I am building an AR project using Unity and Meta 2 glasses. I am using Vuforia to detect an object when I add the vuforia packages to the project and run it I see like a video in the background. It is so distracting and could not manage to disable it.
See a screenshot
Any clue how to disable it?
Unless the Vuforia version you have recognizes your specific AR device, Vuforia thinks it is a phone and renders the video background. All you have to do is not to render the video background.
Here you can find the exact instructions of how to disable the rendering of the background in Unity:
Disabling video background
The important code is this:
BackgroundPlaneBehaviour bgPlane = GetComponent<BackgroundPlaneBehaviour> ();
if (bgPlane.enabled) {
bgPlane.enabled = false;
}
Related
Thought of using Vuforia as it allows testing using a webcam. So, i downloaded Iriun Webcam (IP Webcam for android), and succesfully got the video stream inside the Unity Editor when i press "Play".
I created a minimal AR example, where my app would detect a plane and a tap would place an object.
My issue is that when I Build the apk and test it on my phone it works perfectly as it should, but when i do it using the play button inside the editor, the video stream is captured, but it won't do any AR stuff (like plane detection as it was supposed to do)
Please help me with any possible reason there could be, as I couldn't find any such issues faced by anyone else
I created a minimal AR example, where my app would detect a plane and a tap would place an object.
My issue is that when I Build the apk and test it on my phone it works perfectly as it should, but when i do it using the play button inside the editor, the video stream is captured, but it won't do any AR stuff (like plane detection as it was supposed to do)
As mentioned here https://library.vuforia.com/unity-extension/vuforia-play-mode-unity Ground Plane is not supported when using a webcam in Unity Play Mode. Ground plane relies on a robust device tracker and this is not available when using a webcam. However, to help development, it is possible to record a sequence on a device and then using this in play mode https://library.vuforia.com/platform-support/recording-and-playback. The other option is to emulate the Ground Plane behavior using an Image Target as discussed here https://library.vuforia.com/ground-plane/introduction-ground-plane-unity.
So as the title says, The animation keeps playing after the application launch inside of Unity3D, it is supposed to play when the QR code gets detected on the screen. Is there anyway i can fix this?
P.S. I'm currently working an Application that contains Augmented Reality and QR code, Models were modelled, texture, and animated from Autodesk Maya. Currently i dont have any codes in Unity.
I'm expecting to resolve this issue and get the animation sync with the QR code scanner
We're working with the Hololens 2 and sadly when recording a video, taking an image or going into the live-view, Unity UI elements are not shown in the image/video.
Does anybody know how we can make Unity UI elements appear in video & photo capture in Hololens?
Here is an example where below the title there is text present, but not captured in the image.
The title part uses a TextMeshPro component, while the text part uses a TextMeshProUGUI component (due to the scrolling window of the text.)
We're using Unity 2020.3.6f1, MRTK 2.7.2 with OpenXR backend.
Thanks for any help and recommendations.
For how to create mixed-reality photos and videos, you can use the Start gesture to go to Start, then select the Camera icon, for more information please refer to this link: Create mixed reality photos and videos.
If you want to seamlessly integrate mixed reality capture and insertion into your apps, you need to enable the Windows Mixed Reality Camera Settings provider in your MRTK profile and check Render from PV Camera.
The issue was that our Unity version was not updated, as hinted out in this github issue. Simply updating to the newest Unity version solved the problem.
https://github.com/microsoft/MixedRealityToolkit-Unity/issues/10155
I'm on a project using Unity 2019 LTS and some unity SDK / package:
Mapbox SDK
DreamWorld SDK (the SDK of my AR headset)
some other default AR packages (Foundation, Subsystem)
I would like to reused the Mapbox World-scale AR example in order to implement the possibility to move the scene according my AR headset position.
To do so, I removed the default main camera of the example (in AR Root) and added instead a the camera for my headset, as explained in the headset's docs (DW Developer Kit SDK).
Here are some pictures of what I've done:
No here's my problem: when I run the project in the editor with the player mode, all works perfectly fine and I see the camera rotation following the position of my AR headset.
Therefore, if I try to build the project, I cannot the see the "view" of the camera. I know that the project run because I still can see the overlay menu provides by the Mapbox World-scale example but not my camera.
Editor :
Build :
I searched online to find some solution to my issue but I only found some answer about building to Android and iPhone while I trying to build on my laptop.
The fact I see a black screen (and the overlay) seems to me that Unity cannot find a camera to show me the scene.
I just started using Unity, so it is possible that I missed an obvious thing but I don't know what.
If someone as any idea of what my problem is...
In case the suggestion from the comments with the In-Game logs does not work, you can check the external log file.
According to https://docs.unity3d.com/Manual/LogFiles.html
it is found under "C:\Users\YOUR_USERNAME\AppData\LocalLow\CompanyName\ProductName\Player.log"
CompanyName and ProductName are two names you can project somewhere in the unity project settings but there are default values.
I use Unity to create augmented reality app via vuforia, I want to replace the 3D object above the image target by playing a video playback.
how can I do that?
Login to the Vuforia developer portal and select Downloads -> Samples and scroll down to Advanced Topics. Download the Unity Package listed in this section, it has a sample scene of how to do video playback on an image target.
https://developer.vuforia.com/downloads/samples
I'm not sure if I understood you so I'm gonna give the 2 possibilities.
If you want to play a video instead of the 3dModel :
you can drag a Gameobject -- ex : plane with a MovieTexture) -- under you ImageTarget.
Or if you to play a video behind you 3DModel then :
On the ARCamera/WebcamBehavior : you can disable the "Playmode render video". the AR function will still trigger but you dont have the webcam render on the background. so you're free to playback whatever you want on the back.
now you are free to put what ever you want behind.