Log in or register to post comments

Gear VR S6 Unity 5.1.1 cant get passthrough working

July 23, 2015 - 6:47am #1

hey man,
i just got my gear vr and my s6, im running unity 5.1.1 (32 bit)
and trying to get anyhing onto the device from unity.

either everything comes out grey or despite my best efforts it says my vuforia key is not valid.

i dont suppose anyone has a basic project working with AR passthrough working in unity with vuforia for eyewear i could look at,

please explain how, after i create a new scene...
1) import vuforia assets (which version)
2) set up the AR camera for Gear VR
3) if i need to how and which version of the oculus SDK i need to install...
4) basically a concise complete set of instruction how to get the AR VR pass through working.


im not a coder, and im going insane.
please emial me warren at untitledproject dot sg

or if you could shed some light on this situation please do...

heeeeeeeeeeeeeeeeeeeeeeeelp#!


 

Gear VR S6 Unity 5.1.1 cant get passthrough working

October 19, 2015 - 11:09am #42

Downloaded and installed the 32 bits version of Unity and it worked! Thanks!

Gear VR S6 Unity 5.1.1 cant get passthrough working

October 19, 2015 - 11:00am #41

I thought the warning was the problem because I also get this error: "An error occurred while trying to enable Vuforia Play mode". So I still can't access the camera on Play Mode. By the way, I'm using Unity 5.1.3p1 (64 bits) on a Windows 10. 
.

Gear VR S6 Unity 5.1.1 cant get passthrough working

October 19, 2015 - 10:54am #40

The message Webcam profile not found! Unfortunately there is no profile for your webcam model

is a warning, but it should not prevent Play Mode from working correctly; it simply means that Vuforia did not find an exact match for your camera model in the webcam profile xml, and so it will use a default profile.

as an example, I get the same warning on my mac book air, but the camera then works fine when I run Play Mode.

 

Nevertheless, you can still try and add a device to the webcam profile file; note however that you need to close and restart Unity for the changes to take effect.

 

Gear VR S6 Unity 5.1.1 cant get passthrough working

October 19, 2015 - 10:18am #39

I think the problem is with my WebCam. I got this warning on the ARCamera: "Webcam profile not found! Unfortunately there is no profile for your webcam model: 'Logitech HD Webcam C310'. I also tried to add it by myself on the Vuforia\Editor\WebcamProfiles\profiles.xml but it didn't work. Do you know how to set a camera profile and is this model Logitech C310 compatible?

Thanks! 

Gear VR S6 Unity 5.1.1 cant get passthrough working

October 13, 2015 - 12:42am #38

@osarda,

 

You mention:

 I am also using the Oculus Utilities for Unity 5 V0.1.2.0-beta which is the latest on their site.

 

As stated in the Vuforia developer guide :

https://developer.vuforia.com/library/articles/Solution/Integrating-Oculus-for-GearVR-with-the-ARVR-sample

you need to use Oculus SDK 0.5.0 or 0.6.0.1 (Unity Integration pakage),as those are the officially supported versions with Vuforia.

 

If you follow the integration instructions exactly as they are stated, you'll get it working on your GS6.

 

 

 

 

Gear VR S6 Unity 5.1.1 cant get passthrough working

October 12, 2015 - 7:19pm #37

Has this issue been resolved? I am having the same problem and it's now almost mid October. 

My only gripe is that the instructions/guidelines seem to be for PCs and not Macs. I am running Unity 5.2.1 on Yosemite. Is that my problem? 

The AR/VR demo works on my webcam perfectly in Unity Play mode but I get only two circles on L & R eyes and a black BG in the Gear VR. I am using an GS6. 

The only thing I can think of is that the instructions say that the OVRcameraRig has a 'camera' component for Left & Right Eye anchors. The prefab I dragged in from OVR does not add those automatically. I had to add the components separately and Unity asked to update the camera components which led them to being turned off. I was able to drag them to the AR camera as shown in the instructions but I am afraid they are useless. Anyone else have that problem?

