How can we detect across movement of an iPhone while taking panorama image?
NOTE: I am developing a custom panorama app and need to detect this movement to take panorama image.
Please let me know.
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I am creating an AR app for our business before I was just using standard image targets in Unity/Vuforia however for tracking stability I have switched to using Ground Planes.
Within the App, it is looking for an image target and then playing a video. However, using the Ground PLane I need the video to stop when it is not in view and then restart when it is.
Can you help?
Thanks.
I am playing video over image target using vuforia plugin in unity3d. It is simple green screen video. I am using shader to remove it.
Sometimes when video played over image target it becomes too shaky and jittery and thus reducing the AR experience. How can I avoid or reduce it.
I tried multiple ways to get rid of it but no success. Here is what I tried:
Previously I was embedding the video in a Plane then I used Quad
but no success.
I tried to change AR camera (World Center Mode) to different
values like FIRST_TARGET,CAMERA and SPECIFIC_TARGET but still same problem.
Also my vuforia target image has 5 rating in vuforia database.
What could be the solution to this problem. Any help would be highly appreciated. Thanks!
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.
We are working on a game using Unity 3D. And now we have a problem with Apple TV build: most of the TV's on which we tested the game use some kind of zoomed screen mode by default. And in our game the edges of the screen are important.
Is there a way to make a TV screen fit the image by default?
You can use Screen.safeArea and position your game edges inside.
And if still necessary build a view where the user can adjust your game edges to his screen edges.
I am trying to develop an Augmented Reality iPhone application in which I will place a 3D object in front of a live camera feed.
I need to zoom in and zoom out the object as the user moves backward/forward, and rotate the 3D model as the user walks around.
Is there a way to do this on the iPhone ?
The open source VRToolkit application by Benjamin Loulier does just this. It overlays a 3-D model onscreen in response to coded tags, rotating and scaling them in response to movement of this tag in the area viewed by the iPhone camera.
It leverages the ARToolkitPlus library to do the marker identification and processing.
However, be aware that this library is GPL-licensed, so you will need to release the source code of any application you build on this under the GPL.