How can I transition the space from AR to VR like how its done in the tango welcome app ?
The floor can still be found dynamically but how does the app transition into and out of the video overlay ?
Any virtual objects you draw will be drawn "over" the video overlay. You can animate the stencil buffer to achieve a similar effect to what is done in the welcome app.
http://answers.unity3d.com/questions/590800/how-to-cullrender-to-through-a-window.html
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I am looking to solve the problem of displaying a transparent video in the AR scenes using Unity ARFoundation and Android platform.
I mean, accurately with a simple effect presented for the iOS platform: https://www.youtube.com/watch?v=vralbqaeqrk
In the normal 3D application I use the transcoded .Webm file and I achieve the intended purpose.
Using the same solution in the AR (ARCore) scene the background color is visible.
Can you use specialized/dedicated assets? Or should I stop dreaming about such a result using Unity and Android?
You need to make sure that your video clip does have an alpha channel then just click keep alpha property in video importing section and hit apply. However it will only show if your video does have an alpha.
Then just attach a Video player component to the gameobject which has a Mesh renderer.
Make sure the Render mode is Material override and Material property tells unity on which map of the material video output will be displayed.
If you want to play it on UI, just make a render texture and assign it to RawImage and assign the Video player with following settings.
Lastly make sure the render texture you created does have support for alpha.
I'm trying to build a "lights-off" feature in my ARKit app, where I basically turn off the camera video background and only show my 3D content, sort of like VR.
Could someone please help me figure out how to turn off the the video background. I can see that a material called YuVMaterial is being used to render the camera texture but setting that to single color actually covers the entire screen and doesn't show my 3D content either.
You can uncheck the UnityEngine.XR.ARFoundation.ARCameraBackground component under the main AR camera, it will just render a black background.
In Unity, you can switch between cameras while using ARKit. The main camera has a run time spherical video applied to it, so it's not actually your device camera, but a rendering of what the device camera sees. By switching cameras, you can effectively "turn off" the background video image, but still take advantage of the ARKit properties. Have fun.
I want to implement as showed in the below image in 2D game, I can find so many tutorials for 3D like mini map concept but for 2D i couldn't find anything. In my game i want to show a secondary
camera as in below image and also i need to zoom the content that will show through it. I developed one concept but it can be done with sprites or with Canvas in World Space mode. So you can see
they won't resize or positioned according to the screen resolution. If you guys have any idea how to do this task,it will be very helpful for me. And i also tried with depth mask shader .Thanks in advance.
Use a camera with target texture
Follow my tutorial here: Particles with Dynamic Text but disregard the parts about the particle system, they are irrelevant for you.
Once you've made a material, stop following the tutorial, and instead:
Create a sprite renderer on a canvas that is "Screen Space - Overlay" and set the material to be the one that you created.
I am developing an app with vuforia Cloud Recos. I want to add the feature of allowing the user to pause the page so she does not have to keep pointing the device on the target to view the trackable. This is pretty useful when I want to show texts. Is there anyway to achieve that on Unity3D ? A good example is Microsoft's Here City Lens app which includes a button to pause the page as the screenshot shows;
You could take a screenshot of the screen and apply it to an Image UI object. That is if you do not need the camera feed anymore.
If you need interaction with the elements, I would only take a screenshot of the camera feed without items. Get AR camera transform, apply it to a new camera, disable AR camera.Then apply the screenshot to a background plane covering the whole screen. Keep items on as well and they do not listen to Vuforia anymore. You are pretty much recreating a basic Unity scene. The items should not be moving with Vuforia, the camera is. So they are still in the middle and you need to know where was the camera when you took the shot. Your scene is complete
Currently there is no documentation whatsoever on how to make a "visor" HUD on Unity for a Cardboard game. Screen Space - Overlay does not work as rendering mode as many people have already said. Does anyone know of a workaround/method for making it using World Space rendering?
You must create your HUD in a World Space canvas, put it in front of the camera and attach it to the Head object of the Cardboard SDK. That way it will be always visible in front of the player.