To be clear - I am using vuforia_unity_5-0-5 package along with the arvr-5-0-5 package from Vuforia Samples. I am also using the Oculus Utilities for Unity 5 V0.1.2.0-beta which is the latest on their site.

I would appreciate any pointers you guys may have or a zipped Unity/vuforia 5 gearvr project. Can't figure this out. Grrrrrr.

Cheers,

Olivier.

 

 

 

Gear VR S6 Unity 5.1.1 cant get passthrough working

October 9, 2015 - 1:53pm #36

@alcampelo:

Yeah, it's running perfect on the actual device.

Great .

 

I can't make it work in the play mode on Unity though. I'm getting the SetHeadsetPresent Error.

I've just tried executing the steps one by one, nothing more and nothing less than what described in the document, with Unity 5.1.4 and Oculus 0.6.0.1, and it works just fine in Play Mode (although you'll see a single monoscoic view, cause the stereo view is only available on the device);

make sure the viewer is set to "GearVR" in the ARCamera.

 

Gear VR S6 Unity 5.1.1 cant get passthrough working

October 7, 2015 - 6:49am #35

I can get the demo of this to work, but when I try and do it myself it doesnt work.

It says Initialization error Failed to initilize vuforia with a black screen.

Ive tried everything and still nothing. 

Gear VR S6 Unity 5.1.1 cant get passthrough working

October 6, 2015 - 9:49am #34

Yeah, it's running perfect on the actual device. I can't make it work in the play mode on Unity though. I'm getting the SetHeadsetPresent Error.

Gear VR S6 Unity 5.1.1 cant get passthrough working

October 6, 2015 - 6:25am #33

A few additional notes about building in Unity 5:

  • Oculus issues with Unity 5.0 and later:
    • Make sure desktop plugins don't collide:
      • For this, select the “OculusPlugin.dll” and “OculusInitPlugin.dll” in the Plugins/x86 and x86_64 folders, uncheck “Any platform” and select “Editor” and “Standalone
      • Unity 5.1 and 5.2 only:
        • if you are using OVR SDK 0.6.0.1, in Assets/OVR/Editor/OVRShimLoader.cs, change Line 52 to:
#if (UNITY_5_0 || UNITY_5_1 || UNITY_5_2)

 

It seems these instructions have disappeared from the article here:

https://developer.vuforia.com/library/articles/Solution/Integrating-Oculus-for-GearVR-with-the-ARVR-sample

Gear VR S6 Unity 5.1.1 cant get passthrough working

October 6, 2015 - 2:55am #32

 forgot to add the license key, so now it's accessing the camera when I build

That's good progress ;-)

 

Have you tried builidng and running on the actual device ? If you have set the correct key and have followed all the other steps

Gear VR S6 Unity 5.1.1 cant get passthrough working

October 5, 2015 - 10:53am #31

I forgot to add the license key, so now it's accessing the camera when I build. But when I try to access it in the Play Mode, I'm still getting the error: "Error attempting to SetHeadsetPresent". I also installed the oculus runtime, do you know what could be the problem?

Thanks for your time! 

Gear VR S6 Unity 5.1.1 cant get passthrough working

October 3, 2015 - 4:14am #30

1. Have you set your license key in the ARCamera ?

2. Check that you don't have 2 AndroidManifest.xml files (under Plugins/Android); if so, you probably need to remove one and rename AndroidManifset_1.xml to AndroidManifest.xml and re-apply the Vuforia Android Permissions on that.

3. Last: check the Unity 5 -specific instructions in the article 

Gear VR S6 Unity 5.1.1 cant get passthrough working

October 2, 2015 - 3:19pm #29

Hi,

I followed every step in the guide and it's not working. I'm using Unity 5.1.3p1 and Oculus Mobile SDK 0.6.0.1. When I click on Play I got the error "Error attempting to SetHeadsetPresent".  And when I try to build I just see a black screen with something written on it at the top (I couldn't read everything but is something like "(..) logging into your accout at developer.vuforia.com (..)". Am I missing something?

