Spark AR text integration issue while publishing - facebook

I am trying to add shade name as text in rectangle to my Spark AR filter for Instagram. But when I try to publish the filter, I am getting The effect contains text that's not integrated into the scene of the effect" this error. Any leads would be appreciated.
enter image description here

Finally figured out the issue and resolved it. According to sparkAR policy 4.3.a, We can have only one logo in the area. So I placed the shade names inside the scene. There is a slight movement for the same but still fine. Effect got published.
Thanks

Related

Unity2D UI>Image doesn't show the full image and appears differently between two projects. Why is it doing this?

I added a Unity UI>Image to my project with a given source image (called Btn_OtherButton_Blue). It appears cropped in some way. It doesn't show the full button image, the top seems cut off. I added a UI>Image to a different project with the same source image and it appears differently. In that project it seems like it's using the full image uncropped.
I've compared the projects and can not find the difference. I'm new to Unity. There's probably something simple I'm missing. I have an imgur link to show what I mean.
https://imgur.com/a/nhJN3Ko
The settings seem the same to me. Is there a crop property of UI>Image that's hidden that could determine why one project shows more of the source image than the other?
compare the settings of the sourcefile of each project. it looks like the image sourcefiles are using different values for "Pixels Per Unit".

Unity Pixel Art Menu

As a beginner on Unity, I'm looking for a solution to a rather annoying problem. I've been through a lot of videos and articles, but I still can't solve it.
On a blank Scene, in a Canvas containing a Panel and an Image. I'm trying to display this image correctly. It is a pixel art image.
The problem is that it remains blurred and badly arranged according to the resolutions.
I try to find a way to display it correctly while keeping its pixel art aspect.
(I looked at the pixel perfect cameras, the stretch settings and others, I set the sprite parameters to Point and No compression and others. But nothing works).
I don't know how to propose different types of zoom according to the resolution and that the image doesn't blur
If someone has a little time, and can make me a scene just with his camera, and therefore the canvas, panel and image, with good setting so that I can understand my error. It would be a great help for me !
Thanks for reading !
The background picture :
Try selecting the image in the assets and change the Resize algorithm to Point(no filter)
Hop, I found the solution thanks to this threed :
Official - Pixel Perfect Preview Package
By looking correctly at the settings apply. It came from the resizing of the Canvas and the management of the Camera.
Thanks for your messages !
And thanks to the author of the threed : rustum !

How can I create a button using mrtk 2.4 and Unity 2019.4 (AR for Hololens) with a custom shape?

Hello.
I'm trying to create a button which is shaped in a custom, trapezoid-ish shape.
so far I've tried manipulating colliders on regular MRTK - toolbox buttons, and using
a 3d model as the button (like in Hand Tracking Example 1) with the scripts that the
documentation suggests (NearInteractionTouchable & PressableButton) so far with no success.
So, is there maybe a different way to create a custom shaped button for my Hololens UI?
thanks.
After my test, the guide How to make a button from scratch works fine for me. If you got that issue while using this document, did you adjust the Press Setting after adding the PressableButton component? The default distance data may be invalid, you need to reassign the distance values according to the actual size of your 3D model. If it still cannot work after trying it, please feel free to feedback.

How to disable image detection if there is already a detected image

I have the, in my opinion, simple problem of disabling image detection with the AR Camera. I have the problem, that my app detects an image from the image library and spawns an object etc. everything according to plan.
But the problem is that if move the camera over another detectable image, it recognizes it. This is bad not because it spawns something additionaly but because you can "collect" the images in my app, so it unlocked the other detected one even though it shouldn´t.
So how can I disable image detection without turning off the AR-Camera?
I so far tried to simply disable the "ARManager" and the "ARTrackedImageManager" script (.enabled=false), but it didn´t solve my problem, because the app still detects other images.
Hope I could explain what my question and problem is properly. Any help is appreciated!
It really depends on what library you're using to detect the image. Generally, most marker tracking libraries will create a marker object in your Unity scene. You can disable these marker objects after you find one, and only leave the marker you're interested in. Make sure you also set the number of tracked images to 1 so you won't accidentally find two markers in one frame.

Black 3D Models - Unity3D

I just recently started using Unity3D, and have imported this object from Sketchfab. When I imported it, it provided all the necessary textures and meshes, but it's all black as shown in the images below. It's the same case for any other object I try to add from the asset store. I've tried to fiddle with the light source, but that doesn't seem to work. Thank you in advance.
Edit: This is what my mesh properties looks like. I have selected "pearl_body" and it's still all black.
You need to expand your model in the Hierarchy(left panel) view untill you will see Mesh Renderer component in the Inspector(right panel). Then you will be able to set the material. Probably you will need replace lambert45G in the material view with BaseTexture.
That should fix the problem.
You can read more about materials here, and about mesh renderers.
I had the same problem and found a solution. Not sure if it will work in your particular case, but here it goes:
I had a model that worked fine in unity until I rigged it, then it looked black. What caused this was that I applied a Smooth modifier after the Skin modifier. I solved it by:
Saving the Skin modifier info by clicking on "Save" at the Advanced tab.
Reset Xform / convert to editable poly / smooth modifier (needed in my case as I forgot to use it when the model was finished, before rigging)
Convert to edit poly again.
Apply skin and load the previously saved skin file.
That's all. Cheers!