How to implement VR and AR functionality in Mobile - plugins

I need to develop a hybrid mobile using Oracle JET with VR and AR functionality .Is there any plugins to to implement those functionality in Mobile.
Are there is any steps or procedure that has to be followed to implement this functionality.
Accelerated reader is some thing related to the video shown in this link.
https://youtu.be/hnnr0P3JIPY
Virtual Reality is default one,through which user can view the car functionality in VR device

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?

Can I play my unity VR application using RiftCat

I am new to VR application development with unity using SteamVR. I haven't the capability to buy an expensive headset for my studies. So Can I test my unity application with RiftCat.
The Windows Mixed Reality Simulator allows you to run UWP and SteamVR applications and use virtual motion controllers.
https://learn.microsoft.com/en-us/windows/mixed-reality/using-the-windows-mixed-reality-simulator

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

How does OpenVR, SteamVR and Unity3D work together?

I am trying to understand the VR platform stack of Vive, and how it's games are developed.
I am struggling to understand where exactly does openVR, steamVR and Unity fit into picture.
My understanding so far has been that:
openVR - Hardware independent layer providing APIs for peripheral access.
That is it can provide access to either Oculus or Vive hardware via
a defined interface.
SteamVR - Provides access to hardware to games developed either in unity or
unreal.
Unity3D - A game engine to develop games.
If anyone can correct me, I will be much grateful.
Or if my understanding is correct, then why can't games being developed in unity 3D access hardware directly via openVR.
OpenVR is an API and runtime that allows access to VR hardware from multiple vendors without requiring that applications have specific knowledge of the hardware they are targeting (ref1), SteamVR is the customer facing name that we use for what users actually use and install (for details check this video: Using Unity at Valve)
Also Check to see that can you use the Vive with OpenVR without Steam ??.
Lets finally look all these terms, thanks to Reddit post:
How a Game Appears on your Head Mounted Display(HMD):
A game renders an image, sends it to it's corresponding runtime. The runtime then renders it to the HMD:
Rendered Image using the :
[OVR/OpenVR] SDK -> [Oculus/SteamVR] Runtime -> [Rift/Vive]
SDKs:
SDKs are used to build the games. A game can either implement OVR or OpenVR or both. This means that the game has access to native functionality in it's corresponding runtime. SDKs do not handle async timewarp or reprojection, those are handled by the runtime!
OVR: Made by Oculus for the Oculus Rift. Current version (14th May 2016) is 1.3.1 and can access all features of the Oculus runtime.
OpenVR made by Valve and supports Vive and Rift via the SteamVR runtime
Sidenote to SDK's and Unity games: Unity 5.3 currently has optimizations for VR in their native mode. The native mode supports Rift, Gear and PSVR, but not SteamVR. A game compiled with Unity 5.3 can use those optimzations with the Oculus SDK but not the OpenVR SDK. The OpenVR SDK has it's own optimizations, which may or may not result in similar performance. However, the upcoming Unity 5.4 will support SteamVR natively and performance should be more or less identical. Please note: this is Unity specific and other engines might have similar or different optimizations for some or all headsets.
Runtimes
Oculus Runtime responsible for async timewarp and handles device detection, display, etc. It (the runtime service) needs to be running for Oculus Home to launch
SteamVR Runtime responsible for reprojection and supports Rift and Vive
Software Distribution Platforms
Oculus Home needs to be running for the Rift to work. By default only supports apps from the store (checkbox in the settings of the 2d desktop client to enable other sources). It downloads games and runs them. It also handles the Universal Menu on the Xbox button
Steam/SteamVR technically does not need to run when launching OpenVR games, but highly recommended (room setup and config is pulled from there). Also handles overlay menu on the Xbox button, or when running on the Rift, it launches by pressing the select/start button in the Oculus Universal Menu
Finally worth reading.

Understanding VR ecology

I have background in android and have developed few apps of my own. Now I want to explore VR app development for android. Going through forums etc., first thing I understand is that I need to have basic infrastructure like unity 3d sdk, cardboard sdk, cardboard device etc. I am not able to understand roles these individual components play in overall bigger picture.
Like, why do I need unity 3d sdk if I have android sdk and cardboard sdk, and android studio as dev environment?
Then, if I plan to develop for something like Oculus then what all sdks and devices are needed, and which programming language I can work with?
Your options depend on which device you'll target:
Game engines like Unity: You need Unity and some plug ins and of course the device you will target too:
Google Cardboard / Daydream
Samsung Gear VR
From scratch application: Your language is java and you need to download the sdk for your target device:
Google Cardboard / Daydream SDK
Samsung Gear VR, Oculus Mobile SDK
Regards
I think there is a lot of promise in web-based VR. Of course, the app will not be as high fidelity as a native application built in Unity or Java but you get the benefit of being able to target many platforms out of the box. ReactVR is a cool project coming out of facebook that is making it easier and more performant to build VR apps with web technologies.
Here is a cool starter-kit that can help you get started if you are interested: https://github.com/scaphold-io/react-vr-graphql
P.S. GraphQL is a great tool for enriching your VR apps with data no matter if you're building it with React, Unity, or Java.
You can check out A-Frame (https://aframe.io), a web framework for building VR experiences. It's been out over a year and has a strong community and ecosystem. With web-based VR, you get cross-platform support across Rift, Vive, Cardboard, Daydream, GearVR out of the box. With A-Frame, you get all of the boilerplate with a single line of HTML. You just have to grab a VR-enabled browser.
A-Frame's architecture is similar to Unity's, entity-component, but A-Frame makes it declarative and similar to web development. With effort, the fidelity can rival native (https://blog.mozvr.com/a-painter/).