Hi,
I'm having a white screen error and ı would really appreciate some help. I am using the vuforia engine, ı have a 2D "Start canvas" where the user writes their name, and then when they hit the "Start" button the AR camera is supposed to become active. The project works fine on PC but, when ı build the app for android the start canvas opens up, then I hit the start button and I get a white screen.
is it about the shaders ? or is there some setting that I am missing I don't know :( I am using Xiaomi Pocco X3 Pro, but I also tried the app on Samsung Fan Edition note 7. same results
and ı don't have errors on the console
Unity 2019.4.17f1 LTS
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Vuforia White screen error
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Problem with Vuforia Model Target and ARCore fail build
I want to create AR using vuforia model target and.But when i try to build on my android i got 4 bug. I will paste down below.
ARMv7 is not compatible with the ARCore version included when using the "Include ARCore Library" option in the VuforiaConfiguration. To use an older version of ARCore which supports ARMv7, please include ARCore manually in your project instead.
UnityEngine.Debug:LogError (object)
Vuforia.EditorClasses.PlayerSettingsValidationResultExtensions:Log (System.Action`1,string)
Vuforia.EditorClasses.PlayerSettingsValidationResultExtensions:Error (string)
Vuforia.EditorClasses.PlayerSettingsValidationResultExtensions:LogHighSeverity (Vuforia.EditorClasses.PlayerSettingsValidationResult)
PlayerSettingsValidationTask:Execute ()
BuildObserver/<>c:b__3_0 (Vuforia.EditorClasses.VuforiaLifeCycleTask)
System.Collections.Generic.List`1:ForEach (System.Action`1)
BuildObserver:OnPreprocessBuild (UnityEditor.Build.Reporting.BuildReport)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
_______________________________________________________________________
Error building Player: ARMv7 is not compatible with the ARCore version included when using the "Include ARCore Library" option in the VuforiaConfiguration. To use an older version of ARCore which supports ARMv7, please include ARCore manually in your project instead.
_________________________________________________________________________
Build completed with a result of 'Failed' in 0 seconds (143 ms)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
_________________________________________________________________________
UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002ca] in :0
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in :0
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
___________________________________________________________________________
Anyone know how to fix this?
,Hi I want to do AR project using vuforia. n I creating Model Target. But when I try to build on my android I got error, 4 error. N not sure what the issue?
ARMv7 is not compatible with the ARCore version included when using the "Include ARCore Library" option in the VuforiaConfiguration. To use an older version of ARCore which supports ARMv7, please include ARCore manually in your project instead.
UnityEngine.Debug:LogError (object)
Vuforia.EditorClasses.PlayerSettingsValidationResultExtensions:Log (System.Action`1,string)
Vuforia.EditorClasses.PlayerSettingsValidationResultExtensions:Error (string)
Vuforia.EditorClasses.PlayerSettingsValidationResultExtensions:LogHighSeverity (Vuforia.EditorClasses.PlayerSettingsValidationResult)
PlayerSettingsValidationTask:Execute ()
BuildObserver/<>c:b__3_0 (Vuforia.EditorClasses.VuforiaLifeCycleTask)
System.Collections.Generic.List`1:ForEach (System.Action`1)
BuildObserver:OnPreprocessBuild (UnityEditor.Build.Reporting.BuildReport)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
Error building Player: ARMv7 is not compatible with the ARCore version included when using the "Include ARCore Library" option in the VuforiaConfiguration. To use an older version of ARCore which supports ARMv7, please include ARCore manually in your project instead.
Can anyone help me
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Vuforia AR: Access only two axis in transform,position
I am creating an Android AR app where a UI element is following a 3D object. It works fine and my only problem is I want to make the position ignore the Y axis in the target objects position so it wont move forward and backward.
