Is there a way I can test an Augmented Reality app on a phone that doesn't support ARCORE - unity3d

I have a Xiaomi Redmi Note 8 Pro and it doesn't seem to support ARCore. I found some ways to dodge this but it appears to be quite complicated nor very safe.
My question is:
What other tools would you recommend if I want to create an app in Unity that also needs to use GPS modules, maybe altimeter and of course camera (AR stuff)?
I heard about Vuforia that might do the trick, also read something about AR Foundation from Unity. But to me, it looked like depending on chosen deployment it use AR Core or AR Kit(even Vuforia).
Any clearance about this maybe?

I suggest you don't try messing with your device. It doesn't support ARCore for good reason. And maybe you just try to use Android Studio Emulator, but Alas for some unknown reason, i try it but APK which is generated from unity can't be installed on the Emulator. Some stuff with the architecture
If you want to use Unity anyway. I suggest you use Vuforia. It works on most modern devices and doesn't even need device to test, just hit unity play mode and you can test around from your PC (need webcam).
Vuforia Engine provides a simulator mode in the Game view that you can activate by pressing the Play button. You can use this feature to evaluate and rapidly prototype your scene(s) without having to deploy to a device. (Source: https://library.vuforia.com/articles/Training/getting-started-with-vuforia-in-unity.html)
For Unity with ARFoundation, you can't use your PC like Unity with Vuforia, you need ARCore/ARKit supported devices.
Last if you want AR with GPS Modules (although this is not with unity) checkout AR.js https://github.com/AR-js-org/AR.js

Related

Best way to make my HoloLens 2 app run on smartphones

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]

Vuforia AR Camera working from the second attempt on Android

I have an Android application which I created using Unity and C#, it also uses Vuforia. I have an AR Camera, which shows a black screen when I have just installed the application and gave camera permission to it, but when I close the app and start it again, everything works fine. I did a lot of searches, so what I found and tried- to Switch automatic graphics to OpenGls2, to set minimization to none, etc. Upgrading Vuforia version will not work for me. Also ARCamera works for phones supporting ARCore and does not work for phones not having ARCore. So I guess, the issue is within the architecture of the phone. Any ideas on how to make it work?
It must be related to camera API. I don't know how Vuforia is trying to initialize the camera. Seems like it tries to initialize it before successful permission result on old Android versions. You can delay Vuforia initialization to be after the permission check. There is an option to set Vuforia delayed initialization, but it would be better to make a preload scene where you do check all permissions and maybe other setup and then load the scene where Vuforia is used.
Update: Please try to update xr plugins for Unity (they are packages now), update Unity itself to the latest version. Do not use unity beta. Se if there are some recommendations from Vuforia of which unity version is the latest supported. Youc also try to create a new unity project from scratch and then import the latest vuforia, then try camera on android, then if all good, import all the resources for your app.

Android device doesn't support ARCore but actually can run AR with Vuforia?

I was looking the AR tutorial, then I found out one way of it's by using Vuforia. But vuforia is not for free; it has marker on it for sure.
Then I try for another AR tutorial, and I found out about ARCore and ARKit.
because I'm using Android, so I'm going for ARCore.
Then I found out, my device doesn't support for the Google Play Service for AR.
Then I'm wondering, why can I run Vuforia but doesn't even meet the requirement for Google Play Service for AR.
I haven't found the answer yet, so I want to know what's the difference between these two — like can Vuforia do body tracking like ARCore? How can it run well on Vuforia? Did they do something so any device could ignore the requirement for ARCore, or is it two different things?
Vuforia brings its own tracking functionalities and uses them when ARKit or ARCore are not available on a device. What it does is to automatically check on what kind of device it is running. If it does not support ARCore it will switch to it's own tracking functionality. It's not as good as ARCore in my opinion but it enables older devices to use AR.

Is there something similar to ARCore's anchor and pose in any other AR library

I wanna build measurement app for Android and iOS using Unity. Can some one guide me through as it is my final year project and I am confused what to use that will work on both Android and iOS for all devices.
I am confused what to use that will work on both android and ios for all devices.
This is not a very reasonable thing to ask. You can deploy your applications to iOS and Android with both ARCore and Vuforia. However, not every device can run ARCore or Vuforia. There is a list of supported devices for both of them.
For the task you want to implement you need to use Vuforia Fusion. Here is the list of devices that support Vuforia Fusion. On top of that these devices should fulfill certain requirements such as having minimum iOS 9+.
For ARCore the list is like this and ARCore also has requirements specific to devices. However, it is easy to say Vuforia supports more devices than ARCore. Therefore, Vuforia is used more in such applications recently but this might change in the future. I prefer ARCore over Vuforia because of the flexibility it provides to developers.
Since this is your final year project i would recommend doing a thorough AR SDK research first and then decide with which one to start. There might be other SDKs which might be better for the task in hand. Good luck!

Can you run a blender game on an iphone or droid?

I have an iPhone and am getting the Droid and was wondering if blender games can run on either of them. I have already made a game and want to be able to use it on my phone.
****UPDATE****
I was wrong, just recently android support has been added but it's brand spanking new so just know that android support would be considered beta quality if that, perhaps even alpha.
I can't believe no one has given this answer:
http://code.google.com/p/gamekit/
Supports the logic bricks/python scripts etc so basically you can just load up your packaged blend file and you're good to go.
there is actually a book on how to integrate blender into a iphone game development workflow. it uses sio2 for the game engine on the iphone. it might be worth to give it a shot.