Display PNG or Image with ARCore and Unity - unity3d

I'm trying to display a image after ARCore displays the overlay on the detected marker but I'm not sure how to start.
I saw this thread here but the answer and person was using Android Studio. How would you do it in Unity?

Related

Transparent video in Android AR Scene

I am looking to solve the problem of displaying a transparent video in the AR scenes using Unity ARFoundation and Android platform.
I mean, accurately with a simple effect presented for the iOS platform: https://www.youtube.com/watch?v=vralbqaeqrk
In the normal 3D application I use the transcoded .Webm file and I achieve the intended purpose.
Using the same solution in the AR (ARCore) scene the background color is visible.
Can you use specialized/dedicated assets? Or should I stop dreaming about such a result using Unity and Android?
You need to make sure that your video clip does have an alpha channel then just click keep alpha property in video importing section and hit apply. However it will only show if your video does have an alpha.
Then just attach a Video player component to the gameobject which has a Mesh renderer.
Make sure the Render mode is Material override and Material property tells unity on which map of the material video output will be displayed.
If you want to play it on UI, just make a render texture and assign it to RawImage and assign the Video player with following settings.
Lastly make sure the render texture you created does have support for alpha.

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!

Rendering video overlay with other unity cameras

I have a question about video overlay function of tango in unity.
I want to display video overlay image with NGUI elements.
When I turn on 'Enable video overlay' options in TangoApplication script, displays of other camera in unity scene are disappeared except UI created by Unity itself.(OnGUI and UGUI componets)
Is there a way to use other unity cameras with video overlay?
please, answer.
Thank you.

Vuforia recognition of hand painted marker

I have blank sheet and I want to do AR model to this sheet. I have idea do it with painted marker. For example: cross, square or something easy marker which you can paint to sheet. So how can i do it??? I use unity.
Here you want a simple marker so some simple options are:
ARToolkit Simple markers like Hiro KanZI marker (it's an open source and completely free AR Library):
http://artoolkit.org/documentation/doku.php?id=3_Marker_Training:marker_multi
Using Vuforia, you can try "Frame Marker". Vuforia provides more than 500 simple designs. You can paint it or stick it on your sheet:
https://developer.vuforia.com/library/articles/Training/Frame-Markers-Guide
FYI: Vuforia and Artoolkit for both Unity packages are available for free. You just have to import it into your Unity project.
I am writing from memory, so it might not be entirely correct.
Decide what marker you want to use.
Draw it on paper. Note, however, that the Vuforia SDK identifies points of interest in a target image (most often that is corners), so the more detailed a photo, the more points of interest, which is why their samples use high resolution images of e.g. lots of little stones. Drawing something like a square, cross, or some other simplistic marker, does not work very well.
Take a photo of it and transfer it to your computer.
Download Vuforia's Augmented Reality SDK for Unity.
Register on the Vuforia website and add your photo as an Image Target. Then save/download the database unity package they create for you from your image.
Also get a licence key.
In a blank Unity scene, import the SDK.
Add an AR camera prefab.
Add an image target prefab.
Import the downloaded database package (containing your uploaded image).
On the image target inspector, change the behaviour to use your image as the image target.
On the AR camera inspector, add your licence key, and specify the image target database.
Create or import some 3D model / primitive. Make it a child of the image target, and position it to sit on top of the image target.
Make sure the AR camera is looking at the image target.
Build the project and run the project, that's about it.
There should be many tutorials online, just google for something like vuforia augmented reality tutorial

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.