I'm using unity and kudan to develop AR app for mac os.
But i can't use the camera (both facetime camera and usb camera) when running app.
There's no problem when run on ios or android.
How can i fix it?
Thank you in advance.
If you are using Unity's Play Mode, make sure that you have generated yourself a Kudan key for the Unity Editor. You should usually see an error message in the log indicating if this is an issue.
You can generate your key at https://www.kudan.eu/api/
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I have a Xiaomi Redmi Note 8 Pro and it doesn't seem to support ARCore. I found some ways to dodge this but it appears to be quite complicated nor very safe.
My question is:
What other tools would you recommend if I want to create an app in Unity that also needs to use GPS modules, maybe altimeter and of course camera (AR stuff)?
I heard about Vuforia that might do the trick, also read something about AR Foundation from Unity. But to me, it looked like depending on chosen deployment it use AR Core or AR Kit(even Vuforia).
Any clearance about this maybe?
I suggest you don't try messing with your device. It doesn't support ARCore for good reason. And maybe you just try to use Android Studio Emulator, but Alas for some unknown reason, i try it but APK which is generated from unity can't be installed on the Emulator. Some stuff with the architecture
If you want to use Unity anyway. I suggest you use Vuforia. It works on most modern devices and doesn't even need device to test, just hit unity play mode and you can test around from your PC (need webcam).
Vuforia Engine provides a simulator mode in the Game view that you can activate by pressing the Play button. You can use this feature to evaluate and rapidly prototype your scene(s) without having to deploy to a device. (Source: https://library.vuforia.com/articles/Training/getting-started-with-vuforia-in-unity.html)
For Unity with ARFoundation, you can't use your PC like Unity with Vuforia, you need ARCore/ARKit supported devices.
Last if you want AR with GPS Modules (although this is not with unity) checkout AR.js https://github.com/AR-js-org/AR.js
I have an Android application which I created using Unity and C#, it also uses Vuforia. I have an AR Camera, which shows a black screen when I have just installed the application and gave camera permission to it, but when I close the app and start it again, everything works fine. I did a lot of searches, so what I found and tried- to Switch automatic graphics to OpenGls2, to set minimization to none, etc. Upgrading Vuforia version will not work for me. Also ARCamera works for phones supporting ARCore and does not work for phones not having ARCore. So I guess, the issue is within the architecture of the phone. Any ideas on how to make it work?
It must be related to camera API. I don't know how Vuforia is trying to initialize the camera. Seems like it tries to initialize it before successful permission result on old Android versions. You can delay Vuforia initialization to be after the permission check. There is an option to set Vuforia delayed initialization, but it would be better to make a preload scene where you do check all permissions and maybe other setup and then load the scene where Vuforia is used.
Update: Please try to update xr plugins for Unity (they are packages now), update Unity itself to the latest version. Do not use unity beta. Se if there are some recommendations from Vuforia of which unity version is the latest supported. Youc also try to create a new unity project from scratch and then import the latest vuforia, then try camera on android, then if all good, import all the resources for your app.
I've just installed Unity3d 5.6 and build application for Android with native VR support for Cardboard SDK (checking box Virtual Reality Supported and selecting Cardboard as VR SDK). App responds to movements of device, however, picture is not correctly takes only part of screen, what can cause that issue?
Built for Android 5.0, run on Android 5.1 Sony Z2, device is configured for cardboard viewer with Google Cardboard application, other VR games take all screen at expected.
Added:
As per advice on Unity forum I enabled Multithreded rendering, however it resulted in almost good, still not properly centered image flicked momentarely, then blank (lenses viewes disappeared).
If you are manually setting the screen resolution by script (Screen.SetResolution) try commenting that out.
As written in Unity forum here:
https://forum.unity3d.com/threads/google-vr-sdk-1-10-unity-5-5-broken.445323/
for VR for cardboard development it' better for now to stick to using Unity 5.4.2 with Google VR SDK 10.3.
I have tried to show a usb webcam video in a simple app. I tried it through Unity3d, regular C# project and a UWP project. in unity3d the same code works when the target is windows 10 store and the app manifest declares webcam usage, and when I compile it to a standalone x86/x64 app the camera is turned on and the app crashes. I also wrote a simple UWP app using the windows 10 camera api and it worked fine but the .net 4.5/4.6 crashed like the unity app. I also tried accessing the camera through OpenCv but no luck. I think it's the webcam authorization in windows 10 but I do not know how to set it for standalone apps. Microsoft claims that only store apps are subject to the camera authorization setting but in real life the camera causes a crash. Can anyone help?
This sounds like a potential bug. Could you post the c# code you are running that is causing the crash and can you find the error message/code associated with the exception causing the crash?
Is there any SDK available for Unity 3D for making an ios game .I am new to this unity 3D,I have found many things while searching as download unity development tool then we can make apps which can run on both Windows and Mac.
My doubts are
1.How we can make an unity 3D app using xcode?
2.Can we use objective c code?(I got informations like we can only use javascript/c# for mobile app development in unity 3D)
Please help me...
thanks in Advance
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