I'm trying to use MixedRealityToollkitin Unity to render spatial mapping data in the same way a hololens does, but using a windows full immersion headset, not a hololens. The prefabs for hololens works for running the full immersive headset, but using the spatial mapping prefab, like I would with hololens does nothing.
Spatial Mapping is not supported on WMR Immersive headsets, sorry.
You can also find which other parts of the MixedRealityToolkit support which devices, here. Under "Feature areas" there are icons showing compatibility.
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I'm working on an AR project (Unity) and I want to use an external camera instead of my Android's original one. I saw that Vuforia has such a feature - but claims that ny using that, Ground Plane detection wouldn't work at all and ModelTargets performances taking a hit.
I also saw EasyAR has CustomCamera and Camera2 lib in ARCore.
Question is: What's the best way to approach this? has anyone experienced using an external camera? and with what AR solution? (ARFoundation / Vuforia / EasyAR...).
2nd Question: What should I look for when buying said UVC? Any examples for one?
Also I'd like to hear about experiences with AR solutions regardless of the external camera thing.
Thanks in advance!
Unfortunately, this is unlikely to work with an external camera.
A key part of AR is having a precise calibration of the camera's optics. Without that, it's not possible to accurately analyze the world to draw new objects in it or other AR effects.
A UVC webcam doesn't come with any such calibration information. So it would have to be calibrated somehow, and the calibration information given to Unity's AR engine. I don't know if that's possible with Unity in some way.
Note that not that all internal camera devices on Android are calibrated enough for AR either, but the ARCore team is certifying devices that have sufficient calibration in place.
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'm developing a Hololens App in Unity 2017.0.p5 with Mixed Reality Tollkit and I have this problem.
Error example. It keeps mapping the surroundings and obstructs my holograms.
Does anyone know how stop drawing these triangles in all the surfaces?
You can either disable le spatial mapping component or disable the drawing of the wireframe on that same component in Inspector.
Is it possible to turn off the HoloLens infrared sensors in my unity application? I am using another external infrared sensor and the HoloLens infrared lights are interfering with my other device.
That is a great question, and, so far, Microsoft has not exposed an API to turn the Infrared Lights off. From my experiments, those LEDs play two critical roles. First, they light the environment so that HoloLens can create a 3D mesh (Spatial Mapping) of the environment in a similar way to what Microsoft Kinect did in Kinect Fusion. Second, they might help with gesture recognition.
If you are not using Spatial Mapping, and most of your interaction will happen through other means then air-taps, you can safely cover those with tape. Luckily, those LEDs are not a crucial part of HoloLens' implementation of SLAM (Simultaneous Location and Mapping), so Holograms will stay anchored onto anywhere you pinned them.
I'm looking for an augmented reality browser/toolkit/api that supports the following:
Adding fixed 3d models such as a treasure-chest.
Possible image recognition of this treasure-chest so the iPhone knows when you're looking at it.
Specify altitude on a 3d model so it can be positioned on the ground or the second floor in an apartment building for example.
It must have support for "migrating" it to a standalone app that can be published on the app store.
The ability to customize the camera overlay with own buttons, huds, text and other UIViews.
Support for both iPhone and Android.
I have tried Wikitude which doesn't have support for 3d models in iPhone.
I have tried Junaio which doesn't support to create a standalone app using their browser.
I have tried Layar Player SDK, and asked the question on their community if I can customize the interface with own buttons etc.
I have tried the artoolkit on github.
None of the libraries I've tried have support for all my demands.
Am I looking for too much here?
Is there something I've missed using Layar, Wikitude and Junaio?
Specify altitude on a 3d model so it
can be positioned on the ground or the
second floor in a apartment building
for example.
Can you break this down? Do you want the phone to recognize it's on the second floor, at a particular location within the building? In general altitude is surprisingly tricky, and indoor positioning is very approximate - in the absence of indoor GPS repeaters or some other indoor positioning mechanisms which would probably require a lot of additional effort (bluetooth beacons, WiFi triangulation etc) this might be infeasible - in general, and not just given a particular AR library.
I think the Junaio libraries cover the other bases - CV recognition of a (prepared) object, stand-alone application packaging, customizable UI, and iPhone and Android support.