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ARVR Unity Sample with ODG R6

October 13, 2015 - 11:06am #1

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

October 15, 2015 - 12:08am #8

Does the Vuforia expose the device rotation already ( perhaps through your CameraRig class) that I can access rather than rewrite the wheel ?

No, Vuforia 5.0 does not expose an API that delivers the device rotation.

 

ARVR Unity Sample with ODG R6

October 14, 2015 - 1:19pm #7

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.

So am going to a handler for the gyro rotation -> cam matrix, instead

and switch off the Vuforia tracking  - 

Does the Vuforia expose the device rotation already ( perhaps through your CameraRig class) that I can access rather than rewrite the wheel ?

Thanks

 

 

 

ARVR Unity Sample with ODG R6

October 14, 2015 - 5:11am #6

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.

Extended tracking looks a bit over the top for my needs.

Thanks for the help

 

ARVR Unity Sample with ODG R6

October 14, 2015 - 4:16am #5

One additional note:

you can extend your ability of tracking your head rotation even when the target is not in view, by using Extended Tracking mode; this feature however still needs a target to initialize the tracking phase, and it also requires a feature-rich environment and good lighting conditions in order to work properly and reliably; when these conditions are not met, the accuracy of the tracking may degrade rapidly.

See more information here:

https://developer.vuforia.com/library/articles/Training/Extended-Tracking

 

ARVR Unity Sample with ODG R6

October 14, 2015 - 4:09am #4

Aubreuil :

When it transits to VR mode, camera stops moving.

Maybe Vuforia always needs to be tracking something, even in VR ?

 

Yes, Vuforia (up to current version 5.0) needs a "trackable" (eihter an Image Target, a MultiTarget, a marker, a Smart Terrain ....) in order to be able to update the head position and orientation with respect to the tracked target.

So, if your target goes out of the camera view, your (virtual) head will camera stop moving.  

This does not happen with Cardboard and GearVR (Oculus), because those SDKs provide the head tracking functionality, using some kind of inertial sensor measurements.  But if you don't integrate those SDKs, you loose the head tracking, and you need again to have a tracked target.

 

 

 

 

ARVR Unity Sample with ODG R6

October 14, 2015 - 4:00am #3


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.

When in AR mode with the floating teapot, head orientatrion is being handled as the teapot moves relative to head.

When it transits to VR mode, camera stops moving.

Maybe Vuforia always needs to be tracking something, even in VR ?

 

ARVR Unity Sample with ODG R6

October 14, 2015 - 12:51am #2

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.

 

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