Unity 3D with Vuforia AR: Adding a Gameobject to ARCamera View - unity3d

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

Related

Main Camera is resetting its position in unity

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?

FPS is fixed at a single position only

I am making a VR Game in Unity. But the problem is, after generating the apk and installing it in my phone, when I look through the cardboard my first person character is fixed at a single position only.
When I look at different directions, the fps arm remains at the same position, it doesn't rotate according to the direction I am facing.
I am using Unity Cardboard asset and I am working on Unity 5.
I've had a similar problem before, make sure that your model is a child of the Head Component, that way your model will be fixed to the head as it rotates.
EDIT
From the image you supplied in your question, you have the Unity Standard Asset FPS controller. This moves by mouse movement, which of course you cannot do on a phone. Because your arms are a child of the FPS Controller, they will only move if the mouse moves. Therefore you need to make your Arms a child of the Head component, like so:

vuforia unity reticle as a pointer

In my vuforia unity project I have copied reticle from AR-VR sample and attached with AR camera as in my project. it works perfectly and serve as a reticle. I wanted to write pointer enter event when the reticle crosses 3d object which is produced upon image detection. I have attached physics ray cast with camera.
The reticle is not working as a pointer.
is there anything I missed?

SmoothFollow camera in VR

In a test scene with a locomotion character, when I attach a SmoothFollow script to the character, it works as it should, but when I use Oculus Rift to view the scene in VR, it no longer follows the character as it walks...
I am aware that the camera transform is over-ridden with the head-tracked pose, and that if I want to move the camera, I must attach it as a child to another game object and then move the root game object, but doing so still would not let me follow the character in VR.
Am I missing something, or is it not possible to have this in Oculus Rift where you can just make the character walk and you automatically follow it?
It sounds like you are close. Did you attach the SmoothFollow script to the new GameObject (parent of the camera) rather than the camera itself?
Also, you may want to comment out the part of SmoothFollow where it sets the rotation of the camera - this can be very disorienting in VR.

sync position of Unity camera to physical position of tango

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.