This is the code that I got from searching on Youtube tutorials ---------- public class WorldSpaceButton : MonoBehaviour { [SerializeField] private Transform targetTransform; private RectTransform rectTransform; private void Awake() { rectTransform = GetComponent();
}
void Update()
{
var screenPoint = Camera.main.WorldToScreenPoint(targetTransform.position);
rectTransform.position = screenPoint;
}
----------
And here is where the slider is going forward/backward when moving the camera close/far to the image target.
![alt text][1]
![alt text][2]
Hope someone can help me in this problem. I'm stuck because I don't know what to do next. Thanks! [1]: /storage/temp/189462-vlcsnap-2021-12-03-02h33m41s956.png [2]: /storage/temp/189463-vlcsnap-2021-12-03-02h33m58s185.png
This is the code that I got from searching on Youtube tutorials ---------- public class WorldSpaceButton : MonoBehaviour { [SerializeField] private Transform targetTransform; private RectTransform rectTransform; private void Awake() { rectTransform = GetComponent
![alt text][1]
![alt text][2]
Hope someone can help me in this problem. I'm stuck because I don't know what to do next. Thanks! [1]: /storage/temp/189462-vlcsnap-2021-12-03-02h33m41s956.png [2]: /storage/temp/189463-vlcsnap-2021-12-03-02h33m58s185.png
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How to use Unity Events and Unity Actions [Subs&UnSubs]
My main problem is when Vuforia events triggered like image targeting lost everthing works correctly inputs disconnected but when I re-found image target with camera and use jump button its triggering twice.
How should I use UnityActions, UnityEvents correctly for these kind of situations ?
**Vuforia Observer Handler**
public class DefaultObserverEventHandler : MonoBehaviour
{
public UnityEvent OnTargetFound;
public UnityEvent OnTargetLost;
protected virtual void OnTrackingFound()
{
OnTargetFound?.Invoke();
}
protected virtual void OnTrackingLost()
{
OnTargetLost?.Invoke();
}
}
**AR MANAGER**
public class ARManager : MonoBehaviour
{
public UnityAction _onFound;
public UnityAction _onLost;
private void Awake()
{
_onFound += GameManager.Instance._inputManager.ConnectInputs;
_onLost += GameManager.Instance._inputManager.DisconnectInputs;
_observerEventHandler.OnTargetFound.AddListener(_onFound);
_observerEventHandler.OnTargetLost.AddListener(_onLost);
}
}
**Input Manager**
public class InputManager : MonoBehaviour
{
public UnityAction OnJumpPressedAction;
public void ConnectInputs()
{
OnJumpPressedAction +=
GameObject.FindGameObjectWithTag("Player").GetComponent().OnJump;
GameManager.Instance._guiManager._jumpButton.onClick.AddListener(OnJumpPressedAction);
}
public void DisconnectInputs()
{
OnJumpPressedAction -=
GameObject.FindGameObjectWithTag("Player").GetComponent().OnJump;
GameManager.Instance._guiManager._jumpButton.onClick.RemoveListener(OnJumpPressedAction);
}
}
Thanks !
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Vuforia Follow Character In World
What I want to do is that when the Image Target is found by vuforia, a certain part of the map will appear, for example the width of the ImageTarget.
But when the character moves, I'm trying to keep the Image target and the character in the same place, only the big invisible world slides underneath.
I mean, when the phone is always looking at the same place, when we move with the joystick, I want to move the character around the world as if it were moving around the world, what kind of way should I follow for this?
If u can't understand just think about like side scrolling to AR world scrolling :D
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Hiding Objects Behind Your Hand Vuforia
Hi!
I was working on a 3D puzzle game where I want to add some realism to my rendering. The question is if I move my hand onto the objects which are standing on my Image Target, I want them to be partially rendered or hidden if my hand is completely covering them. I got the idea of depth masking and Depth Mask Shader. However, how will implement this behavior with my hand? Imagine that this cube is a hand and as it is shown the objects on behind are partially rendered.
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Create a basic flying game in Unity and Vuforia,Create a basic flying game with Unity and Vuforia
I am a total noob when it comes to Unity and Vuforia and don't have any idea where to start. I created a poster in Blender which I now want to bring to the real world with Unity. The poster features a 3d model of an airplane that I want to use to create a super basic flying game that you can play in your living room when you scan the poster. It should just feature up/down and left/right controls.
