When I render a 3D graph on an installation of Mayavi on a different device, I noticed it had a weird thin outline and a black background. Then when I rotate the graph it exhibits a glitch that doesn't erase the image of its previous position. I didn't have this problem when I installed Mayavi on my own device. Does anyone know what the problem might be?
Related
I am using Unity 2019.2 with its Vuforia plugin. My initial scene is just a menu without camera, from which AR scenes are loaded- These use regular Image Targets for 3D stuff as well as UIs in different screen spaces based on needs.
With the current configuration, the AR works normally under all Android devices and on two iPhones, 7 and 11, with the latest software updates. Only on the only iPad I can test on, an iPad Air 2 with the latest software updates, there is a strange bug I can find no answer to:
As soon as I load into a an AR scene from my main menu, instead of showing the camera view, it shows the splash screen again, frozen halfway through the default Dolly animation, or sometimes a black screen or weird pixelated markings (like something was extremely zoomed in). UIs that use "Screen Space - Overlay", or "Screen Space - Camera" with a non-AR camera, work fine, and the Image Targets are recognised just fine. But my 3D stuff that should be laid over the image targets just doesn't appear (it's there and active though, scripts that rely on them work). So I can say with confidence everything in the app works and the Splash Screen is just hiding my AR camera view.
I have tried to turn the Splash Screen off via script in one of the AR scenes, but that simply didn't do anything. Adding an AR or regular camera to the start menu made the whole app crash/not start up properly.
In the ARCamera, I have tried to make the Background transparent (didn't change anything) and adjusted clipping planes (neither). Turning off the Splash Screen in the Player Settings just turned the views black. Changing the Architecture to ARM64 didn't change anything, either. The XCode log doesn't say anything useful, either - the camera is working, Vuforia is working, everything is working just fine, there is just a Splash Screen in front of the iPad's camera that shouldn't be there, by all accounts.
Im finding it difficult to find information for detecting vertical planes and putting objects on walls.
I see alot about AR Core and using the HelloAR example app, but i get loads of compile errors as im mainly building the app for iOS, although i will do it for Android to at some point.
Although i dont mind editing C# I cant actually read/write c# so the simpler the resource/answer the better.
I also wouldnt mind been able to design/change the detector image thing, the thing that shows up when it detects a surface.
On the horizontal one theres just a simple square/crosshair and i love that.
Thanks in advance.
ARFoundation 1.0.0 preview 22 will surface the ability to select your plane detection mode: horizontal, vertical, or both. To use this mode, you will have to upgrade to the newly released Unity 2018.3: https://blogs.unity3d.com/2018/12/13/introducing-unity-2018-3/
For more about plane detection in ARFoundation, refer the following link
AR Plane Manager
I'm using This github project to create order independent transparency in my projects. It's working fine with a normal camera [no OIT] [OIT], but when I try to use it with a VR setup, it just doesn't render any object on the "transparent" layer that is using the above project. [VR no OIT] [VR no working with OIT].
On top of just not rendering anything marked as transparent, the left and right cameras become offset in a way that they shouldn't, so you get a disorienting effect as if you're eyes are in the wrong place.
I'm using the Oculus SDK, but I don't think it's that. The same thing happens if I just use a camera that feeds to the Oculus headset.
Here is the Unity project, if you want to see for yourself.
Thank you
EDIT: I was also occassionally getting a weird effect where the spheres would render all black and remain centered on my left eye, and the rest of the scene was rendered upside down. The right eye would render everything not marked as transparent correctly. I believe I was using the single camera setting in the OVR camera rig when this happened, but I couldn't get it to produce the same error when I went back to record these errors.
Additionally I am using Unity 2018.2.0f2 and the Oculus SDK v1.30.1
I'm building a Hololens app in Unity.
Lately the splashscreen is only showing for a split second and is also frozen, if i move my head it has graphical glitches, the same you see when your hololens is experiencing heavy load in the background.
How can i determine the cause of this problem?
I tried looking at my awake functions, since i read they are run in the background while the splash screen is shown. They don't seem to be the issue though.
Any thoughts on things i could look into?
I found the problem by going back through the commits.
It stopped working when i assigned mesh colliders to a big object in the scene. I guess the scene is loaded in the background while the splashscreen is shown and mesh colliders are even less performant than i thought.
If I create a blank scene, add a cube and attach an Animation Controller to it, then create a blank Animation and add that to the Animation Controller and then run the game in the editor - all is good.
If I then edit the Animation to spin the cube in the editor and run - all is still good.
My problem is, if I then push this to my attached Android device, the cube is not rendered - even though it is rendered in the editor.
The issue has something to do with the animation clip itself, as the cube will render on the Android device if an animation clip is empty.
If there is somewhere practical to upload the sample scene file, let me know and I'll do that.
It turns out this was a bug starting in Unity 3D 5.3.0. I submitted this to Unity and they have just responded:
Thanks for reporting the issue.
We have fixed this and problem should not appear in the latest version
(5.3.2p3). If you are still able to reproduce it on the latest
version of Unity, please respond to this email.