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Application works fine in Unity, but not when installed on a digital eyewear device

September 18, 2015 - 4:31am #1

Hello!

I am using the Image Targets sample to test out the AR tracking on the Moverio BT-200. It works great in Unity, but once I install it on the Moverio the viewing screen where the teapot should be showing up is very small, and does not track properly. 

The teapot appears on the left of all my images, custom and from the original sample, and doesn't track the image properly. It sort of moves a bit around the image as I turn my head, but for the most part the real-world tracking seems to be working besides that.

 

I'm running Unity 32-bit on Windows 7, and building for Android using Ice Cream Sandwich API level 15. Resolution settings are set to Landscape Left.

So, how can I fix the tracking and the screen resolution? 

Thank you in advance!

-Ally

 

 

Application works fine in Unity, but not when installed on a dig

September 30, 2015 - 9:57am #9

About the raycast you can still raycast from the ARCamera. About trying to copy the contents from one eye to the other one, that would not be right since you would be having both eyes as right eyes or left eyes. Maybe you are trying to use mono using a non eyewear license key.

Application works fine in Unity, but not when installed on a dig

September 23, 2015 - 11:55pm #8

Hmm, okay. That'll work for now.

However, in the very near future, it will need to be viewed by other people. I'd prefer if both eyes had something in them. I would just activate the stereoscopic for that, but I'm working on a piece of code that does not work with stereoscopic. it's code that allows me to click on an object and move it around the scene where I want it. It uses a simple ray cast so it doesn't really work with stereoscopic.

Is there a way I can copy the right eye camera and use it as the left eye as well? So they both show exactly the same thing? I'm pretty new with all this, so sorry if that's a stupid question. Just trying out new things.

Application works fine in Unity, but not when installed on a dig

September 23, 2015 - 2:05pm #7

You need to be in stereo mode but you can disable the rendering for one of the eyes in Unity by disabling the undesired camera or in native by just processing in the renderFrame method the desired eye and skipping the other one so it would not render that one.

Application works fine in Unity, but not when installed on a dig

September 22, 2015 - 1:50am #6

Okay, I've tried all that.

The view area is the size it's supposed to be in the stereo example. Or that's what my friend who tested it for me said. And from what I can tell, it's not tiny anymore.

For your last bullet point: So mono is definitely not possible for eyewear? It must be stereo for it to work correctly? Why is that?

 

it's pretty important to me that I can use it for my AR/VR purposes in mono and not stereo. I cannot calibrate the glasses correctly with my blind eye, it messes with the calibration in the good eye in a way that makes me not be able to see hardly anything. Additionally, whenever something is "forced" into my bad eye, even in 3D movies, I get horrible migraines. There is not a way that I can use Vuforia and the smart glasses unless I can use mono view.

Unless there is a way that I can turn off the calibration for one of the eyes? Would it be possible to calibrate only the right eye and just have that or nothing show in the left eye?

If not, who can I write to to maybe make that possible?

 

 

Application works fine in Unity, but not when installed on a dig

September 21, 2015 - 10:51am #5

You may try the stereo rendering which would be correctly registered even without using both eyes.

  • Try using the default calibration and check if the augmentation is off.
  • Ask someone to calibrate it for you and check if it is better centered which should be using stereo rendering
  • If you want mono as in the non eyewear devices it will render the video background and the augmentation too but it won't be registered to your real world target

Please describe also how far from the center is the augmentation registered to your target. Use first our stereo sample without modifying anything, just add your license key.

Application works fine in Unity, but not when installed on a dig

September 21, 2015 - 8:13am #4

I think the problem is that somehow it's getting shrunk after installed on the Moverio. Maybe to about 20% or even less (i'm terrible at estimations). I'm pretty sure all the proportions are right on the teapot in comparison to the viewing area, just shrunk. Meaning, I'm not seeing the augmented teapot in the right size in relation to the tracked image, but much smaller along with the viewing area.

The Vuforia watermark is still in the bottom left corner though. What is happening? :(

Application works fine in Unity, but not when installed on a dig

September 21, 2015 - 2:57am #3

Hi, thanks for your reply.

 

I cannot try the stereo rendering sample, because I am legally blind in one of my eyes and it's too disturbing to look at to even see if it's working. 

I am indeed using the eyewear license key.

I see the augmentation when the target is detected, and it is behind the black background. No video background rendering stuff.

I tried to calibrate the glasses using the Calibration Assistant Tool, but since I am blind in one of my eyes it didn't really work for me.

 

Must I have it set up in stereo for it to work correctly on the Epson? I would think it should be fine without stereo, as I need for my eyes.

Application works fine in Unity, but not when installed on a dig

September 18, 2015 - 11:21am #2

Hi,

Did you try the stereo rendering sample?

Did you use an eyewear license key?

Do you see the video background rendering or just black background but the augmentation rendered when the target is detected?

Did you calibrated the Epson glasses using our Calibration Assistant Tool?

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