Using ARcore in vuforia - unity3d

Has anyone tried using ARcore capabilities in vuforia?
The instructions for enabling ARcore in vuforia are given in this link Arcore in vuforia . Has anyone followed this instructions and tested whether it works?
After I followed the above steps I had no way of confirming whether ARCore is being used by the app.

It will work, but not using ARCore. Quote from the page you have linked:
If the Android device does not support ARCore or the application is not configured properly, then Vuforia Engine will use its own plane-finding technology.

Related

How to switch mobile camera in Vuforia Engine Unity SDK v10.13?

I need help in switching mobile device camera in sdk Vuforia Engine Unity SDK v10.13 because vuforia has chnages the entire SDk. I did it past but i could find any documentation. Please help
I couldn't find any documention regarding camera switching in Vuforia Engine Unity SDK v10.13
Unfortunately switching btw back and front camera has been depracated but this can be achieved if its necessary via https://library.vuforia.com/platform-support/driver-framework.
If you need to sw btw the several back cameras that phones have, I don't believe its necessary as Vuforia usually selects the main camera and selecting any other camera like Telephoto or Ultrawide will results in tracking issues as the SDK was not designed to work with such images out of the box.
The Q that I would have, why do you need to sw? what do you want to achieve?

Vuforia AR Camera working from the second attempt on Android

I have an Android application which I created using Unity and C#, it also uses Vuforia. I have an AR Camera, which shows a black screen when I have just installed the application and gave camera permission to it, but when I close the app and start it again, everything works fine. I did a lot of searches, so what I found and tried- to Switch automatic graphics to OpenGls2, to set minimization to none, etc. Upgrading Vuforia version will not work for me. Also ARCamera works for phones supporting ARCore and does not work for phones not having ARCore. So I guess, the issue is within the architecture of the phone. Any ideas on how to make it work?
It must be related to camera API. I don't know how Vuforia is trying to initialize the camera. Seems like it tries to initialize it before successful permission result on old Android versions. You can delay Vuforia initialization to be after the permission check. There is an option to set Vuforia delayed initialization, but it would be better to make a preload scene where you do check all permissions and maybe other setup and then load the scene where Vuforia is used.
Update: Please try to update xr plugins for Unity (they are packages now), update Unity itself to the latest version. Do not use unity beta. Se if there are some recommendations from Vuforia of which unity version is the latest supported. Youc also try to create a new unity project from scratch and then import the latest vuforia, then try camera on android, then if all good, import all the resources for your app.

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.

Is it possible to use the Goolge ARCore camera sharing feature in Unity?

The Google ARCore documentation for Android describes how to share the camera access with ARCore (https://developers.google.com/ar/develop/java/camera-sharing).
Is there a way to use this feature from inside Unity?
The documentation does not contain any hint.

Does Flutter support virtual or augmented reality?

I have to make an app that uses virtual reality, so should I drop the idea of using Flutter?
yes as much as I have seen flutter does support AR,I have been following a flutter developer on twitter he posts some cool AR stuff built with flutter here's a plugin ARCore he has built for flutter.
here are some of sample AR videos from the developer himself
https://twitter.com/i/status/1123893412279791616
https://twitter.com/i/status/1129117305303175168
Can I build 3D (OpenGL) apps with Flutter?
Today we don’t support for 3D via OpenGL ES or similar.We have long-term plans to expose an optimized 3D API, but right now we’re focused on 2D.
https://flutter.dev/docs/resources/faq#can-i-build-3d-opengl-apps-with-flutter
there aren't any OpenGL bindings supported by flutter. Flutter is only a 2d only application.
https://flutter.io/faq/#can-i-build-3d-opengl-apps-with-flutter
https://github.com/flutter/flutter/issues/14591
https://github.com/flutter/flutter/issues/7053
https://github.com/flutter/flutter/issues/179
I am not sure how VR would work at all on flutter.
You can use google's ar core with flutter. Check out the arcore_flutter_plugin to work with ar in a flutter.
As of now, there aren't any packages that specifically target VR. But you can use ARKIT arkit_flutter_plugin.
NOTE: ARCORE only works with android. And ARKIT only works with iOS.
I recently created a Flutter plugin for AR that supports both Android and iOS by wrapping around ARCore and ARKit: https://pub.dev/packages/ar_flutter_plugin
The plugin is a work in progress, but it already supports collaborative AR and sharing content through Google's Cloud Anchor Service and a lot of other useful features