When the camera is obscured, the AR system loses track of the position of gameobjects and player should recalibrate the surface to make the game objects appear again.
Players can accidentally obscure the camera anytime, so this is not desirable.
Is there a way to prevent this from happening, so that the gameobjects reappear in their original positions after the camera is un-obscured?
Here's a video describing the issue
Thanks!
-Jake
I've never had this behavior, my guess is you need a larger space with more track-able distinguishable objects.
It's not got enough to to realise that it's looking back at the same place.
Related
I'm trying to figure out Cinemachine to create some kind of Top view perspective. I managed to find the setting to make sure the camera keeps it's rotation, and follows the player. My issue now is that little extra movement that happens when the player is moving. Is there a way for me to get rid of it, so that my camera stays still?
What I have
Camera Settings
What I'm trying to achieve
Edit:
Edit after comment
Camera settings
You can set Body type to transposer and Binding Mode to world space:
Have you tried to change the aim setting to Do Nothing? If you leave it to Hard look at it will always keep your player at the center of the camera.
You can read the documentation here:
https://docs.unity3d.com/Packages/com.unity.cinemachine#2.6/manual/CinemachineVirtualCameraAim.html
Firstly, I've built for the Quest and checked the Unity profiler - everything seems good.
The weird thing is, when I move my head from side to side I don't see any framerate drops in the profiler but I see a noticeable stutter/lag in the headset. When my head is still or even just rotating, everything looks great, there's no stutter at all.
This stutter only occurs when I'm close to my UI and moving my head. When my head is static or rotating, it's all good. If I move back from the UI, there's no stutter either.
I don't think that it's an issue with too complex geometry or materials, as surely this would show up as a framerate drop in the profiler. I'm guessing that the camera movement is causing some kind of frame mismatch which (for some weird reason) isn't showing up in the profiler.
Does anybody have any ideas as to what might be causing this?
Well, I found the issue after narrowing the issue down to a specific set of GameObjects. It seems that the issue was being caused by a custom 'Dissolve' shader I was using. After setting the shaders back to 'standard' the problem went away! Weird...
This happens if your game FPS is lower than the device refresh rate.
For example if the headset is displaying 90 frames per second and your game is only able to render 70 frames per second, the headset needs to reuse a rendered frame every few frames.
When the game doesn't provide a rendered frame in time the device will just take the last rendered "image" and adjust it to the changed headset position and rotation. If it's a rotation change only, you will not notice, because the headset can easily just rotate the last image. But if it's also movement, the device can't simulate the difference of movement of close objects versus far objects on the image, so if you are moving an object close to a camera (e.g. your hand), it will stay at the same position for two frames (every few frames), which will make it look like it's stuttering.
I'm currently trying to code some falling stars in my game, and they seem to disappear once they move out of the screen. But I'm not sure if swift is actually automatically deleting for me, or if they're still lingering around.
I'm starting them at the top of the screen and using physicsBody to use gravity to bring them down.
star.physicsBody = SKPhysicsBody(rectangleOf: star.size)
I know apple documentation says "Later, if the sprite is removed from the scene or is no longer visible, SpriteKit can delete the texture data if it needs that memory for other purposes."
https://developer.apple.com/documentation/spritekit/skspritenode/getting_started_with_sprite_nodes
but I find that kind of vague and just want some confirmation that because I can't see my star sprite anymore on my screen, I can also assume that it's being removed.
(and not just clumping up somewhere off screen)
No - it's not automatically removed.
By 'removed from scene' the SK documentation doesn't mean that if you can't see it anymore, it means that the 'RemoveFrom...' method was called on the sprite in question.
If the sprite isn't visible, then the game engine won't draw it and could optimise memory by removing it's texture, but the sprite is still being tracked and colliding and bouncing off objects etc.
The SK Scene extends infinitely in all directions and your device's screen is simply a moveable window onto the scene. If you decide in your game that a sprite which moves offscreen is no longer needed, then you need code to detect this and then issue 'RemoveFromParent' against the sprite.
I have a pretty large and full scene and therefore gets a lot of draw calls.
Sometimes I display a video in the game, which covers the entire screen.
When I tested my game with Unity's profiler tool I noticed that the camera still renders everything (although occlusion culling is enabled and calculated), and it causes the video to lag.
My question is how can I disable the camera?
When I disable the Camera component or the camera's GameObject I get a warning ⚠ in the game view that says No camera is rendering to this display. Which, I guess, is not good (correct me if I'm wrong).
So I was wondering if cancelling the culling mask on the camera (by setting it to Nothing) would force unity to stop render the scene.
Or does it still do some work in the background?
(Like with UI elements that still being rendered even though they are fully transparent).
Thanks in advance
I have a pretty large and full scene and therefore gets a lot of draw
calls.
I recommend activating "Instancing" on your materials, it can greatly reduce draw calls.
When the UI Pops open, it can help removing the "Default" layer (or whatever layer the majority of your renderers are) from the active cameras. You can do this easily with layer masks. Or you can just set Camera.main.farClippingPlane to 1 or any low number.
In unity 5 I am having an issue with certain collisions. I made a basic maze-like game where the player controls a cube across platforms (made from other cubes). In certain areas, two or more of the platforms touch so the player can get to different areas of the level. The problem with my collision happens at these intersections. The player will seem to get stuck for no reason and they would have to back up and get a running start in order to get to the other platform. I went through everything and made sure they are lined up perfectly in the unity editor but nothing seems to fix this.
Any advice would be greatly appreciated .
EDIT: all of my objects are using box colliders
A common (and good) practice is to use a Circle collider on the bottom of your character object in conjunction with a Box collider.
For Example:
While this will likely fix your issue, the source of the problem is probably using many small tiled cubes each with their own colliders. A large amount of tiled objects with colliders most likely cause performance and collision issues.