Pause/Freeze a scene with a trackable active in vuforia unity 3d - unity3d

I am developing an app with vuforia Cloud Recos. I want to add the feature of allowing the user to pause the page so she does not have to keep pointing the device on the target to view the trackable. This is pretty useful when I want to show texts. Is there anyway to achieve that on Unity3D ? A good example is Microsoft's Here City Lens app which includes a button to pause the page as the screenshot shows;

You could take a screenshot of the screen and apply it to an Image UI object. That is if you do not need the camera feed anymore.
If you need interaction with the elements, I would only take a screenshot of the camera feed without items. Get AR camera transform, apply it to a new camera, disable AR camera.Then apply the screenshot to a background plane covering the whole screen. Keep items on as well and they do not listen to Vuforia anymore. You are pretty much recreating a basic Unity scene. The items should not be moving with Vuforia, the camera is. So they are still in the middle and you need to know where was the camera when you took the shot. Your scene is complete

Related

Unity LWPR does not see some layers

I have 2D Unity project with two cameras: the main one and one designed for parallax effect.
After I installed LWPR for setting lights the second camera stopped showing its layer in game.
Is there a way to fix this?
The practice of rendering two cameras at the same time as you are describing, "camera stacking", is not currently supported on LWRP or URP. There is some discussion about adding support for it again.
You could try using a camera to render onto a render texture and display that as your background.
For the 2D light, it is present but is greyed out. You should be able to enable experimental feature use in the player settings for the project.

How can we track face in AR foundation (ARKit3) but not show front camera to the device screen?

Basically, there is a problem with ARFoundation package in Unity3D.
At first, I generate avatar model from the AvatarSDK. Not really important at this problem. but anyway. It returns skinned mesh renderer with blendshapes.
What I want to do next is to control those blendshapes with my own face through front camera. For this, on my scene I loaded ARSession/ARInputManager, ARSessionOrigin/ARFaceManager.
Then, when by model is generated, I enable ARFaceManager component to track face.
What I see next is front camera image with my virtual model on it.
The problem is I need to track face by front camera, but I do not want to see front camera image on screen.
Can it be solved?
In order to do this, you need to create a new skybox cubemap material first.
After you've done so, navigate to AR Session Origin > Main Camera in your hierarchy and find the AR Camera Background component.
Click the Use Custom Material checkbox and load your newly created skybox material as the custom material.
This will override the default camera material setting.
Good luck!

How can I turn off camera video background in Unity ARKit

I'm trying to build a "lights-off" feature in my ARKit app, where I basically turn off the camera video background and only show my 3D content, sort of like VR.
Could someone please help me figure out how to turn off the the video background. I can see that a material called YuVMaterial is being used to render the camera texture but setting that to single color actually covers the entire screen and doesn't show my 3D content either.
You can uncheck the UnityEngine.XR.ARFoundation.ARCameraBackground component under the main AR camera, it will just render a black background.
In Unity, you can switch between cameras while using ARKit. The main camera has a run time spherical video applied to it, so it's not actually your device camera, but a rendering of what the device camera sees. By switching cameras, you can effectively "turn off" the background video image, but still take advantage of the ARKit properties. Have fun.

OVRCameraRig not displaying both camera eyes in Unity player?

Unity 5.5.2f1
I'm trying to get started with making an Oculus app, following the instructions here, modifying a very simple scene I made. However, when I disable the MainCamera and drag in the OVRCameraRig, and run it in the Editor, I still only see a single frame, not these multiple eye views like in the picture. Player settings have "VR Supported" selected. Do I have something not set up right with the app? Or is the tutorial out of date or something?

Easy Movie Texture and Google Cardboard Buttons

I'm making an app for 360° video with Google Cardboard. I have the Easy Movie Texture plugin, but I can't find the way to make a UI. The controls appear on the left side. Is there a way to make them appear with the movement of the head?
create a canvas and attach as child of CardboardMain.
I use this method along with a reticle canvas to allow selection via gaze