unity3d nft marker how to make - unity3d

Helo Guys,
I've ran into a very deep trouble within a very long time of googling havent found answers. so here it is.
i'm trying to make Augmented Reality without any commercial plugins i have to pay for (vuforia) in unity3d, this program i will send to android.
i've messing around with vuforia, kudan, and other, but i want more power with my apps i can control myself.
i want to make nft marker based augmented reality, i've tried artoolkit, but the explanation and samples only get into generating .fset .iset .fset3 file but it stopped there, no info about generating the .patt file needed nor info about where to put those dataset files.
i've tried using openspace3d, but also only generating fset iset file, no .patt file.
my question is : how to generate .patt file, and if i have the dataset file (iset fset fset3) how do i proceed on creating my own custom nft marker augmented reality in unity3d?

I'm afraid you have a slight misconception of marker files for Artoolkit.
Artoolkit knows two types of markers. Patterns and NFT markers.
The pattern (.patt) files are for the so-called framemarkers.
The fset(.iset,.fset,.fset3) files are for the NFT markers. You don't need a pattern file for NFT markers.
For a comprehensive list with examples of AR-Marker you can look here.
So in your case, you only need the fset files.
Training:
For training, you can use the description and the tools from this site and this site. But be warned. Finding good values is a bit of a trial and error.
Usage:
If you haven't already done so, download the Unity package from this page. If you're using windows you can also download the windows tool on the same page.
That package comes with several example scenes. Including TwoNFTMarker. ( under Assets/Artoolkit5-unity/Example Scenes). Open that and look at the ARToolkit Object. In the inspector, you will find two ARMarker scripts with two NFT Markers already configured. To replace the standard NFT Marker with your own you can put your own fset files under Assets/StreamingAssets and restart unity. After that, you should be able to choose your files in the marker script.
That being said. NFT markers work considerably worse than in vuforia and kudan. There is a reason why this a "paid" frameworks.
I hope this helps.

Related

I do not see a Speech Input Source script in my mrtk (mixed reality toolkit) in the project search bar in unity

I am trying to implement voice commands into my unity project to eventually be used in the HoloLens. At the moment, I am simply trying to make a cube change colors using the speech input handler script and speech input source script. I have the handler script but I can't find the source script anywhere. How do I obtain the source script? Why do I not have it? I am using Unity 2018.4.12f1 and I am using the Mixed Reality Toolkit. If you need additional info to help me please ask!
In versions after MRTK2, SpeechInputSource is no longer needed. Instead, keyword service (e.g., Windows Speech Input Manager) must be added to the input system's data providers. Please check out the SpeechInputExample scene to understand how to use speech input.
The guide you are reading may be outdated, please read the official documentation to learn how to use Speech function in the latest version of MRTK.

Cartoon style map

Our university has had an agency create a very pretty printed map* for a special purpose.
In the early stages of the project, I suggested that they make the map in true proportions, and in vector format, so that a digital version might be more easily made in future. The future is looming, and it's looking like I'm going to have to come up with something!
I've begun toying with ways of doing this. One option is to make a suitable base layer and add the buildings as individual svg files - it sounds like a LOT of work.
I wondered if anyone had suggestions about how I should approach this. Is mapbox even the right tool?
* apparently, I don't have the 'reputation' required to embed an image!
There have been a number of impressive cartonish and artistically stylized maps made with Mapbox GL JS and Mapbox Studio Classic.
https://www.mapbox.com/blog/pencil-drawn-style/
http://dessine-moi-une-ville.makina-corpus.net/#15/43.5933/1.4514
http://a.tiles.mapbox.com/v3/aj.Sketchy2/page.html#6/33.962/-6.405
https://www.mapbox.com/gallery/#map-7
https://www.mapbox.com/gallery/#map-20
I've begun toying with ways of doing this. One option is to make a suitable base layer and add the buildings as individual svg files - it sounds like a LOT of work.
This sounds like the one good way to go about adding individual building illustrations. Other options include using one or many image sources.
Good luck! Can't wait to see what you make!

.MBTiles from mapbox studio

Good day all.
I am a bit Interested in mapbox and your maps. Going thru your site I also realize that calls to the app helps you with revenue. THis is all well and good for doing an app to find the nearest coffee shop. However I am working on an application where Internet connectivity is not promised and in this case a .MBTile file would be perfect for me. I have not been able to export my maps I have created into a .MBTile even though that was directly mentioned in mapbox documentation. I would love some assistance in locating this feature or do I need a paid account to do so.
Ps I am aware this can be done with tilemil but I cannot get the maps I created from Mapkit into tilemil to do so.
Thanks
If you want to be able export .mbtiles you would have to design your map in TileMill. From there you would be able to export them into the format that you want. This would produce raster tiles rather than vector tiles however. https://www.mapbox.com/tilemill/

How do I load a custom font from an embedded file into DirectWrite in a Metro app?

