We have a requirement to develop AR app for all three platforms (Android/iOS/Windows). We would like to know if there is a SDK available for windows 8 and above.
Please suggest should we develop the app using the sdk for all platform or is it advisable to develop the app using Unity?
If we prefer to develop the app using Unity will this work on all platforms like (iOS/Android/Windows).
Thank you in advance.
Unity will help you because you develop once and it should work in the three, but it really depends on the AR library. For example, Vuforia doesn't work in Windows (only in the Unity Editor)
Related
currently I am working on a project designed for the Hololens 2 using MRTK.
Now I want to make this app run on a mobile device (more specifially, an Android Smartphone) like any other AR app. Eventually these two should be able to communicate with each other. What would be the best way to go about it? The following ideas crossed my mind:
Copying and adapting the current scene made for Hololens by replacing Hololens exclusive features with ARCore features.
Creating a new project just for the mobile app.
Would love to hear your suggestions and ideas, thanks!
MRTK supports a wide range of platforms, including mobile devices such as iOS and Android. You can use the MRTK API directly on your Android device instead of ARcore. For how to configure MRTK for iOS and Android please refer to this link:Configure MRTK for iOS and Android [Experimental]
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/).
as the title described my issue , my question seems to be dumb a little ; But because I don't own an Android device , But I published Android Apps using Genymotion Emulators. And I tried to download Unity Remote App on my Emulator but it does not work that well.
So my question here is : Can I use my iPhone device to test and develop the game that will be published to android users?
Yes, it is possible to do that since the Input methods being touches do not differ. The only thing you have to keep in mind is the wide range of resolutions used by android devices.
You can use can use your iphone for testing but jusst for the logic. The performance and resolutions are very different for android. Also if there is any platform specefic code you have written in unity then you have to take care of that.
Besides using your iPhone you can generate an APK from unity and install it on the android emulators to test.
Is there a AR plugin for Unity3d which can work on Android, Iphone, Mac and Windows etc.
I'm not sure, but while last year no any plugin like that is exist, some of plugins worked on mobile devices some only on desktops.
By my opinion for mobile devices the best it's Vuforia plugin.
Officially Vuforia not supported desktops but I guess with some tricks is possible
to start using it by that way (try to look this: How to use vuforia on PC Application).
Other solution is to use OpenCV bindings inside unity.
I'm trying out PhoneGap, so I followed the instructions to create an Android Project in Eclipse.
But now I'm wondering how I can use this same code for building an iPhone app.
Is there something like a hybrid project in Eclipse!?
UPDATE:
I realize now that it's not possible to use PhoneGap on Windows to develop iPhone apps? That's too bad... is there any way to use PhoneGap on Windows to compile for iOS ??
In theory PhoneGap build should allow iPhone development on Windows.
However Nitobi was bought out by Adobe (PhoneGap:Build service may have changed), and you may still need iOS to upload your app (might be able to get around with a jailbroken iOS?!).
A dodgy solution could be to install OSX in a vbox virtual machine :)
No, there is no way to develop iPhone app on Windows using PhoneGap or Titanium.
Because they need iPhone SDK and Android SDK on back-end, which is not possible on windows environment. However you can make both apps on iOS simulations.