I'm working on AR Project with the HoloLens 2. I need to recognize a QRcode to build my Buttons in the real world at the right positions. So what I'm doing I used MRTK 2.2 and I applied the MRTK configuration. I work with the Multi Scene System so that I have MainScene Manager where all children are not destroyable.
The camera is under the MainSceneManger and I attached to it Vuforia Behavior and DefaultIntialization error Handler and the Image target is under other Scene. The camera could not detect the Image which is in the Fact my QRcode, but when I put the ImageTarget under the MainSceneManager where the Main camera is it works fine. How could I get this work when the Image Target and Main camera are not under the Same Scene.
Ps: In the attached picture I Loaded the Haupseite Scene intentionally so that you can see where the ImageTarget placed.
Related
I'm creating a simple app with a menu and multiple scenes. The structure is the following :
Loading (empty scene, MRTK Scene Manger, load the main scene, contains the camera)
Main (4 buttons used to change scene, no camera)
Cube (a scene with a cube, no camera)
Scenario1 (a scene with Vuforia and ImageTarget, contains Vuforia Behaviour script)
...
The problems
I have one main issue :
When I launch the application in Unity, Vuforia use my webcam as a camera and the ImageTarget are detected really quickly. However when I deploy on the Hololens using USB method (since Vuforia isn't supported using Hololens Remoting Player), it's really hard to detect the ImageTarget. The ImageTarget got 4/5 stars when uploaded on Vuforia and these are my settings :
In Vuforia database I also set the height of the target to 0.21m since I printed it on a A4 sheet
There you can see the scene system I use :
For the camera, the loading scene contains the Main Camera, then in Scenario1 I have an empty object containing Vuforia Behaviour Script.
Question
Why is Vuforia having so much troubles to detect the ImageTarget when running on the Hololens ?
Please refer to Vuforia Engine Release Notes | VuforiaLibrary, support for HoloLens 1 was deprecated in Vuforia Engine v10.3.2.
We have two scene, in one scene we create level design and mechanics for VR in runtime, and other scene we use SteamVR for VR mode. Shader show up in editor scene but doesn't work in VR scene.
Thank you for your answers,
Actually it was a save load problem. We use 3th party asset from unity asset store (Runtime Save & Load) and SceneAssetLibrary.asset that hold scene asset references was overwritten when worked on scene. So we revert that file thus it worked again.
I am creating a project like AR Portal in the AR foundation.
there are two modes in this:
AR Mode
Joystick Mode
Everything is going well with AR Camera and in AR mode.
In joystick mode, I am unable to rotate the camera and I am stuck on that problem and didn't find any solution.
If I disabled the Tracked pose Driver of AR Camera, then it will work but if I enable the Tracked Pose Driver, then it will not work.
Is it possible to rotate the camera when Tracked Pose Driver is enabled?
I'm not sure what you're trying to do there. AR camera is usually a physical camera, changing its position and rotation by code would not make a lot of sense. If you are using the joystick for a different scene/ part of the scene, try using a regular Unity camera and write a simple controller to move it around.
I attached a First-Person Camera Control script to Unity's camera for navigating in the scene. Then I imported an object from blender and placed it in the scene. When I clicked the play mode, everything works fine (i.e. navigating in the scene). But when I ran the app after build, I can't navigate and got stuck with a view to which I did not set the Unity's camera.
This is the view to which I got stuck but I did not set the Unity's camera to focus this view.
I found what the problem is. In Blender, there will a default camera present in the scene.
And this camera was pointing to the view below -_-
I imported the object to unity without deleting this camera which caused the trouble. After deleting this camera, my problem was solved.
In my vuforia unity project I have copied reticle from AR-VR sample and attached with AR camera as in my project. it works perfectly and serve as a reticle. I wanted to write pointer enter event when the reticle crosses 3d object which is produced upon image detection. I have attached physics ray cast with camera.
The reticle is not working as a pointer.
is there anything I missed?