How do I add Vuforia SDK with Unity after the installation of Unity? - unity3d

I have already installed Unity on my PC.now I want to use Vuforia with Unity.But in new Vuforia site they don't provide us to download their SDK for already installed Unity.How can I download it.

Actually if you install unity 2017.2 or newer no need to add vuforia sdk. Just go to file-> build settings-> player settings ->click on vuforia augmented reality
And also in new versions of Unity (e. g. 2019.2.10f1) it is File > Build Settings > Player Settings > XR Settings > Vuforia Augmented Reality Supported checkmark
This will automatically import vuforia related assets into unity.

Install the latest version of Unity, and in the Unity component
selection section of the installer, select Vuforia Augmented Reality
Support, along with either the iOS Build Support or Android
Build Support packages.
Create a Vuforia developer account from the Vuforia registration page. This account gives you access to the tools you need to make
AR and MR applications with Vuforia in Unity.
If you have not already created a Unity ID, then do so from the Unity registration page. You need a Unity ID to download any
packages from the Unity Asset Store.
Open Unity and create a new 3D Project (make sure the 3D option is selected next to the Add Asset Package button). Name your Project,
then click the Create project button.
To activate Vuforia in your Unity project, access the Player settings
from Edit > Project Settings, then select the Player category,
and select the tab for the mobile device you are building to. Under
the XR Settings panel, enable the Vuforia Augmented Reality
Support property.
From Unity Docs

Since 2019.3 Vuforia is not native in Unity 3D anymore:
On Friday January 24th Unity posted an “XR Platform Updates” article.
Unfortunately, the original version of this article included unclear
information about Vuforia Engine. Vuforia Engine is still supported,
and will continue to be supported, in Unity. What has changed is that
the Vuforia Engine package will no longer be natively distributed by
Unity but can be easily obtained from the Unity Asset Store via our
Core Samples or our hosted NPM registry. You can learn more about how
to download the Vuforia Engine package here.
We apologize for any confusion. If you have any questions, please feel
free to post them on our community forums.
Thank you,
The Vuforia Team
We have to download an external SDK again: https://library.vuforia.com/content/vuforia-library/en/articles/Solution/vuforia-engine-package-hosting-for-unity.html

Related

Vuforia Engine AR not visible in package manager in Unity 2020

I'm new to unity and vuforia to complete a project i need vuforia engine AR in package manager, the steps shown in the video for unity are Window->Package Manager -> All Packages ->Vuforia Engine AR.
I couldn't access the AllPackages menu so someone suggested that i preview all the packages,i used player setting and selected preview packages, for all the other packages, this doesn't work either.
So i downloaded the vuforia sdk form the site, and i imported all of them into the project,it still didn't show me anything in the GameObject window, i tried to search for the required components like ARCamera and GroundPlaneFinder in the file i imported and they weren't in there.
Can anyone help me with this?
Nevermind, i figured it out, apparently in versions above 2020 in unity it is labelled as vuforia engine to access it go to window->package manager-> my assets->vuforia engine-> import(these were my settings don't know if it changes from version to version)
Be careful and don't try to import it in middle of a project though apparently it needs to be initialized/imported at the start of the project to avoid dependencies. you can create your project later.

Vuforia plugin disappears on unity

On my Mac, I noticed every time I open my AR project which uses Vuforia, the Vuforia plugin disappears and I have to go to the unity download page and redownload the Vuforia sdk. Any suggestions on why this is happening or has anyone had this problem?
I figured it out. I'm kind of new to Mac and I copied the unity app into the applications folder and then when I imported the Vuforia package it imported it to the original location of the Unity app, so when I open it from the original location it worked and when I opened it in the app location Vuforia didn't work

Packaging ARCore Unity Projects for distribution

I have just picked up the Unity ARCore project and have been having a bit of a play around with it. Very exciting stuff for AR on Android devices!
I am interested however in how developers in Unity are meant to package the applications for distribution through the Play store if it is also necessary for users to install the arcore-preview.apk ?
What is it exactly? And is there a way of bundling its contents in a Unity build?
Exciting stuff!
O.
Yes, the arcore-preview has to be installed on your target device (this is not only necessary for the Unity export but for the others as well).
As soon as the project matures I am sure the ARCore service will be downloadable from the Playstore as well.
For now you could ship the APK in your own app's asset folder or download it as first step in your application but be aware that the handling of apps installing apps has changed in Android O
The current release of ARCore is intended only for developers to start exploring possibilities of AR on Android. We'll share more specifics about distribution at the end of the developer preview.