----------
It would work like this:
1. You scan the poster with your phone
2. The 3d model of the airplane, a joystick and a hoop (finish line) appear on your screen/in the room
3. You are able to control the airplane with the joystick and have to fly it through the hoop
4. A video appears and plays after you went through the hoop
----------
Would this be even possible to do? And which ressources could I look into to realize this project? How long will something like this take for an absolute beginner? (I am under a bit of pressure because it is part of an uni project which is due in a few days)
----------
Any help would be greatly aprecciated! Thank you so much in advance!
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how can i use front camera in latest version of 2020.2.7f1 with vuforia.
i want to use front camera in latest version of unity.2020.2.7f1. i know front camera is depricated in latest vuforia version..there is another way to use the front camera
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Offset problem when tracking object with external camera and use this data on Hololens (using Vuforia)
Hi All,
I have a problem with the tracking data (recorded with an external camera) which I use on the Hololens 2 to display an object.
I am currently working on an AR Unity project with Vuforia. I have one Unity project on the PC with an external camera and one project on the Hololens 2. I track an object with an Objecttarget with the external camera and I send this tracking coordinates to the Hololens to visualize the object there. For the registration of the data I have an additional multitarget, this is tracked by the external camera and the Hololens. Tracking on the PC works well, but when displaying the object with the tracking data from the PC on the Hololens, I get an offset. This varies depending on where the object target is located. There is an ideal point where the object is perfectly placed. If you get closer to the camera from this point, the offset towards the camera becomes larger and larger. If you move further away from the camera, the offset away from the camera becomes larger and larger.
I use Vuforia 10.2.5 and Unity 2020.3.16.. The external camera is the Logitech BRIO (4K Pro Webcam).
Does anyone have an idea how I can solve the problem?
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Vuforia 10.4.4 doesnt appear to be importing
Hi All.
I just got a new laptop and installed Unity Hub 3.0.1 and Editor 2020.3.28f1. I had projects from 2020.3.27f1 that used Vuforia and worked well. I updated project but received errors that Vuforia namespace doesnt exist in a few scripting files. I'm not sure of how Unity stores a package so this made sense this laptop never had Vuforia package imported which probably registers even though it was imported to existing project and folders are still there.
So I went into package manager and sure enough Vuforia is not listed as being in this project? Clicked on My Assets and downloaded Vuforia 10.4.4 to import. This informs me to install/update which in turn brings up Import Unity Package window with a long list of folders and files of which only 1 file is checked under project settings. I tried to click a few files I recognize and folders, however I quickly get a checkmark but then it disappears. I click import and it runs for a few seconds and is done but I get no feedback that it did anything and going back to packages in project Vuforia is not listed. I tired it again and clicked the All button and import and same thing a few seconds but nothing reported.
Any ideas why this is happening and why I cannot click on files to import as I am assuming that nothing being selected is the issue.
TIA!
Rick...
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Activating Image Targets at Runtime in Vuforia
I have unity 2020.3.15 LTS, vuforia latest version imported. I have added license key. I have added an AR camera and deleted main camera. We are working on unity. There is a problem that image target does not work on flutter ios to export flutter from unity. How to solve this problem?
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Area Target and Hololens 02
Good morning all,
I am creating a test for area targets in unity with vuforia 1.5 and Holense.02. But when I tried to Build my project here is the error:
UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002ca] in <97ba64834c8f4edc84e3d8e30b04f122>:0
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <97ba64834c8f4edc84e3d8e30b04f122>:0
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
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Build Failure Error: Unity-AndroidSDK-Vuforia
Hello,
I keep getting this Build Failure error and I'm a total beginner at Unity, Android, and Augmented Reality. I'd really appreciate it if someone could please guide me to resolve this Build Failure error.
What should I do to fix this, please?
