Issue with camera Unity augmented reality and CardIO - unity3d

I have a project with unity augmented reality integreated, and also I'm using CardIO SDK. Problem comes when trying to scan a card, the CardIO screen appears but when the camera is about to open it crashes. My guess is that since I have unity running when the app is started, the camera is already opened but not shown (unity view is not shown in the main window), so I'm thinking that turning off the camera that unity is using will solve this issue. How can I turn off and turn on camera manually?
Has someone faced this issue? Please help!

Related

How to Access the stream of HoloLens 2 camera when trying to recognize the marker in AR app?

I am beginner in unity and not so much used to HoloLens 2. Actually I am trying to make a simple AR app for HoloLens 2, when I connect the external camera it is working fine but when I want to access the stream of HoloLens 2 in recognizing the marker, it does not recognize the marker and I do not know that either the HoloLens 2 camera stream is working or not. I used the main camera as the child of MixedRealityPlaySpace and add some components from AR camera but it does not work then I tried AR camera separate and as a child of MixedRealityPlaySpace but still the HoloLens camera stream is not working. It will be great help if anyone knows about the problems. Thanks In advance
Which way are you using for marker recognizing development? Vuforia or Unity AR foundation? Without any specific context the above information does not make any sense to me.
For AR Foundation, 2D Image tracking feature is not supported on HoloLens platforms for now, you can refer to this link to learn more about feature support per platform:Platform Support.
For Vuforia, there is a closed issue that show how to make Vuforia work with the MRTK: What's the current status of using Vuforia with the MR Toolkit? #1461

Unity game flipped after deploying

I havea game that uses ARCamera from Vuforia. When running in Unity the game works no problem. After I deploy the game to UWP, however, it seems that every thing has flipped. Almost as if I was looking at the game from the back. Even the writing is reversed. when deploying the game to android devices this does not happen. Does anyone have an idea how to solve this?
Thanks in advance
There is a ReflectionMode which flips the view horizonally. This is used when using a front facing camera.
If you look at the 'Vuforia Core Samples Example' from the asset store, they have a CameraManager script that shows how to handle camera configuration.

Unity 5.6.2f1 + Cardboard SDK: Unable to look around + screen is tilted

After I upgraded to Unity 5.6.2f1 and I can't get google cardboard vr to work properly. Every project I build onto Android/iOS, I cannot look around (frames are running but I have no control of the camera to look around) and my camera is tilted right from the start of game. I imported gvr sdk and turned on vr support. I spent the past few hours trying to figure this out but no luck. Any ideas?
This is a screenshot of my build from my phone. Screen is fixed and slanted for some reason. Head tracking does not work.
This is not a code issue. I believe the problem lies with compatibility between Unity 5.6's native VR and Google VR SDK. With any VR supported Android or iOS build, my picture is slightly tilted and screen is fixed (as in I am unable to look around/have my camera rotate with my phone). I tried gvr's demo scenes and its the same problem.

SteamVR External Camera, Screen Position out of view frustum

I am currently working on SteamVR External Camera for the third controller, supporting Mixed Reality in my project for HTC Vive.
But I have a trouble with the Quadratic view, it shows only the HMD:
When I select the camera in the child of third controller, It gives this error :
My hunch for this problem is because the Graphics.drawTexture() in the script, but I don't know the solution for it. I have searched this problem at Unity Forum but no answer there...
Any help will be appreciated.
Notes :
Unity v5.6.1f1
SteamVR v1.2.1

Unity crashes when changing scenes in the editor but not when built

I am currently developing a game for the Vive using Steam VR. After updating to 5.5, Unity is freezing when I try to load into roughly half of my scenes when playing in the editor (I have not made any changes), but when I build and run, Unity does not freeze and everything works as would be expected.
I have gone as far as removing all game objects from a scene and replacing the vive camera rig with a unity camera and clearing all baked data, and even then, when I load into the empty scene the Unity editor will still freeze. This is very strange because I can load into some of my other scenes without them being affected.
One thing that I have noted is that the affected scenes that I can not load into I have heavily been working on in 5.5 and not so much in 5.4, so perhaps there is something there?
All of the scenes use the same prefab for a character controller, and the only scripts in my scenes are attached to that. I am really at a loss here. Any ideas or thoughts about things I can try to resolve this would be much appreciated!
As I stated previously, the game builds and runs completely fine, but the editor in play mode freezes when loading into some of my old scenes, even after removing everything from them and only leaving in a Unity camera object to sum it up.
I also have deleted the library folder and reopened my project with Unity and this did not fix it either.