Unity3d 5.5 Enable Vr for Cardboard

I'm almost new to Unity3D, I've watched this presentation of Unity evengelist made in February 2016:
https://www.youtube.com/watch?v=pK0ZD53gOoE
Evengelist said and showed that to bring project to VR you need to select one checkbox (Virtual Reality Supported). Now in 5.5 version just downloaded, when I select Virtual Reality Supported it says also "you must add at least one VR SDK", also after that checkbox selected when I click play scene, I do not see two eyes screen, just ordinary view. When last year I tried to make VR for Cardboard and loaded Cardboard SDK, scene view showed two screens to each eye in play mode.
So the question - how now make VR that works on Cardboard in Unity3d? Do I still need Cardboard SDK (I don't need magnet input support or similar, just stereo and head movement support)?
Added: I don't have Cardboard SDK option in Unity somehow:
According to Unity Blog, Cardboard support is exclusive to Android only. iOS Cardboard support will be added soon.
Do I still need Cardboard SDK
I don't think you need the SDK. This is now Native support for Cardboard. Although,you can still download the Cardboard SDK and Unity will automatically use it.
And here is how to enable Cardboard SDK in Unity 5.5.
Thanks Programmer for your answer, it helped me find what my issue was. However, I've spent literally all of my time over the past few days trying to get Google Cardboard and Unity setup, so I figured I can at least post my answer too.
One problem I initially ran into was that I was trying to use GVR Unity SDK v1.1. There are several bugs in this version, so I reverted back to the GVR Unity SDK v1.0.3. This can be downloaded from the github repo: https://codeload.github.com/googlevr/gvr-unity-sdk/zip/f391c2436426857899af1c37f0720b3985631eb3
Then, I ran into multiple problems just getting things to run on android, so I found that I have to use build tools version 24.0.1. This can be downloaded using the Android SDK Manager executable.
Lastly, the "cardboard" option wasn't appearing for me as part of the drop downs, just like in the picture posted by the asker. The problem was that I was using a regular version of Unity, when I needed to actually be using the technical preview. This can be downloaded from https://unity3d.com/partners/google/daydream, and I'm running Unity v5.4.2f2-GVR13.
Then the drop down "cardboard" appeared, and I was able to follow google's official instructions (https://developers.google.com/vr/unity/get-started) and get things set up.
I ended up installing the Unity 5.6 Beta and got my Cardboard app built quite simply using the EasyMovieTexture store asset, turning on VR in Player Settings and adding Google Cardboard. It is working great in IOS and Android. I am working on turning off the Google Overlay as my app toggles between Cardboard and a simple 360 view and that is a proving a challenge. It seems from what I have read Google does not want you to turn off their overlay. I might try to do this natively on IOS.

Should I enable VR support for google cardboard in Unity

I'm creating my firs VR app i unity for google cardboard. I noticed VR support setting in the inspector. I searched a little bit and it isn't clear for me if I should enable it for google cardboard. Here is the link for unity manual about it. Thanks for help!
For a while you should not enable VR support since Unity has no native support for Cardboard yet, although it was announced on Vision Summit 2016 for future versions.
By now, you should only use the Unity package with the appropriated prefabs for Google Cardboard available at https://developers.google.com/vr/unity/download.
You dont need to check Virtual Reality Supported to make an app for Google Cardboard. Make sure that you download the Google VR SDK for Unity and bring it in your assets folder in your project. Then just search for GVR Main in your assets folder and bring that into your project scene and you are good to go. Also you may not need the default camera in the scene as well. Just create your scene and your build is automatically supported for Google Cardboard. VR Supported is largely for computer dependent devices like the Oculus Rift and not apps that you run on your mobile phones.