By Aubreuil
on Tue, 10/13/2015 - 18:06
I've built the ARVR unity sample with a digital eyewear key.
I realise this sample is for video-see-through rather than optical-see-through,
the AR bit works fine, but when it transitions to VR I get a static picture,
there is no head tracking, the camera doesn't rotate with the gyro sensor data.
I built the same sample for the Nexus with Cardboard and it works fine (with a mobile licence key)
Will I need to explicitly handle the sensor data for the Reticle OS ?
ARVR Unity Sample with ODG R6
The AR-VR sample is primarily intended for integration with 3rd party VR frameworks, such as Carboard and/or GearVR (Oculus SDK).
For optical see-through use cases, a better starting point is the "Stereo Rendering" sample.
ARVR Unity Sample with ODG R6
I've tried taking the StereoRendering sample as a starting point.
I added a gaze button attached to the teapot, the button triggers a VR transition as per the ARVR sample.
ARVR Unity Sample with ODG R6
ARVR Unity Sample with ODG R6
One additional note:
ARVR Unity Sample with ODG R6
Right, that makes sense. So what I need is trackables in the VR scene.
Or somehow make sure the object being tracked in the AR carries on being tracked.
Which trackables are the cheapest performance wise ? I guess it's markers.
ARVR Unity Sample with ODG R6
Ok this is working now if I set it for specific_target and place the VR world origin same position as target origin, world scale needs to be large as well I've found.
Extended tracking works but keeps dropping out.
ARVR Unity Sample with ODG R6