window → Package Manager
Switch the filter from InProject to All Pakcages
Scroll down or search for Vuforia Engine AR
Hit Install
Unity now automatically downloads and imports this package which you later can find listed under the Packages section in the ProjectView
Or as you probably ment simply tick the Vuforia Augmented Reality Supported* option in the PlayerSettings (which basically does the same)
This should be working with 2019.2.6f1 since I'm currently using it.
I'm trying to use Google Cardboard SDK with Unity 5.4.1f (Free). After importing the unitypackage with SDK, I tried to run the demo scene, but I see only freezing camera. I can't look around with mouse, just static picture. And I see the errors in Console and Inspector tab. Here is the screenshot:
I tried to import different versions of Cardboard SDK and also tried Unity 5.3, but got the same errors. Please help me, I don't know what's wrong with it.
The project is likely corrupted. Make sure that the version of Unity you have is > the version used to build the Google Cardboard SDK.
If that's not the problem, close Unity, delete the current Google Cardboard SDK project and plugin. Download fresh version here.
After downloading it, import the GoogleVRForUnity.unitypackage file. This should fix your problem.
EDIT:
Things changed in the latest Google VR SDK update. The VR Demo Scenes now require VR
Technical preview to work. You can get the latest Unity version for VR here. Scroll down to the end of the page.
The latest version 5.4.2f2-GVR10.
Once you download this version of Unity UNITY_HAS_GOOGLEVR will be defined in Unity and you can now run the ControllerDemo demo.
Note:
You can run the DemoScene scene in Assets\GoogleVR\DemoScenes\HeadsetDemo directory without downloading the Unity GVR version. Right click on the Project tab then click Reimport All.
You just cannot run the ControllerDemo scene in Assets\GoogleVR\DemoScenes directory without downloading the Unity GVR version.