AR Camera Crashes - unity3d

I am having an issue with the AR Camera in Tango crashing after a few minutes. I am using Unity 5.5.0 f3 release. I have updated to the latest Tango Core on the Phab 2 Pro as well as updated to the most recent SDK as of today(Gankino).
When the AR Camera crashes it just freezes in the background but all my AR still continues to run just fine and app functions as it is suppose to with no problem.
There is no updated AR Camera for Tango in this release. They use the deprecated one in their examples.

Thank you for the bug report, we would like to understand the cause of the crashing - a logcat would be useful.
We merged the AR camera prefab functionality into a single Tango Camera prefab that has support for AR as well. We marked the old AR camera prefab as deprecated but it uses some scripts that were modified for the new Tango Camera prefab. It is possible we introduced this bug, but a repro would be useful.

Related

Unity : project works in editor but black screen when build

I'm on a project using Unity 2019 LTS and some unity SDK / package:
Mapbox SDK
DreamWorld SDK (the SDK of my AR headset)
some other default AR packages (Foundation, Subsystem)
I would like to reused the Mapbox World-scale AR example in order to implement the possibility to move the scene according my AR headset position.
To do so, I removed the default main camera of the example (in AR Root) and added instead a the camera for my headset, as explained in the headset's docs (DW Developer Kit SDK).
Here are some pictures of what I've done:
No here's my problem: when I run the project in the editor with the player mode, all works perfectly fine and I see the camera rotation following the position of my AR headset.
Therefore, if I try to build the project, I cannot the see the "view" of the camera. I know that the project run because I still can see the overlay menu provides by the Mapbox World-scale example but not my camera.
Editor :
Build :
I searched online to find some solution to my issue but I only found some answer about building to Android and iPhone while I trying to build on my laptop.
The fact I see a black screen (and the overlay) seems to me that Unity cannot find a camera to show me the scene.
I just started using Unity, so it is possible that I missed an obvious thing but I don't know what.
If someone as any idea of what my problem is...
In case the suggestion from the comments with the In-Game logs does not work, you can check the external log file.
According to https://docs.unity3d.com/Manual/LogFiles.html
it is found under "C:\Users\YOUR_USERNAME\AppData\LocalLow\CompanyName\ProductName\Player.log"
CompanyName and ProductName are two names you can project somewhere in the unity project settings but there are default values.

Unity: Cardboard VR doesnt work after updating to 2017.3.1f1

I am developing a VR game for Android but the VR mode doesnt start up. When I used 2017.3.0f0 everything works like a charm. The game starts in VR mode and I can rotate the camera. I just activated the Cardboard support in the Player Settings. I didnt have to enable the VR mode in any script. Now the game starts like a normal Android game with one camera and no gyroscope sensor support. Does anyone have a solution? Please help me. :(
Best regards Niklas Englmeier
currently I'm using Unity 2017.3.1f1 and works fine with Google VR SDK version 1.120.0, I know that the version 1.110.0 doesn't work, which version of SDK are you using? Did you place the MainCamera as child of an any GameObject and use GvrEditorEmulator? Unity 2017.3.1f1 using Google VR SDK 1.120.0

Google Tango glitching in the build (Unity 5.6.1)

I've made an ARKit app that I was porting to Google Tango. The build works but the augmented object keeps tiling itself when it is visible on the mobile phone. Like this:
There aren't any errors popping up either. It just .. glitches like that.
I made an empty scene with some random object and that works perfectly fine. In the same project so the build settings are fine I think. And the "Tango Manager" and "Tango Camera" settings are similar on both the scenes.
Anyone face something like this? Or has any solution to this?
You can check out the app from this link: 4 Stroke Engine AR
So for those who are stuck at this (maybe), what solved it for me was to use Unity 5.3.1f to make the build.
I guess Tango SDK for Unity wasn't updated for 5.6. It isn't there for any version above that either.

Why is the sample Unity ARcore scene not detecting planes?

I installed the arcore-preview.apk on my Samsung 8(SM-G950U). Then I installed the sample ARCore scene from Unity onto the S8. The app starts up fine , but does not draw any point clouds or blue guidelines displaying the planes. I also cannot place the little Andy bot onto a plane. All I get is the UI saying, "Searching For Surfaces". Any ideas? I'll be continuously tinkering until I find a solution.
The problem seemed to have been the version of Unity(2017.2.0b10) I was using. So I just went back to the Unity Beta Archives and downloaded 2017.2.0b9 and then downloaded Android Target Support specifically for 2017.2.0b9. All is now working correctly!
You need to get the beta version 0b9, it won't work on the current stable one

GoogleVR 1.0.1: stereo cameras are OK in the Unity Game View but too separated when compiled to Android

I'd say the value I have to change is the stereoMultiplier of the StereoController script attached to the main camera. Anyway I think I have changed every single value of GvrViewer, MainCamera and StereoController. Nothing seems to change the separation of the left and right cameras when compiled to the Android smartphone.
I can see a correct separation in the Unity Game View, but when I compile it to the smartphone, the cameras are too separated (see image below).
I think this issue has happened after updating the Smartphone to Android 6.0 Marshmallow (CyanogenMod 13.0), on Samsung S4.
UPDATE: I have updated to GoogleVR 1.0.1. The same problem is still happening.
Changing scale to 0.007 (which is a very similar scale to the objects in the provided demo scene of GoogleVR: 0.003) seems to fix the problem.
Note: discussed here: https://github.com/googlevr/gvr-unity-sdk/issues/351
UPDATE: in the previous link, somebody wrote:
Android app:
/sdcard/Cardboard/current_device_params
all gvr(cardboard) app will use this file --- "current_device_params".
maybe you should go the url to setup your device profile https://vr.google.com/cardboard/viewerprofilegenerator/
in addiation, you can also do this:
How to change Field of View in Google VR SDK for Unity