Vuforia augment reality windows - unity3d

Can you please tell me, if vuforia can run on a PC? I have tried to make an .EXE file, but it does not work.
Please tell me how can I run vuforia apps on my PC? Should I build it for Windows store using Unity and then run it on Windows 8?

Can you please tell me vuforia can run on pc
Answer is No. You cannot build windows or mac app with Vuforia. Vuforia is only supported on Mobile Platforms (iOS, Android).
But you want to test on Windows, you can run your app and test in unity Editor mode with webcamera attached. I hope it will answer your question.

download unity from the unity website , install & run
download vuforia and vuforia sample for unity on vuforia website
create unity project and add vuforia package to the project
There are some tutorials for you for importing the samples and ofcourse you need to get a key with the name of your project.
Have a look at this https://www.youtube.com/watch?v=HnjbTytHH6U

For now, and without plugin, the answer is no. But,
Vuforia is work on supporting win 10, so maybe months later, you can develop a win 10 universal app.
There is some plugin support build the app for windows and Mac, it costs much money. The plugin is provided by maximarouf
As the answers above, I agree that it is enough to run in unity editor for presantation and test.

Vuforia now has a Windows 10 Early Access Program. You can apply for participation and may get access to the Windows 10 UWP SDK.
However, it currently only supports Intel based devices, like the Surface Book and Surface Pro series.
Alternatively, you can use the Unity3D Plugin to build an app which works on Windows.

No vuforia is not supported . U will get Vuforiawrapper.dll missing error when you try to .
Instead what you could do is , make an APK , Download Bluestacks and install it in PC and emulate your vuforia app in PC . But no Vuforia is not made for PC. It supports UWP though which means Windows Tablet , Windows Phone, Hololens .

Related

How to build and run VR application developed in Unity on HP Omnicept Reverb G2?

absolute VR dev newbie here.
As stated in the title, how can I "build and run" VR application developed in Unity on HP Omnicept Reverb G2 headset? In other words, how can I turn my Unity project into an .exe or apk (not sure what is the correct file format)? Then how can I load this .exe file into my HP headset and run it?
I have experience developing VR applications for Quest2, and I remembered building my Unity project into an apk, and then load it into Quest2 through Sidequest. However, I have no idea how I may do the same thing but with HP headset...Please help!!! Thanks
In Unity, you can choose to build for Universal Windows Platform, please refer to Set up a new OpenXR project with MRTK - Mixed Reality | Microsoft Learn. Then refer Using Visual Studio to deploy and debug - Mixed Reality | Microsoft Learn to deploy the application to the PC via Visual Studio, and run the application via Windows Mixed Reality on the PC. This document may be useful to you - Unity development for VR - Mixed Reality | Microsoft Learn.
It turns out that to run the application, you simply double click the .exe file on your desktop...I wasn't able to run the .exe file due to a problem in my own PC. I swicthed to another PC and everything works fine.

Hololens Emulator: Unreal Engine app completely black, though Win64 works

I have taken the "default game" (tables and chairs) of Unreal Engine 4.26, and packaged it for the Hololens emulator using these instructions.
I can launch the latest Hololens emulator (10.0.19041.1136) and install the Unreal application, and an icon shows up for it in the apps panel. But when I launch the app, the entire screen is black. When packaging the application for Windows (64 bit), the application works just fine.
What could be the issue? Older versions of Unreal Engine work fine, in particular I have verified that Unreal Engine version 4.25 works with the emulator.
Other perhaps relevant info: Intel Core i7-5960X, Windows 10 version 1909 build 18363.1440, NVIDIA GeForce RTX 2080 Ti, Version 456.71.
I have also used the Unreal 4.26-chaos engine, completely fresh. I choose a blank project from the Games category, C++, Scalable 2D or 3D, raytracing disabled, mobile/tablet with starter content. Then add the Microsoft Windows Mixed reality plugin and the Hololens plugin. In settings I get a signing certificate and define a project name, using Windows SDK version 10.0.18362. Again, no joy. The same thing, just as a Blueprint, not a C++ project, also does not work.
Also checked Hololens emulator version 10.0.19041.1117. No joy.
We followed all the steps exactly per docs including the “run in VR mode setting” in packaging and reproduced this issue today.
So, we are going to recommend to you to file a defect over with UE 4.26 via Unreal Engine Support | Get Help and Customer Service for UE - Unreal Engine. Besides, you can also open a support case via http://aka.ms/hololenssupport for free to discuss further too on anything we can offer for HoloLens 2 emulator/device:
The issue in the Epic's article. You should enable the "start in VR" option in Project > Description > Settings as from
https://learn.microsoft.com/en-gb/windows/mixed-reality/develop/unreal/tutorials/unreal-uxt-ch6
It was added in 4.26.
And we don't support Unreal 4.26-chaos yet. Please take simple 4.26.

