My question is can you built Windows (.exe) applications using ARToolKit in Unity? I've been working with Vuforia only to find out it supports mobile OS's and Win 10, but in editor on Win 8 it works just fine...
By the way has anybody tried connecting ARToolKit with MiddleVR, which I use for head and hand tracking, if so please share some thoughts about it.
I'm using NVisor ST50 + Inertia Cube 4, just in case :)
yes it is possible to build Windows stand alone applications using Unity and ARToolKit.
I cannot say anything in regards to your other question, sorry.
Related
Do you know if there is any way to integrate Anylogic with a VR device to see the simulation run in VR? What type of software/methodology has worked for you?
Only possible as far as you can run any Windows application in VR (i.e. in "cinema mode"). But there is no automated way to really "visit" your models in VR.
However, there may be some Java packages that could help, but it would be custom coding
I've been trying to use uDesktopDuplication by hecomi to project the connected Monitors inside Unity Editor (Unity Game Engine), his work was really interesting.
I should be contacting the developer to ask for help but then I considered posting here
Problem:
It seems that Desktop Duplication API is unsupported in Nvidia GPU's.
I've tried disabling Nvidia from my Device Manager to forcefully let unity use Intel HD / Also later tried setting Unity3D.exe to use Integrated Graphics in Nvidia Control Panel.
this works in my laptop with gtx 960m, but not in the one with gtx 1070.
Is it possible to keep using Nvidia and Project the monitors inside unity.
Is there any workaround for this problem. I'll be very grateful for any help.
I've got a WebGL application built with JavaScript and ThreeJS. I was able to enable WebVR somewhat easily to create a immersive environment. I think my app is a better use case for mixed-reality/AR. Hololens seems to be the big player in that hardware space.
As I look at the development tools around Hololens its pretty much Unity and C#. Both great tools but as I start developing in this closed environment I kinda feel like I'm building a Silverlight application.
I've been trying to figure out if there is a trick I can accomplish to create a immersive experience with my WebGL app. I know that I can use Edge browser, however, thats a flat experience which is not any value to this use case.
I've found a few links:
is-it-possible-to-use-webgl-with-hololens-repost
can-i-make-a-universal-app-using-html-that-runs-on-hololens
augmented reality with awe.js
All these seem to either be 2d experiences or 'fake' AR using cameras and WebVR. Furthermore, I also looked into porting my WebGL app to Unity using Unity's JavaScript language features to find out that it is really a subset fork of actual JavaScript ( known as UnityScript ) making it way more effort than its worth.
Given all this, I'm wondering if its even possible to accomplish the feat and if anyone knows if this is something on the roadmap for microsoft?
There's this new tool from Microsoft called HoloJS. It's a framework for creating holographic apps using JavaScript and WebGL.
holographicjs is a C++ Windows Runtime Component for hosting Windows Holographic apps built with Javascript and WebGL.
Its interesting and a huge hack but might be a good first start for the community!
Note: Answer based on:
I do not know what Microsoft roadmap plans are or will be
The actual easy-way to develop for hololens is using VS and Unity3D (so, maybe there is a way of developing using WebGl but as you can see, is not the easy-direct and supported way).
My answer: Taking into account that is a new product with no direct competence, they will not move forward offering other platforms unless they are forced to. Meanwhile they are happy that you use C#, Visual Studio, .Net, Edge and Windows and Unity3d under Windows (hard to believe to me you can do this using Unity3d at MacOS or Linux). It's also normal that they offer a limited ecosystem at the moment, with the same excuse: it is new, so limited support due to stability and optimal concerns is available just in their more familiar context: Microsoft products.
But as soon as new device come in and start offering new things (support for programing languages, OS or web) you should be completely sure that they will evolve or die.
I just need a little help as i am really confused about the behaviour of unity. I had ported my word puzzle game to Windows Phone 8.0 using unity 5.0.1 and it runs good on all of the windows phone devices. Now i have ported the same build to windows phone 8.1 by using unity 5.2.2 and it runs too much slow on the device. I am unable to understand why is this so and how can i optimize it. Kindly help me out in this if you can. Please share some useful links or any posts that can help me to resolve this problem. Thanks in Advance.
Well I have just managed to found the solution my self for above described issue. When you target windows phone 8.1 Just change the configuration settings from Debug to Master and make the build from VS it will run smoothly on device. Its worked for me.
Can we create an augmented reality desktop application using unity which can convert all images from a school textbook into 3D objects. ? If yes, then what will be the procedure and what other tools do we need. ? It is our final year project and we really need help in this.
If watermark will not be an issue than you can use Vuforia library.
https://developer.vuforia.com/
It has nice unity integration and you can archive what you are up to in almost no time :). But it is not supporting desktop build out of the box, but below you have alternative libraries that do:
http://artoolkit.org/download-artoolkit-sdk#unity
http://www.easyar.com/view/download.html
I can't say how good they are because I have never used them.
You can try artoolkit, stable and simple. Easyar is good but a little young.
I recommend using ARToolKit. You can target OSX, Windows and Linux if you need to. Also using the Unity plugin it should be easy for you to get started.
And if you decide to go on mobile later it also has support for iOS and Android.
http://artoolkit.org/download-artoolkit-sdk
(Scroll down for Unity version)
Edit:
They also have an active forum where you can ask questions and find help if you have the need:
http://artoolkit.org/community/forums/
Best