I have been fighting a losing battle against loading fonts from an embedded file for use with DirectWrite. I am writing a simple puzzle game that has a C#/XAML interface but also uses SurfaceImageSource to add some DirectX content.
I have written a WinRT component that handles all of the DirectX code, and it works quite nicely. Some of my DirectX content is text drawn using the DirectWrite API. I can draw all the text I like so long as I'm loading an installed font from the system using IDWriteFactory::GetSystemFontCollection(), etc. But, I cannot seem to find a way to load a custom font from an embedded file.
From what I can tell Metro apps are not allowed to load files from the filesystem in the same way as a traditional app. So, the IDWriteFactory::CreateFontFileReference() method that takes a normal file path is worthless to me, right? I need to load my file from an ms-appx URL.
So, I wrote a custom font loader in my WinRT component that implements the IDWriteFontCollectionLoader interface (which is a ton of work if you've never done it before btw) that loads the font from an ms-appx URL using the new StorageFile API. Now, I can load my IDWriteFontFile and I can get a IDWriteFontFace, but if I try to call any of the truly useful methods on the font face it returns E_UNEXPECTED. I can get the number of glyphs and the glyph indices, but if I try to call something like GetGlyphRunOutline() or GetDesignGlyphMetrics(), it fails with E_UNEXPECTED. Using the same drawing code that generates an ID2D1PathGeometry using GetGlyphRunOutline() works great as long as I install the font file and get the IDWriteFontFace through the series of calls starting with IDWriteFactory::GetSystemFontCollection(). I am working with a normal true type font.
So, how do I load a custom font from an embedded file into DirectWrite in a Metro app? I'm probably just missing something easy, because I am certain that other people will want to be able to load custom fonts in this way.
I have a sample project (or could prepare one easily) for anyone who can help me identify my problem.
I have loaded the two IDWriteFontFace objects side by side, and I tried to figure out what is different between the one that works and the one that breaks. What I need to see in order to find out why it is failing is opaque to me hidden behind inside the IDWriteFontFace interface. HELP PLEASE!
Question also posted here: Building Metro style games with DirectX Forum
Well, the answer is... don't write a IDWriteFontCollectionLoader! You can use IDWriteFactory::CreateFontFileReference() with the StorageFile API. I was under the impression from all of the Microsoft Conference talks I had attended that in Metro you would be unable to access the native file system directly; the way forward would be to use the StorageFile API which references resources, etc. using ms-appx URLs. I understood that this was done for concurrency and to allow the OS to insulate itself from Metro apps that would be downloaded from the store by creating a file system sandbox. I think that is accurate. But, I feel like I was led to believe that we would never be able to get native file system paths. That is NOT true. IStorageFile provides a way. Just use IStorageFile.Path. I never looked at it because I just assumed the Path property would hold the ms-appx URL that I used to create the object. Microsoft probably provided this for exactly the purpose in my problem above: calling legacy COM interfaces that require a native path.
I haven't done any testing to determine whether the WinRT framework actually sandboxes you if you try to access a native file system path outside your own app package. I'm betting that it does...

Custom Maps in iPad App

I just want to build a drill down map like this - Drill Down Map
Here I want to show some data on tapping of each regions.I am out of clue. How can I ? What should I use ? From where to start ?
EDIT : In the link it's showing the country name on mouse over, instead of that I want to show some data/info of the country on touch. Please visit the map shown in the link,you'll get the whole idea.
Thanks !!
If you want total control on the map layout, and be able to check which country the users taps, there's no secret : you need to have boundaries of all countries you want to detect.
Here's the global approach I would use to reimplement something that looks like the map you linked to (I can you into more details if you want, but at first, here's the global approach) :
Get the data of the boundaries of the countries you need. This can be done using OpenStreetMap.org data.
[EDIT] I just came accross this website to download countries boundaries as files you can then use with tilemill : http://www.gadm.org/country
Use this data with tilemill (http://mapbox.com/tilemill/) : this tool is able to design maps using a language that looks like CSS but dedicated for maps. The results is great and the tool great as well. This tool also support shapes files, so if you can get the countries boundaries as shapefiles, you'll be able to use them with tilemill, and this will be easier than using .osm files from open street map). Have a look here http://mapbox.com/tilemill/data/ for the supported formats.
Then, with tilemill, export your map as an MBTile file (this file contains all tiles needed to get the map rendered at different zoom levels).
Use the route-me project to display the resulting MBTile file (in its latest version, route-me is able to do that, this feature has been implemented by the mapbox team to support their open format MBTile).
Guys from Mapbox have published a good tutorial "from data to maps" here : http://mapbox.com/demo/making_massredistrict/ this may help as well
Your best bet is to use CloudMade ( http://cloudmade.com/ ). They provide custom map builders program where you can build custom maps and can integrate those maps in your iOS app.
Depends what you are looking for. To implement the linked example it's enough with a giant image that you can split in tiles using CATiledLayer. You'll find examples if you google a little, PhotoScroller is one. If you want to display real maps you have to investigate the route me project.
I don't think that using images could be good option.Check this link - arcgis-iphone api. I am not so sure but you can get some idea from this.
Happy to help..