Develop hololens in unity with macbook

I'm new with unity and hololens and I started to explore it.
I have a macbook (I don't know if it is a problem).
I downloaded Unity with all the components (Vuforia, IL2CPP etc.).
When I change project settings for the hololens development I have some problems.
In particular when I check the box "Virtual Reality Supported" I don't find in the list below the Hololens option.
Also if I click on "+" button. I see: Vuforia, Oculus, OpenVr but not Hololens!
Furthermore also in the field: "scripting backend" i found only "none" and "IL2CPP".
Now, as I already say, i have downloaded all the components during the installation process.
Which is the problem?
Because Hololens runs on UWP, you need Windows. This is because the windows development libraries do not run on mac (or any Unix).
Your only option is to use something like boot camp to install windows 10 on your Mac (fast and works very well), or run a VM (a lot slower, but can be convenient if you develop on the mac and only build in the VM).
Everything should work fine with the exception of the hololens emulator, which does not work on every MacBook hardware.
You have to download the correct tools for Hololens development, here is the link:
https://learn.microsoft.com/en-us/windows/mixed-reality/install-the-tools

Tango Unity Examples Not Building

I have been trying to build and run the tango unity example on my new tango device and it doesn't seem to be working. As soon as the app launched the app crashes on my device. It just says Unfortunetely, Unity Examples has stopped.
I also tried to run a simple app with Tango AR camera and got the same result.
I am running Unity 5.4.0f3 (64-bit) with Android Studio 2.1.2. I installed all the tools on the Surface Book (Windows 10) on 8/1/2016
As stated on the Tango developers group on G+, Tango SDK does not support Unity 5.4 yet, you need to download 5.3.
Hi Devs,
Unity released version 5.4 last week. As a result, Tango development is broken. The team is aware of the issue is currenlty working to address the issue this month. In the meantime, the only workaround is to stay on Unity 5.3.
Thank you for your patience everyone.
https://plus.google.com/+ProjectTango/posts/N9DEz2RKZSb

Unity3D error Fix [duplicate]

I want to use c++ dll on unity android application. To use native dll on a android device, I learn that I should use Unity 5. I download unity5 from here. My application requires vuforia. So I download vuforia package from here.
Unity 5 is 64 bit.
On unity editor, I delete MainCamera and add ARCamera. There is an error message on unity console. The message is below :
Failed to load 'Assets/Plugins/QCARWrapper.dll', expected 64 bit architecture (IMAGE_FILE_MACHINE_AMD64), but was IMAGE_FILE_MACHINE_I386.
Vuforia.WebCamAbstractBehaviour:CheckNativePluginSupport()
There is a solution for this problem on vuforia forum. But I don't find unity editor(32 bit)
To use Vuforia with Unity 64 bit, just move the QCARWrapper DLLs from /Plugins to /Plugins/x86. These are the DLLs:
QCARWrapper.exp
QCARWrapper.lib
QCARWrapper.dll
QCARWrapper.dll.signature
This should solve the problem!
Go to https://unity3d.com/get-unity/update Under there, you will see ADDITIONAL DOWNLOADS Under that you will see FOR WINDOWS. Click it and choose Unity Editor (32-bit).
EDIT:
I see lots of dowvotes. This was the ONLY solution when this question was asked. Unity 5 64bit just got released when this question WAS asked and this was the ONLY solution back then. This answer was changed to the current answer that was provided 5 months later when Vuforia released 64bit version of their plugin.
Vuforia 5.0 supports the 32bit version of the Unity Editor on Windows, and the 64bit version on Mac.
So, There are two possible solutions:
you just need to install and use the Unity 5 32bit Editor, on Windows.
OR
Create a new folder "x86" inside
Assets>>Plugins
inside your unity project structure
Then move the following files from "Plugins" to newely created "x86" folder.
QCARWrapper.lib
QCARWrapper.dll
QCARWrapper.dll.signature
QCARWrapper.exp
After that check log message, If you see the log like:
Setting platform to 'Editor' for plugin: Assets/Plugins/x86/VuforiaWrapper.dll
UnityEngine.Debug:Log(Object)
Vuforia.EditorClasses.ExtensionImport:UpdatePluginSettings() (at Assets/Vuforia/Editor/Scripts/ExtensionImport.cs:43)
UnityEditor.EditorApplication:Internal_CallUpdateFunctions()
Then , Congrats !! You are ready to Go!
I had the same problem /Failed to load 'Assets/Plugins/QCARWrapper.dll'/ with vuforia plugin and latest version of Unity ( currently 5.1.2f 64bits ) and also couldn't get my laptop camera to work.
Everything is fixed with the 32 bit release of Unity, even if my os is 64 bits (Windows 7).
If you are using Unity 5.1, make sure to set the right Graphics API settings in the Player Settings for Android and iOS:
disable the "Automatic Graphics API" checkbox
in the Graphics APIs list, make sure that only OpenGL ES 2.0 is included:
Android: remove OpenGL ES 3.0
iOS: remove OpenGL ES 3.0 and METAL
Important :
1. In your Unity project:
Select the QCARWrapper.bundle in the Unity Project view (located under Assets > Plugins ), so that its settings are shown in the Unity Inspector
Change the settings of QCARWrapper.bundle in the Unity inspector from "Any Platform" to "Standalone + Editor".
Rebuild
​OR:
In the Xcode project generated by Unity:
Go to Build Phases > Copy Bundle Resources
Remove the QCARWrapper.bundle file from the list
Rebuild
My unity3d version is 5 and 64bit
,Os is Windows7 64 bit.
my Problems solved .
Edit :
Unity editor couldn't show laptop camera ,But Rebuild Project , camera work .
for example rebuild Android platform , and install .apk on device => application Ok .
Go to Name_Vuforia_Unity_Project\Assets\Plugins and you will find QCARWrapper.dll.
Delete it and try again (could be necessary to restart unity).
Unity 64 bit