Absence of texture on 3D model in AR application made with Unity 3D and Region Capture - unity3d

I'm working on a little AR coloring book application using Unity and Vuforia. I did something similar a few years back, but now, with the new updates, they changed a lot of things (I'm using Unity 2017.3, Vuforia 7 and Texture Region Capture 2.0.6 available here https://github.com/maximrouf/RegionCapture).
When the Image Target is shown, a 3D model of that image appears and you should be able to color it. The problem is that on the 3D model I can see all the things captured by the camera, not only the texture, as shown in the image below.
Now, I don't know the reason for this, I tried looking at other tutorials, but even the scripts for this version of Region Capture differ. Below are some pictures containing the way I attached the cameras and the game object to the scripts..
Please help me find a solution.

I have faced the same problem today so I post here the solution hoping that this will help people who encounter the same problem.
To solve it, I had to link the Region Capture to my Image Target and resize it to match the Image Target's size:

Related

Is it possible this unity?

I hope this question is fine here, I kindly would like to know if what I'm thinking is possible in Unity before to get start digging to it. I'm not familiar with unity I always use SpriteKit and Scenekit from apple.
Im currently working on an app which display a 3d cockpit of an airplane with all his instruments. In order to create the instruments displays I used a sprite scene apply as a texture of a screen object to simulate the screen.
So like this I'm able to simulate and display the indication that should appear on screen
See picture:
My question is: Is it possibile to replicate something like this in unity? How do you create instrument inside cockpit? What should I look into? Is the same concept of using sprite element as texture in order to be able simulate instruments?
What should I look into..

ARFoundation detecting vertical planes and placing objects - Unity

Im finding it difficult to find information for detecting vertical planes and putting objects on walls.
I see alot about AR Core and using the HelloAR example app, but i get loads of compile errors as im mainly building the app for iOS, although i will do it for Android to at some point.
Although i dont mind editing C# I cant actually read/write c# so the simpler the resource/answer the better.
I also wouldnt mind been able to design/change the detector image thing, the thing that shows up when it detects a surface.
On the horizontal one theres just a simple square/crosshair and i love that.
Thanks in advance.
ARFoundation 1.0.0 preview 22 will surface the ability to select your plane detection mode: horizontal, vertical, or both. To use this mode, you will have to upgrade to the newly released Unity 2018.3: https://blogs.unity3d.com/2018/12/13/introducing-unity-2018-3/
For more about plane detection in ARFoundation, refer the following link
AR Plane Manager

AR floor recognize and interactions

I'm as the new of AR development. I want to create AR demo app, but I face some problems.
could anyone help me to solve below problems:
. Does it possible to recognize the floor, if I want to placement with big 3D object ( around 3 meter x 1.5 meter )?
. How can I touch screen to placement only one object on the floor? after that, can disable or enable (buttons) plane detection and still appear 3D object, that we have added to interact on 3D object.
. After added one 3D object, How can we make interaction on 3D object? ex: rotation or scale.
could you share me the tutorials or other links to solving that problems?
Thank you very much.
you're in luck. there is a video that shares how to make almost everything exactly like you want it. Also if you want to read over the components that enable you this I'll give you the link to the Vuforia official website documentation when they go over each component and how it works.
Video link: https://www.youtube.com/watch?v=0O6VxnNRFyg
Vuforia link: https://library.vuforia.com/content/vuforia-library/en/features/overview.html

How to etch images on a person's skin like a tattoo using unity and augmented reality?

I'm trying to work on a project in Unity that uses augmented reality to make images be tattooed on a person's skin. I have searched for options but have not found anything that is appropriate for the project. Only placing 3D objects on a object, but not making it looked like the image is tattooed. I know that this is possible as I have encountered an app that does this exactly. What I like to know is how to do this. Can someone help please? Thank you very much.

AR Overlay Accuracy in Google Project Tango

I am experimenting with overlaying augmented reality objects over a pass-through image from the rear camera in Unity.
Has anyone experimented with overlaying objects with accurate tracking? I've tweaked the movement scale to get somewhat decent results but rotation is still not accurate and drift is a big issue.
I've had good luck with the augmented reality sample that ships with the latest tango. in my experience it does work the way you speculated where if you add items to the unity scene they are synced to motion detected by the device.
I believe the tracking and syncing function have improved since you asked this question originally because I've noticed an improvement since I got my tango devkit a month or so ago. there was an update a week or so later, with an immediate improvement.
I have found that some scenes track better than others, it seems to help for there to be additional scenery for it to track. in my workspace, a fairly cluttered apartment, it tracks well but in the neighboring identical apartment unit which is currently vacant and empty, it does not track as well. that could also be a product of the blinds hanging up in my unit that are not hanging up in the vacant unit, filtering out additional infrared.
I'm experimenting with placing 3D objects over the real time input from the Tango color camera.
One problem here is that the hardware color camera 'point' in a (strange) direction. I wasn't able to get the direction vector from the api until now. Your virtual camera for rendering the scene needs this rotation to render 3D objects properly.
There are augmented reality examples of Tango's Unity plugin:
https://developers.google.com/tango/apis/unity/unity-simple-ar
They solve this problem with a matrix that rotates the 3d camera.
It can be found in the Unity script "TangoARPoseController" (C#) that, when attached to a unity camera, rotates it so that it looks at the scene in the right direction. The matrix is obtained in the method "SetCameraExtrinsics" of that script.
Unfortunately, when I apply the matrix to my unity scene it does not produce a perfect overlay (actually it's quiet bad). But I have other sources of position input which may be the problem here.
However, until now I'm not sure if the matrix used in the examples is good enough for accurate ar overlays. Maybe it is just suitable for demonstration purposes. But it should be a good starting point for further investigation.
Are we talking about displaying the 'webcam' in the background as opposed to a skybox ?
Take a look at my GhostHunter repo. It includes a shader and a script for displaying the rear facing camera 'behind' the gameplay objects (like the skybox). It should be useable with Tango and it is better than the 'display on a mesh' technique I`ve seen others used.
https://github.com/NVentimiglia/Augmented-Reality-Ghost-Hunter