Is it possible to use the Goolge ARCore camera sharing feature in Unity? - unity3d

The Google ARCore documentation for Android describes how to share the camera access with ARCore (https://developers.google.com/ar/develop/java/camera-sharing).
Is there a way to use this feature from inside Unity?
The documentation does not contain any hint.

Related

How to switch mobile camera in Vuforia Engine Unity SDK v10.13?

I need help in switching mobile device camera in sdk Vuforia Engine Unity SDK v10.13 because vuforia has chnages the entire SDk. I did it past but i could find any documentation. Please help
I couldn't find any documention regarding camera switching in Vuforia Engine Unity SDK v10.13
Unfortunately switching btw back and front camera has been depracated but this can be achieved if its necessary via https://library.vuforia.com/platform-support/driver-framework.
If you need to sw btw the several back cameras that phones have, I don't believe its necessary as Vuforia usually selects the main camera and selecting any other camera like Telephoto or Ultrawide will results in tracking issues as the SDK was not designed to work with such images out of the box.
The Q that I would have, why do you need to sw? what do you want to achieve?

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.

Access to TrueDepth from Unity

I try to use TrueDepth data from iPhoneX(Xs, Xr, new iPadPro) for Unity App.
Current ARKit plugin for Unity doesn't seem to access to TrueDepth. So I think I need to create native plugin in Objective-c.
How to create a plugin which enable Unity to access to TrueDepth?
Just obtaining RGB and D from iOS is enough.
Basically, I would like to make similar app in the link with Unity.
https://developer.apple.com/documentation/avfoundation/cameras_and_media_capture/streaming_depth_data_from_the_truedepth_camera

Using ARcore in vuforia

Has anyone tried using ARcore capabilities in vuforia?
The instructions for enabling ARcore in vuforia are given in this link Arcore in vuforia . Has anyone followed this instructions and tested whether it works?
After I followed the above steps I had no way of confirming whether ARCore is being used by the app.
It will work, but not using ARCore. Quote from the page you have linked:
If the Android device does not support ARCore or the application is not configured properly, then Vuforia Engine will use its own plane-finding technology.

Does Flutter support virtual or augmented reality?

I have to make an app that uses virtual reality, so should I drop the idea of using Flutter?
yes as much as I have seen flutter does support AR,I have been following a flutter developer on twitter he posts some cool AR stuff built with flutter here's a plugin ARCore he has built for flutter.
here are some of sample AR videos from the developer himself
https://twitter.com/i/status/1123893412279791616
https://twitter.com/i/status/1129117305303175168
Can I build 3D (OpenGL) apps with Flutter?
Today we don’t support for 3D via OpenGL ES or similar.We have long-term plans to expose an optimized 3D API, but right now we’re focused on 2D.
https://flutter.dev/docs/resources/faq#can-i-build-3d-opengl-apps-with-flutter
there aren't any OpenGL bindings supported by flutter. Flutter is only a 2d only application.
https://flutter.io/faq/#can-i-build-3d-opengl-apps-with-flutter
https://github.com/flutter/flutter/issues/14591
https://github.com/flutter/flutter/issues/7053
https://github.com/flutter/flutter/issues/179
I am not sure how VR would work at all on flutter.
You can use google's ar core with flutter. Check out the arcore_flutter_plugin to work with ar in a flutter.
As of now, there aren't any packages that specifically target VR. But you can use ARKIT arkit_flutter_plugin.
NOTE: ARCORE only works with android. And ARKIT only works with iOS.
I recently created a Flutter plugin for AR that supports both Android and iOS by wrapping around ARCore and ARKit: https://pub.dev/packages/ar_flutter_plugin
The plugin is a work in progress, but it already supports collaborative AR and sharing content through Google's Cloud Anchor Service and a lot of other useful features