I'm developing a game similar to Pokemon Go in Unity3D. Using Kudan AR SDK. My requirements are straightforward, the AR object must face the camera at all times. I am totally clueless on how to get this done with Kudan AR.
In other words, i wanna disable the gyroscope's rotation data from kudan.
This isn't really a KudanAR issue. Unity3D handles all of the rendering, so if you want your model to face in a different direction you will need to achieve this using Unity's APIs.
Kudan's Unity plugin is only responsible for the computer vision side of things, meaning that it takes care of the recognition and tracking.
The solution is the following in the scripts of your objects:
First declare:
public Transform player;
and link your Kudan Camera to the player in the inspector chase skript of your object:
And the importend line in the update method:
this.transform.LookAt (player);
Your object is now looking at you.
Hope this helps!
Related
I am currently self-learning steering behaviors and am following this lecture I had found which gives a really good introduction about AI implementation aka https://edirlei.com/aulas/game-ai-2020/GAME_AI_Lecture_07_Steering_Behaviours_2020.html.
I've faced an issue when trying to implement the 'Seek' behavior in a 2D game environment in which the 'seek' game object does not try to move towards its target. There are no errors showing in the console but my best guess is that it's because of the use of Rigidbody in the 'SteeringBehaviorBase' class code. I've tried converting it to Rigidbody2D instead but sadly it still does not move.
For further context, I've attached the 'SteeringBehaviorBase' and 'SeekBehavior' classes onto my 'seek' game object and a circle collider on my 'seek target' game object. I've also set the reference of the seek target property in the 'SeekBehavior' code to the 'seek target' game object.
I would really appreciate anyone's help in guiding me to solve this problem.
I'm using unity 2018.4.14f1 personal (I don't use 2019 or 2020 because it lags my computer)
I'm using the Unity Standard Assets Player Prefab and Cinemachine Freelook for the camera. I have some water, and when my player walks into it, its fine. However, when the camera comes into the water, it stops rendering the water. Is there anyway I can fix it?
Update: I've somewhat got it working, however its hollow when your inside. Is there anyway to fix that?
Video : https://easyupload.io/2b0p3a
(I'm quite a noob so if you need any screenshots please ask.)
The problem here is that the water will only rendered when looking from the outside as the normalized are modeled so. The program renders outs objects that it thinks is not in view. You can load the model into a 3d program and then copy and invert the model to allow your camera to see the water, or I believe there are some shader option to stop this optimization. You can also look in this Reddit thread.
Can someone tell me why this is happen? i follow the tutorial from Tango AR to place virtual object in Augmented Reality. After i place the object, the camera freeze and the kitten got duplicate when i move the smartphone. I'm using Unity 5.6.2 and for Lenovo for Tango.
Below are the sample image from my android device.
Change the camera clear flags from depth to solid color and it should be ok
Turn off shadows on your light. That way you can keep the clear flags set to depth.
I am interested in building virtual reality applications and I am at beginner level.
I imported a FBX file of Airplane and imported it in Unity,
Upon linking the animation in Unity and building it onto my Mobile, I see a 2D version of the model. How should I convert it into virtual reality application.
Below is a snalshot of the file. The aiation is also fairly simple, one plane takes off and flies for sometime before landing.
Below is a snapshot of the Game Console
So inshort the question is how do I convert this into a 3D mode so that I can use it as a virtual reality Application.
Thank you
That is 3D mode.
Making a VR application isn't done at the push of a button
Start here:
Read about VR in unity
It seems like you are a new Unity user. If so do this first:
Depending on what you want to do in your application you should look into the Unity Documentation and read about:
Basics
Cameras
Creating Gameplay
Animation
If you at some point feel you don't understand these links, you may need to take another step back and start off by checking out the official tutorials
Just save your .blend file in the Unity's Assets folder.
Look at the documentation for more informations
I am creating kinect project by Use C# in visual 2013. My project scope is about exercise shoulder in term of game and I use Unity program for create scene and GUI. In my project, Player have to move their shoulder then kinect will detect. I want player to display their real body on the game (in front of background) instead of cartoon model. What should I do???
Can anyone help me. please
Thank you.
The Kinect SDK contains a sample named "Coordinate Mapping Basics-WPF" which demonstrates removing the background and leaving the people from color frames. That should be good starting point for your project.