The black screen appears after I have built an AR app. Followed exactly from the tutorial video:(( I'm using Huawei P10 Lite, min API 8.0, AR foundation ver 4.0.2, AR core ver 4.0.4, Ar kit face tracking 4.0.2
I think you should have ARCore installed on the device from the Google Play Store. I'm not sure if the Huawei device can access the Google service.
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I am developing a cross platform AR app for Hololens and Mobile and need to stream the composited AR view from the device. I am using agora for my Android and iOS apps and it works well but can't find anything on whether Agora will support UWP.
If not is there a recommended alternative that will work on the Hololens 2?
You can check this Agora community SDK for UWP platform: https://github.com/AgoraIO-Community/AgoraUWP
currently I am working on a project designed for the Hololens 2 using MRTK.
Now I want to make this app run on a mobile device (more specifially, an Android Smartphone) like any other AR app. Eventually these two should be able to communicate with each other. What would be the best way to go about it? The following ideas crossed my mind:
Copying and adapting the current scene made for Hololens by replacing Hololens exclusive features with ARCore features.
Creating a new project just for the mobile app.
Would love to hear your suggestions and ideas, thanks!
MRTK supports a wide range of platforms, including mobile devices such as iOS and Android. You can use the MRTK API directly on your Android device instead of ARcore. For how to configure MRTK for iOS and Android please refer to this link:Configure MRTK for iOS and Android [Experimental]
I've just installed Unity3d 5.6 and build application for Android with native VR support for Cardboard SDK (checking box Virtual Reality Supported and selecting Cardboard as VR SDK). App responds to movements of device, however, picture is not correctly takes only part of screen, what can cause that issue?
Built for Android 5.0, run on Android 5.1 Sony Z2, device is configured for cardboard viewer with Google Cardboard application, other VR games take all screen at expected.
Added:
As per advice on Unity forum I enabled Multithreded rendering, however it resulted in almost good, still not properly centered image flicked momentarely, then blank (lenses viewes disappeared).
If you are manually setting the screen resolution by script (Screen.SetResolution) try commenting that out.
As written in Unity forum here:
https://forum.unity3d.com/threads/google-vr-sdk-1-10-unity-5-5-broken.445323/
for VR for cardboard development it' better for now to stick to using Unity 5.4.2 with Google VR SDK 10.3.
I'm using unity and kudan to develop AR app for mac os.
But i can't use the camera (both facetime camera and usb camera) when running app.
There's no problem when run on ios or android.
How can i fix it?
Thank you in advance.
If you are using Unity's Play Mode, make sure that you have generated yourself a Kudan key for the Unity Editor. You should usually see an error message in the log indicating if this is an issue.
You can generate your key at https://www.kudan.eu/api/
I have been developing an AR application using Vuforia ImageTarget, which run very well on Android, Iphone devices except IPhone 6 (This only happen on IPhone6 device).
Please take a look at the image, I have searched on Vuforia developer forum & can't find solution.
Unity 5.3.1f
Vuforia 5.5.9