I'd like to have a my camera in the unity scene start where the Tango is positioned in a room. I have an ADF set up and it's loading correctly. The problem is the camera and pose controller are always starting at 0,0,0 in Unity.
If the tango is activated in the left side of the room I'd like the Pose in Unity to start at that left side of the scene, with respect to the ADF file.
You can set the object positions to the position of tango using using a script on the camera and placing the logic in the Start() function.
Related
I'm creating a target lock on camera using Cinemachine similar to Dark Souls.
When the character gets too close to the target, the camera keeps rotating till it's looking at the floor and ignores the bounds of the frame.
Also if anyone knows if theres a way to clamp the rotation of the Cinemachine camera while aiming at a transform that is offscreen?
Youtube - Unity 3d Cinemachine Target Lock Test
Cinemachine Inspector Settings
I'm new to 3D game development and I'm trying to make a 3D game in Unity v2019.4.39f1.
I'm facing a problem with the main camera's position.
I made the main camera to be a child of a game object so that it follows it. This is the hierarchy of the main camera.
Main Camera Heirarchy
I initially set the position of the camera as shown in the figure.
Transform before starting the game
But during the gameplay, the main camera's position is always reset to the one shown in the following figure.
Transform after starting the game
Can someone please help me fix this?
I am creating a project like AR Portal in the AR foundation.
there are two modes in this:
AR Mode
Joystick Mode
Everything is going well with AR Camera and in AR mode.
In joystick mode, I am unable to rotate the camera and I am stuck on that problem and didn't find any solution.
If I disabled the Tracked pose Driver of AR Camera, then it will work but if I enable the Tracked Pose Driver, then it will not work.
Is it possible to rotate the camera when Tracked Pose Driver is enabled?
I'm not sure what you're trying to do there. AR camera is usually a physical camera, changing its position and rotation by code would not make a lot of sense. If you are using the joystick for a different scene/ part of the scene, try using a regular Unity camera and write a simple controller to move it around.
I'm using a google cardboard camera (GVRMAIN) and it is placed in the center of my gameobject when i build it it goes up. It is now in different position from the game view in unity. Help me guys please
Maybe your scene gets scaled up or down on the device and the gameobject moves its position from to original position in the unity editor. So if the camera is attached to the center of this gameobject it also changes positions.
You should attach the camera to a gameobject thats always staying on the same position regardless of the current aspect ratio.
I am using Unity3D with extension of Vuforia. I am working on Cylindrical targets. When ARCamera detects the image and starts the augmentation, I want to show my GameObject (.fbx file, imported into the Meshes folder and created a Prefab out of it) on the screen.
I am working in Unity C#.
I attached a script to the GameObject and initialized it DefaultTrackableEventHandler Script. When I run it in Unity and the camera starts, I don't see my object in the Game View. Whereas in Screen View, I see that bottle (Prefab) rotating.
make sure the camera, or the focal point has your object in sight, when i tried vuforia, rotate your card slowly 360° to see if you can see the object, also your object could be far above what you expect, I would recommend very long expanded cubes in the 3 axis, to get the reference in the augmented world, then move from there