Best,
Dev
[1]: /storage/temp/196959-errorunity-min.jpg
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Multiple object placement (Vuforia Ground Plane)
Hi,
I've searched everywhere and haven't found the solution. I also asked on the Vuforia forum but no one answered. I have two questions:
Is there a way to place in Unity several different objects on Vuforia's groun plane, not at the same time, and that they all remain visible?
Can it be done without buttons to select the various objects? That is, each time you tap on the screen, one of the objects in the list is automatically placed (tap1 = object1, tap2 = object2, tap3 = object3, etc.).
Thank you so much.,Hi,
I've searched everywhere and haven't found the solution. I alsa asked on the Vuforia forum but no one answered. I have two questions:
Is there a way to place in Unity several different objects on Vuforia's groun plane, not at the same time, and that they all remain visible?
Can it be done without buttons to select the various objects? That is, each time you tap on the screen, one of the objects in the list is automatically placed (tap1 = object1, tap2 = object2, tap3 = object3, etc.).
Thank you so much.
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Recognize position of the object
I am looking for an option to detect position object as soon as it stands in the right place - on a table, for example.
I am using Vuforia engine here to recognize particular object but apart of doing object recognition, I would also like to do some position recognition on this object. This is what I have so far:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Vuforia;
using UnityEngine.UI;
public class TargetVector : MonoBehaviour
{
// public TrackableBehaviour.Status newStatus;
public TrackableBehaviour mTrackableBehaviour;
public Text positionTextX;
void Update()
{
OnTrackableStateChanged();
}
public void OnTrackableStateChanged()
{
Vector3 targetPosition = mTrackableBehaviour.transform.position /*- Camera.main.transform.position*/;
if (mTrackableBehaviour.CurrentStatus == TrackableBehaviour.Status.DETECTED ||
mTrackableBehaviour.CurrentStatus == TrackableBehaviour.Status.TRACKED)
{
positionTextX.gameObject.SetActive(true);
positionTextX.text = "X: " + targetPosition.x.ToString() + " Y: " + targetPosition.y.ToString() + " Z: " + targetPosition.z.ToString();
}
else
{
positionTextX.gameObject.SetActive(false);
}
}
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My unity project closes when clicking play
Obtained 2 stack frames
RtlLookupFunctionEntry returned NULL function. Aborting stack walk.
one time this error popped up. any idea how to fix?
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Why the camera is not opening in my Android Device?
After doing everything and finally building the apk and installing it in my Android Device.
At first, it shows Made with Unity and also asks for Camera Permission. But then it is showing just this. It's not opening the camera even though it asked for camera permission.
I tried multiple times but the result is the same.
It just shows the basic scene from Unity and nothing else.
This is what it is showing:
https://drive.google.com/file/d/15BS_iyqyWjpPmmW9HQA8SK8k_bb29ict/view?usp=drivesdk
I would be thankful if you can help me out with this.
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Android and Vuforia Don't Work Correctly (Microphone)
Hello,
I'm new in game development, excuse my mistakes. I'm developing an android app that uses speech recognition. It works correctly without vuforia. But when I improved my app and added AR Camera and stuff, the application still works but the microphone doesn't. How can I fix that?
Thanks,
Gökçe,Hello everyone,
I'm new in game development, excuse my mistakes. I'm developing an android app that uses speech recognition. It works correctly without vuforia. But when I improved my app and added AR Camera and stuff, the application still works but the microphone doesn't. How can I fix that?
Thanks,
Gökçe
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Importing Packages,Importing Packegs
Hi, when I import SDK Vuforia's Packages (version 10.8), this erros appear:
[1]: /storage/temp/198104-erros.png
I'm tired of searching and I don't know why.
Can anyone help me?
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several 3d objects to the same trigger, augmented reality vuforia,Is it possible, with a single augmented reality trigger, to assign several 3d elements?
that is, create a trigger image and program a 3d object, export the APK and then, assign another 3d object to that same marker, export the APK, so on
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