Hololens Video recording not showing UI elements - unity3d

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

Related

The UI Unity tab is missing

The UI tab is missing from the list of created objects. Here is a photo:
enter image description here
It's supposed to be between Video and Camera, but it's not there. How can I fix this?
this seems to be old problem in unity
try to restart your PC or change Layout
Also check those Links if this not working
Unity UI
UI Unity Problem

Unity : project works in editor but black screen when build

I'm on a project using Unity 2019 LTS and some unity SDK / package:
Mapbox SDK
DreamWorld SDK (the SDK of my AR headset)
some other default AR packages (Foundation, Subsystem)
I would like to reused the Mapbox World-scale AR example in order to implement the possibility to move the scene according my AR headset position.
To do so, I removed the default main camera of the example (in AR Root) and added instead a the camera for my headset, as explained in the headset's docs (DW Developer Kit SDK).
Here are some pictures of what I've done:
No here's my problem: when I run the project in the editor with the player mode, all works perfectly fine and I see the camera rotation following the position of my AR headset.
Therefore, if I try to build the project, I cannot the see the "view" of the camera. I know that the project run because I still can see the overlay menu provides by the Mapbox World-scale example but not my camera.
Editor :
Build :
I searched online to find some solution to my issue but I only found some answer about building to Android and iPhone while I trying to build on my laptop.
The fact I see a black screen (and the overlay) seems to me that Unity cannot find a camera to show me the scene.
I just started using Unity, so it is possible that I missed an obvious thing but I don't know what.
If someone as any idea of what my problem is...
In case the suggestion from the comments with the In-Game logs does not work, you can check the external log file.
According to https://docs.unity3d.com/Manual/LogFiles.html
it is found under "C:\Users\YOUR_USERNAME\AppData\LocalLow\CompanyName\ProductName\Player.log"
CompanyName and ProductName are two names you can project somewhere in the unity project settings but there are default values.

How to draw lines from browser on remote mobile AR app?

I am looking for a solution to share the screen from a mobile AR app (ARKit or Unity AR Foundation).
The screen needs to be shared to a browser on the desktop and it should be possible to draw lines on the screen from the browser using the mouse in the AR environment that can be seen on the mobile app which is sharing the screen.
After some investigation there does not seem to be a viable solution to truly share the same AR instance with browser/mobile as you can do with 2 mobile devices.
There should however be some sort of work around possible as it can be done with Vuforia Chalk AR.
Here is a GIF showing how it works:
AR Drawing demo
Sharing a video seems to be possible
Specifically trying to figure out how the line is drawn from the browser and then displayed on the mobile AR app
How can you achieve the same functionality with open source alternatives or Unity and custom code (No Vuforia is possible)?
Looking for a tutorial or some directions to how this can be implemented.

How to remove unity build-in loading screen in Facebook instant game?

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.

GoogleVR 1.0.1: stereo cameras are OK in the Unity Game View but too separated when compiled to Android

I'd say the value I have to change is the stereoMultiplier of the StereoController script attached to the main camera. Anyway I think I have changed every single value of GvrViewer, MainCamera and StereoController. Nothing seems to change the separation of the left and right cameras when compiled to the Android smartphone.
I can see a correct separation in the Unity Game View, but when I compile it to the smartphone, the cameras are too separated (see image below).
I think this issue has happened after updating the Smartphone to Android 6.0 Marshmallow (CyanogenMod 13.0), on Samsung S4.
UPDATE: I have updated to GoogleVR 1.0.1. The same problem is still happening.
Changing scale to 0.007 (which is a very similar scale to the objects in the provided demo scene of GoogleVR: 0.003) seems to fix the problem.
Note: discussed here: https://github.com/googlevr/gvr-unity-sdk/issues/351
UPDATE: in the previous link, somebody wrote:
Android app:
/sdcard/Cardboard/current_device_params
all gvr(cardboard) app will use this file --- "current_device_params".
maybe you should go the url to setup your device profile https://vr.google.com/cardboard/viewerprofilegenerator/
in addiation, you can also do this:
How to change Field of View in Google VR SDK for Unity