Kudan for Unity v1.2.2: Creating Custom Markers - unity3d

I'm trying to get started with Kudan in Unity using Kudan package v.1.2.2 on Mac OS. I have spent quite long time trying just to test detecting my own marker but I always fail. Here are the steps I did:
Downloaded both Unity package and Kudan ARTool Kit.
Created new Unity Project and deleted default components.
Imported Kudan Package.
Draged and dropped "Kudan Camera" and added my Editor API Key.
In Kudan ARTool kit, I created a new project and imported a simple marker (.png file):
simple marker
Recorded the marker dimensions, which were 300x300.
I then exported the marker to a .KARMarker file.
In Unity, I clicked on "Add KARMarker Asset" and selected my .KARMarker.
Then, I dragged the created .asset file to MarkerTracking component.
Finally, I run the player mode. It runs without problem, but never detects my marker.
Appreciate if anyone can help me on what I missed, or what I wrong steps I did.
** Please note that the application runs perfectly without my custom marker.

Your steps sound correct, the issue that I think is causing you this issue is the marker that you have chosen. It has sharp contrasts which is great but rather lacks interesting feature points to make it a good reliable marker.
I would recommend having a look at Kudan's article about what makes a good marker. After you have chosen something that fits the criteria better, you should find that your sample should work.

Maybe you have markerless tracking by default and don't marker tracking.
And you put good expected id in marker transform driver script of your gameObject that you want to watch?

Related

Hololens + Unity: GameObjects are invisible

After I build my Unity project and send it to the Hololens, I have the following problem:
The splash screen appear followed by a debugging window on the bottom. In the background is a white net. However, you can't see any game objects. I've tested a lot but haven't found a solution for that. Visual Studio does not display any error messages. What I've looked at roughly:
These are my modules. Im using the 2019.4.22f1 version of Unity and the MRTK Foundation Toolkit 2.7.2.
My build settings
My project settings
I tried to place the objects in the middle of the camera and changed the colors.
MRTK settings I haven't changed anything most of the time
Main camera settings
My scene
When i start the scene i get this error in the console. I dont know if this has anything to do with my problem
i have two possible solutions (no guarantee)##
you could spawn the objects on input directly in front of the
camera, add a debug.log("object in front of you"); so you can find
the issue.
If this doesnt work i would try to test differnet types of materials
like you do with HDRP.
if this does not work either i probably cant help you out now.
It seems like your GameObject is too far to be hidden behind by the mesh. Please make the spatial mesh invisible by setting the Display Option property of Spatial Mesh Observer Setting to None, this item can be found under the Spatial Awareness profile of the MRTK profile.

Unity 2018: 2D Object - SpriteMesh

Ok, so I have looked around the internet but I cannot find the sprite mesh. I should be able to right click my sprite> 2D Object> SpriteMesh.
Problem is that I don't see the option "SpriteMesh" anywhere.
Here's the deal. I created a bunch of 2D pieces for a character: head, body, two arms, two legs, two hands, and two feet. I imported the sprite as a PNG file and changed SpriteMode to multiple. I used the Sprite Editor to slice the char into pieces automatically. There's also nothing inside of the sprite editor that allows me to rig bones either.
Now I need to Rig the toon with bones and skin. However, I cannot find a way to do this. Watching a few tutorials, the guy adds a SpriteMesh to each of the parts. However, when I try to do this, the option just doesn't exist. I see SpriteMask but no SpriteMesh.
I'm using Unity 2018.2.18f1.
I have zero experience in animations like this. Normally I create a player/enemy without legs/arms. So they just float and I use the animation tab to change size/shape to insinuate movement. However, I'd like to take this next step and make the game look better.
How can I rig my toon? What steps do I need to follow?
All help is appreciated!
I guess you want to use the new 2D Features from Unity, if you want to rig your 2D Character.
I'm using Unity 2018.2.18f1.
You need to use Unity 2018.3 or later to use these tools.
I suggest you to use Unity Hub to download multiples versions and Beta versions.
There is a really nice video from Brackeys about this subject also.
When you have the 2018.3 or later version installed, open your project and go to the Window/Package Manager window, you need to install these packages :
I don't think you need the 2D Pixel Perfect but it's always nice to have.

3d FBX file import into Unity not working as expected

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

Unity3d and vuforia detecting if target appears

I am new here so I want to ask my first question.
I am using unity3d and vuforia for augmented reality.
I already set up AR camera on my scene and target image and object and works perfectly.
I am trying to play a sound when my 3d model appears on stage but without any luck.
So far I tried to follow this tutorial: https://www.youtube.com/watch?v=4u177CpPbp8 but in the line public class PlaySoundOnImageTarget : MonoBehaviour, ITrackableEventHandler comes with an error on ITrackableEventHandler.
It's red colored and when I am moving my mouse on this it says "error CS0103: the name ITrackableEventHandler does not exist in the current context".
I tried to write the full code but a lot of lines come with almost the same errors.
Also, I tried this one: [https://developer.vuforia.com/forum/faq/unity-how-can-i-play-audio-when-targets-get-detected]
Any help, please?
I am using unity3d 5.4.2f2.
You will need to include Vuforia before you can use it.
You can do so by placing Using Vuforia; at the top of your screen
Next time you might also want to read through the pages of Vuforia as they already solve this and a lot of other very basic errors you might walk into in the near future.

Spritesheet creator/importer for unity3d

I am currently developing a 2d game for android using Unity3d , but i am wondering if is there any free sprite sheet creator software that is compatible with unity3d without the extra code to be written , i've tried texture packer with there plugin for unity and it work great but this software is paid and i can not afford it right now ,
i also tried Sprite Sheet Packer but when i import the sprite sheet into unity and trim the sprites in the editor the animation does not work properly due to the fact that unity did not know the pivot point and the exact information of the sprite inside the created sprite sheet,
Does anyone know some useful free software that i can use or some unity plugin that can serve this problem ?
I personally always used TexturePacker (then when I moved to Unity, NGUI does the work for me), so this is a recommendation from a friend:
http://renderhjs.net/shoebox/
A quick test showed that it made a PNG and accompanying XML file with the image data inside. Seems pretty simple.
This question still actual in 2017. So this is my approach:
1) Get xml file with coordinates from your editor. I use DarkFunction sprite editor for fast and smart creation of coordinates. It's free and pretty clever to do lots of jobs automatically.
2) Install this asset from asset store, it's free.
3) Tweak the TextureAtlasSlicer.cs file from the installed asset to correspond to your xml format. You have to do this only once.
That's it.