360 image appears blurry in web app developed in a-frame for oculus go. how to fix it? - virtual-reality

I want to build a 360 image gallery in a-frame for oculus go. I tried one of the examples in the a-frame website for 360 image gallery but when i put my 360 images in it, the image is blurry. How to fix it?

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Problems with 360 Video in Unity Player

I'm building a simple 360 video project and mostly got it to work. I've successfully imported the video and configured project so I can pan and 'look around' the environment when the Unity IDE is playing the video in Scene mode.
When I try to build the project or run it in Game mode, it looks as if I'm staring at a wall.
None of the articles on 360 video mention things about camera placement.
I've noticed a button labeled '2D' in the Scene view button bar that looks eerily similar to how the software renders the project in Game mode.
I feel like I'm missing a switch or a configuration somewhere.
Thanks for your assistance.
I tried setting a number of different build settings for Unity Player that didn't work.
I'm attaching screenshots of what I'm seeing.
enter image description here
Here's the game view mode.
enter image description here
There's an additional step that's not posted in most 360 vid tutorials.
Even though the scene view allows you to look around by placing a camera. The MainCamera needs to be coded in order to work.
The camera code here: http://mountainpath.ch/cmsimplexh/index.php?Unity-3D/Create-a-3D-model-viewer-with-Unity-3D
Got this thing to work as expected.

Vuforia load White Rectangle instead of Video

I have a problem with the app I'm building in Unity. I am using Vuforia to detect an image and to overlay it with a video. It works on the Unity editor, but when I use it on my android, it still detects the image but instead of the video it appears a white rectangle.
Does anyone know how to solve this? Thank you!
The format .mov wasn't working. I changed it to .mp4 and it worked!

Minimising the shaking or jumpiness of AR video when played over marker image using Vuforia in Unity3D

I am playing video over image target using vuforia plugin in unity3d. It is simple green screen video. I am using shader to remove it.
Sometimes when video played over image target it becomes too shaky and jittery and thus reducing the AR experience. How can I avoid or reduce it.
I tried multiple ways to get rid of it but no success. Here is what I tried:
Previously I was embedding the video in a Plane then I used Quad
but no success.
I tried to change AR camera (World Center Mode) to different
values like FIRST_TARGET,CAMERA and SPECIFIC_TARGET but still same problem.
Also my vuforia target image has 5 rating in vuforia database.
What could be the solution to this problem. Any help would be highly appreciated. Thanks!

Unity- Photosphere Photo Viewer for Google Cardboard

I am trying to build a Photosphere-like application with Unity3D and use it along with Google cardboard.
I need to load different panoramic view photos and be able to view them stereoscopically, by using the Cardboard goggles.
I am having problem to use the pano images and render it into stereoscopic view in Unity.
Any suggestions will be gratefully received.
Simplest solution that I can give to you:
A. Install your Unity Pro with Android Pro plugins, setup
Cardboard SDK For Unity, install Android Build tools and SDK.
B Setup Skybox
Get a stereoscopic panorama image (Might take a while to load the image as it is a high resolution image).
In Unity, import the image, change the Texture Type to Cubemap. Select the Mapping as Cylindrical (Lat and Long).
Create a Material, change the Shader to Skybox/Cubemap.
Assign the texture to the material.
In Unity 5 Pro topbar, select Window -> Ligthing, drag the material to the Skybox property. In this step you can do it programmatically. Combine these steps with the Cardboard assets and game objects. Voila, you've made a VR panorama stereoscopic Cardboard app! The whole setup is just take out your five minutes(excluding setup your tools :D).
If you're familiar with Unity, you know exactly what to do on my instructions. If you stuck at somewhere in my steps, feel free to ask me. Happy coding :)
Extra tips:
You can make the large textures files into Asset Bundles, act like a dynamic content which is stored in the server. Your app is just simply a small-size empty app. When app launches, request and download the asset bundles from server then manipulate the textures. :)
Super extra tip: Don't forget to generate asset bundles under Android Build Settings. If not, your textures will be corrupted when the bundle is downloaded to Android phones.
Make a sphere, write a shader so that it is not back culled and it can be seen from the inside. Use the pano image as a texture on the sphere. Place a VR camera rig in the center of the sphere. If you want true stereo, create two such spheres with separate textures for the left and right eye. Place the spheres at the lcoations of the cameras in the rig. Use layer culling so that each camera only sees the proper sphere.

In Unity a UI image is resized in web player

I am making a 2D game with Unity 3D. I have a canvas and an image inside it. When I run the project in Unity I can see the whole image, but when I run it on the web player I can only see a part of it. It looks like the image has been scaled up in the web player.
In the inspector I have set the size of the image to make it fit the size of a canvas. Why is it so big in the web player?
I have just noticed that actually the image is not resized. It's simply much less detailed.