I havea game that uses ARCamera from Vuforia. When running in Unity the game works no problem. After I deploy the game to UWP, however, it seems that every thing has flipped. Almost as if I was looking at the game from the back. Even the writing is reversed. when deploying the game to android devices this does not happen. Does anyone have an idea how to solve this?
Thanks in advance
There is a ReflectionMode which flips the view horizonally. This is used when using a front facing camera.
If you look at the 'Vuforia Core Samples Example' from the asset store, they have a CameraManager script that shows how to handle camera configuration.
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I'm thinking about building a ringfit adventure-like game for VR. But I have no idea to track running motions. If you know the official game, you know, you can move forward by running in place. Any ideas?
I am interested in building virtual reality applications and I am at beginner level.
I imported a FBX file of Airplane and imported it in Unity,
Upon linking the animation in Unity and building it onto my Mobile, I see a 2D version of the model. How should I convert it into virtual reality application.
Below is a snalshot of the file. The aiation is also fairly simple, one plane takes off and flies for sometime before landing.
Below is a snapshot of the Game Console
So inshort the question is how do I convert this into a 3D mode so that I can use it as a virtual reality Application.
Thank you
That is 3D mode.
Making a VR application isn't done at the push of a button
Start here:
Read about VR in unity
It seems like you are a new Unity user. If so do this first:
Depending on what you want to do in your application you should look into the Unity Documentation and read about:
Basics
Cameras
Creating Gameplay
Animation
If you at some point feel you don't understand these links, you may need to take another step back and start off by checking out the official tutorials
Just save your .blend file in the Unity's Assets folder.
Look at the documentation for more informations
I am currently developing a game for the Vive using Steam VR. After updating to 5.5, Unity is freezing when I try to load into roughly half of my scenes when playing in the editor (I have not made any changes), but when I build and run, Unity does not freeze and everything works as would be expected.
I have gone as far as removing all game objects from a scene and replacing the vive camera rig with a unity camera and clearing all baked data, and even then, when I load into the empty scene the Unity editor will still freeze. This is very strange because I can load into some of my other scenes without them being affected.
One thing that I have noted is that the affected scenes that I can not load into I have heavily been working on in 5.5 and not so much in 5.4, so perhaps there is something there?
All of the scenes use the same prefab for a character controller, and the only scripts in my scenes are attached to that. I am really at a loss here. Any ideas or thoughts about things I can try to resolve this would be much appreciated!
As I stated previously, the game builds and runs completely fine, but the editor in play mode freezes when loading into some of my old scenes, even after removing everything from them and only leaving in a Unity camera object to sum it up.
I also have deleted the library folder and reopened my project with Unity and this did not fix it either.
I have a project with unity augmented reality integreated, and also I'm using CardIO SDK. Problem comes when trying to scan a card, the CardIO screen appears but when the camera is about to open it crashes. My guess is that since I have unity running when the app is started, the camera is already opened but not shown (unity view is not shown in the main window), so I'm thinking that turning off the camera that unity is using will solve this issue. How can I turn off and turn on camera manually?
Has someone faced this issue? Please help!
I have built a Unity3D + Google Tango based game on the NVidia Dev. device. Everything seems to work fine, but now I would like to play this game in stereoscopic view (For Dive Goggles). I looked at the ExperimentalVirtualReality example (https://github.com/googlesamples/tango-examples-unity/tree/master/UnityExamples/Assets/TangoExamples/ExperimentalVirtualReality) and was successfully able to port all the prefabs into my game, but for some reason the experience is not satisfactory.
The stereoscopic view of my game tends to over lap with each other when I look through the Dive goggles. The experience is a quite off.
I noticed that there are some public parameters on the TangoVR Player Object in Unity Project for 'IPD in MM', 'Screen Width in MM', 'Eye Offset in MM', etc. Do I have to play around with any of these. What does these values even represent?
Any help or pointers will be greatly helpful and appreciated.
IPD would be Inter-Pupillary Distance, while offset is the distance from your eye to the 'point of articulation' when you move your head.
This describes it (with pictures!): http://gamasutra.com/blogs/NickWhiting/20130611/194007/Integrating_the_Oculus_Rift_into_Unreal_Engine_4.php
I've found when trying to use cardboard lenses on devices with wider displays than the fov of the lenses you get an unsatisfactory experience.
This has to do with the lenses not being in the center of the frame, when focused at the display.
To circumnavigate this with larger devices you can push in the margins of the stereoscopic views. For the tango, with testing standard cardboard lenses I found that things work nicely if they were pushed in about an inch. The apps on the play store, Tango Mini Town and Tango Mini Village do a nice job of demonstrating this work around.
The ideal way to get this working would be with google cardboard and a proper tango tablet 7 inch view controller, but currently the cardboard app is incompatible with the tango. Fingers crossed for cardboard support.
As far as simply playing around with an optimal view points in unity, one can modify the view port rect on the stereo camera inspector menu in unity to get the ideal experience for a specific device with what ever controller you choose.
Thanks for all those who helped answer this. Many of my concepts definitely got cleared but nothing got me close to an actual solution. After researching a lot, I finally found this article (http://www.talkingquickly.co.uk/2014/11/google-cardboard-unity-tutorial/) super useful. it basically tells me to implement the Durovis SDK (https://www.durovis.com/sdk.html) with its Unity package.
Everything was pretty straightforward and experience I got from it was so far the best.