I'd like to use Vive front camera for traking. but I'd don't know how to apply vive texture to ARcontroller in Vuforia.
So, I though that if there is a method to match video texture to ARcontroller, Vive texture could be matched also.
I use Unity program.
Do you know how to do this?
Front facing camera support was added to SteamVR - you can also see:
https://github.com/dariol/ViveTrackedCameraUnity and related blog for info on getting to the texture which you can pass into Vuforia.
Related
Does anyone know if the Unity library ARFoundation works with the front-facing camera on a mobile device? I am having trouble finding recent answers online
Thanks
You can go to the AR Camera -> AR Camera Manager and change the CameraFacingDirection to User.
Now the mobile will use the Front camera if the feature works with front camera. If not, it will enable the back camera.
Disclosure: Lot's of features like Image 2D Tracking and Body Tracking can't work with front camera :(
I'm working in unity(2018) and building for the HTC Vive VR headset. I had an idea to use the small camera on the front of the headset to make an AR system, as in run the video from the headsets camera to the headset view to then be able to overlap things from a unity environment. But unfortunately, I can't seem to find any examples of others doing this (other than the Tron blue outline system that the Vive comes with) though perhaps I'm not looking with the right keywords.
If anyone has seen something like this or know if it can be done I'd greatly appreciate it.
It is registered as a standard WebCam, so you should be able to use Unitys WebCamTexture.
But the resolution of the cameras is very low.
I am playing video over image target using vuforia plugin in unity3d. It is simple green screen video. I am using shader to remove it.
Sometimes when video played over image target it becomes too shaky and jittery and thus reducing the AR experience. How can I avoid or reduce it.
I tried multiple ways to get rid of it but no success. Here is what I tried:
Previously I was embedding the video in a Plane then I used Quad
but no success.
I tried to change AR camera (World Center Mode) to different
values like FIRST_TARGET,CAMERA and SPECIFIC_TARGET but still same problem.
Also my vuforia target image has 5 rating in vuforia database.
What could be the solution to this problem. Any help would be highly appreciated. Thanks!
I need to have multiple cameras in a Unity3d scene. However every time i create a camera, SteamVR automatically overrides it so that it is moving with the helmet. I simply need a normal camera without steamVR taking over it. How can that be done?
Note, assuming Unity here:
Simply, don't make it the main camera. You can also disable VR support in project player settings and use the SteamVR plugin's CameraRig.
trying to integrate vuforia 4.2 and cardboard in Unity 5.1. Everything works except for field of view. Can not modify vuforia camera, it breaks matching between 3d object and videobackground, so I need to scale it in cardboard somewhere. Any ideas?
You need to adjust the field of view of the AR cameras, the problem if you match the cardboard size, it will zoom in too much for your brain to adapt, so you get dizzy and headaches. You need to play with those fields in order to get the best of all.