By foehns_419
on Tue, 07/03/2012 - 10:44
hi, i just want to ask if it is possible to use a unity regular camera with vuforia. It seems that I can see what a camera sees in the editor but on the device, everything just becomes gray. what i'm trying to achieve is have some 3d models be permanently in the scene whether or not the trackable was detected. Thanks!
Working with two cameras
hi foehns
Use of Vuforia within the Unity Editor (i.e. webcam) is not supported i.e. it has to be running on the device
HTH
N
Working with two cameras
The Background Texture Access sample demonstrates how to use a standard Unity camera alongside the ARCamera.
Can you post a screen shot of the rendering you're seeing? - are the models grey, or the screen?
Working with two cameras
thanks, DavidBeard and NalinS.
Working with two cameras
Hi! I have the same problem. As you can see in the image I have two cameras and in the editor everything works fine but on the ios device I can see only the model and a blu background.
Working with two cameras
not even the QCAR-BackgroundTextureAccess sample works on Ios! any guess to solve this problem?
Working with two cameras
not even the QCAR-BackgroundTextureAccess sample works on Ios! any guess to solve this problem?
Working with two cameras
Which Unity, XCode, and iOS versions are you using?
Are you seeing these issues w/ the samples, or your own scenes?
Working with two cameras
I cannot see the image you are referring to.
From experience the only times I got a blue blackground were when I did not include the scene within the iOS build..
N
Working with two cameras
The problem is with my scene AND the sample mentioned before :D I'm on xcode 4.4.1, ios 5.1 (Ipad2) and Unity 3.5b3 I got total blackscreen for the sample and I didn't change anything and a duplicated camera for my project. As you can see in the screenshot the ARCamera is rendered!
Working with two cameras
Hi sadap,
I am confused by your post and the zip file, so could you please start again and clearly describe what the problem is from the beginning, as it is not clear what you are trying to do.
Firstly does the sample run out-of-the-box?
Working with two cameras
What I'm trying to achieve is very simple. I have a normal camera that frame the scene, this camera is pointed on the character.
Working with two cameras
This is very interesting, so I make a quick test on Android.
1 Camera (full screen) + 1 ARCamera (one-quarter of screen) => Failed.. nothing on the screen. Unless you put GameObject not under ImageTarget.
Working with two cameras
[quote=shinichi88]
This is very interesting, so I make a quick test on Android.
1 Camera (full screen) + 1 ARCamera (one-quarter of screen) => Failed.. nothing on the screen. Unless you put GameObject not under ImageTarget.
Working with two cameras
That is interesting. Vuforia is going to render the video background (i.e. the camera image ) onto the entire device screen automatically. But I'll test the viewport adjustment you describe to determine its affect on tracking. Are you adjusting the normalized viewport rectangle?
Working with two cameras
You don't need my project, inside there is just vuforia, a 3d model, some cube and two cameras (normal & AR). And yes I'm using rectangle viewport to resize the camera. . .
Working with two cameras
any news?
Working with two cameras
I've had a chance to test this, and it's not evident that the tracking window is being affected, though you can restrict the area in which the augmentation will be rendered by this method.