I was working on the project of unity 3d but then i started learning AR/VR in unity so i want to convert some of my projects like roll a ball and paper toss into Augmented Reality so Is there any way to convert any Non Augmented Reality into Augmented Reality..?
I think you need to Integrate them to Vuforia,ARCore or Arkit.If you integrate your project in Vuforia you can take Android and IOS builds.Arkit is for IOS AR apps and Arcore for Android AR builds.You can make a prefab of all the elements you want in a scene.Drag and drop those prefab into which sample scenes containing SDK(ARcore,Arkit or vuforia)for which you prefer for taking out builds.There are sample examples scenes in those SDKs.Drag them into any scenes and take build.
Check out Onirix, It's a very easy but also powerful platform to create Augmented Reality experiences, and it provides a Unity SDK.
What you should do with your game is attach the 3D content to any AR anchor (an image marker, surface, etc).
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I am having trouble playing an audio source in a unity scene using a vuforia area target. I am just learning Unity and Vuforia with not much experience. I wrote a basic unity script without using the calls for Vuforia. I am assuming I need the "DefaultTrackableEventHandler.cs" included. Vuforia documentation is not to descriptive and I am looking for some guidance if available.
I am beginner in unity and not so much used to HoloLens 2. Actually I am trying to make a simple AR app for HoloLens 2, when I connect the external camera it is working fine but when I want to access the stream of HoloLens 2 in recognizing the marker, it does not recognize the marker and I do not know that either the HoloLens 2 camera stream is working or not. I used the main camera as the child of MixedRealityPlaySpace and add some components from AR camera but it does not work then I tried AR camera separate and as a child of MixedRealityPlaySpace but still the HoloLens camera stream is not working. It will be great help if anyone knows about the problems. Thanks In advance
Which way are you using for marker recognizing development? Vuforia or Unity AR foundation? Without any specific context the above information does not make any sense to me.
For AR Foundation, 2D Image tracking feature is not supported on HoloLens platforms for now, you can refer to this link to learn more about feature support per platform:Platform Support.
For Vuforia, there is a closed issue that show how to make Vuforia work with the MRTK: What's the current status of using Vuforia with the MR Toolkit? #1461
I want to create Augmented Reality using Unity and ARToolkit but when done then play the camera was blank. I follow this tutorial from Youtube
Alternatively, you can use one of the example scenes that come with the ARToolKit Unity package as a starting point.
Those scenes should work fine and you can check the differences with yours.
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.
I want to create an augmented reality application for the iPhone.
To be more specific, I want to create a 3D object of certain dimensions that will be superimposed on the camera's input so that the user can "move around" the object.
Are there any libraries for creating (or at least trying to create..) such objects/applications for the iphone?
You can use the Mobile SDK from metaio: http://www.metaio.com/sdk/
It will be easier to use than ARToolKit, as it abstracts the AR functionality on a higher level, e.g. it has an integrated renderer that lets you load OBJ and MD2 models.
See this version of Augmented Reality Toolkit
https://github.com/a1phanumeric/iPhone-AR-Toolkit