Is there something similar to ARCore's anchor and pose in any other AR library - unity3d

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!

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]

Can I use ARFoundation instead of Vuforia? Does it support wide range of mobile phones?

Since ARFoundation is free, I'm thinking about using it on a project. What I need is only Image Tracking. But I have a few concerns:
1-) Vuforia supports almost any mobile phone with a camera. I remember, I was using it even in early 2014. If ARFoundation is mainly a framework which is a combination of ARCore and ARKit, I have concerns about it. I know ARKit supported on iPhone 6 Plus and later (fair enough), how about ARCore? Can I trust it on mid-tier Android phones released on late 2014 or more? Can someone define the trade off here?
2-) Implementing Vuforia on a Unity project is a piece of cake. I have a limited time. Would you bet on ARFoundation on a project? Is it "stable" enough or do I have to google it to work, like there's no tomorrow?
Edit: After a 6 months long project development, I have something to say: Use ARKit for IOS, and Vuforia for Android. This way, you will have less headache on Android and more power for AR in IOS :)
ARCore is supported in a lot of devices but still exists a (really) big gap between the ones that works and don't work.
You can check all supported devices here: https://developers.google.com/ar/discover/supported-devices
You can see that is missing really a lot of devices from before 2017-2018.
Also, it's very important to know where do you plan to release your app, some countries probably have more users with the latest phones.
Lastly, Vuforia is really easy to add to a project, really really easy.
ARFoundation is not really dificult, but it is not as easy as Vuforia, but it is stable, it's awesome. It's just a bit more complex to understand, but that is not really a problem, there are a lot of samples out there. You can start with the official ones: https://github.com/Unity-Technologies/arfoundation-samples
If you want just marker based AR, stick to Vuforia. If you need more complex experiences using AR Planes it's better to use AR Foundation.

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

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

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.

Do I need to update the Unity?

I have a license Unity 3.x. Now we need to create a simple 2D mobile application. Is compatible Unity 3.x SDK with current mobile API platform (Android, IOS) ?
I would say it's not really an issue of if you need to but should you.
And you absolutely should. Unity has released numerous improvements and native support for 2D applications that didn't exist or at least were very rough around the edges prior to 4. I can't think of any reason why I'd want to stay stuck with Unity 3.x when Unity 5 is readily available.