 

Thanks!

Gear VR S6 Unity 5.1.1 cant get passthrough working

October 1, 2015 - 9:18am #28

untitledSG wrote:

I got it all working now, works great, I hope with future iterations, and iterations of hardware, namely the note 5, the slight lag and frame rate will bump up, but this is awesome for now. once again, excellent work guys. inspirational.

one last  thing..... i just bought the Samsung Gamepad EI-GP20

I want to be able to navigate around the  VR world, but the right thu8mbstick does not additively rotate the camera, so the left stick moves forward left right, but its really awkward and locked in one direction unless i physically turn my head..

please advise.

 

can you share your scene with me at jacobijm@alfredstate.edu?.... I cannot get mine to work properly with the gear vr... I'd like to see where i went wrong with my set-up,

Thank You

Gear VR S6 Unity 5.1.1 cant get passthrough working

October 1, 2015 - 9:16am #27

can you share your scene with me at

.... I cannot get mine to work properly with the gear vr... I'd like to see where i went wrong with my set-up,

Thank You

Gear VR S6 Unity 5.1.1 cant get passthrough working

September 29, 2015 - 11:55pm #26

Check the step-by-step guide here (and use the recommended Oculus SDK version):

Note: it is perfectly possible to integrate with Unity 5.1 or 5.2, just check the additional Unity 5-related instructions in the article above.

Gear VR S6 Unity 5.1.1 cant get passthrough working

September 29, 2015 - 12:52pm #25

Hi,

We have problems with:

Samsung GearVR S6

Unity 5.2.1p1 (32 bit)

Message about Insert device in GearVR we have only if we checked Project Settings/Virtual Reality Support

Insert device in glasses and target is drawn, but tracking does not work properly - target flies up.

If we select Enable stereo camera - application work with double split screen. And message about insert in Glass not displayed.

After insert in glass we go in GearVR Home market page.

Can I make it work with Unity 5.1 + ?

Also if I install oculus integration https://developer.oculus.com/downloads/game-engines/0.1.0-beta/Oculus_Utilities_for_Unity_5/

and try binding alternate camera - in prefab OVR Camera Rig only one camera: CenterEyeAnchor.

In all support instruction it is not described.

What integration needed to run Vuforia in Unity 5.1+  and Gear VR Samsung S6?

Thx,

Anton

 

Gear VR S6 Unity 5.1.1 cant get passthrough working

August 5, 2015 - 3:05am #24

just sent u wetransfer to the updated project. definately a bug....

Gear VR S6 Unity 5.1.1 cant get passthrough working

August 5, 2015 - 1:27am #23

basically when i swap the OVRCameraRig in the AR/VR unity demo out for the OVEPlayerControl, and of course link up the bind to alt cam stuff etc.... it falls apart.

I no longer get the augmentation, everything is jumpijng about, the switch to VR button doesnt work.... the whole thing dies.

please advise. thanks

Gear VR S6 Unity 5.1.1 cant get passthrough working

August 5, 2015 - 12:59am #22

I got it all working now, works great, I hope with future iterations, and iterations of hardware, namely the note 5, the slight lag and frame rate will bump up, but this is awesome for now. once again, excellent work guys. inspirational.

one last  thing..... i just bought the Samsung Gamepad EI-GP20

I want to be able to navigate around the  VR world, but the right thu8mbstick does not additively rotate the camera, so the left stick moves forward left right, but its really awkward and locked in one direction unless i physically turn my head..

please advise.

Gear VR S6 Unity 5.1.1 cant get passthrough working

July 31, 2015 - 6:30am #21

Just thought I'd follow up.   I haven't tested it in Gear VR yet, but with Google Cardboard I was able to to get Vuforia 5 to work following the Cardboard 0.5 integration instructions (which included downgrading to Unity 4.6.7).   Image Target tracking is working beautifully on Cardboard even without any calibration.    Thank you Qualcomm!!!

Not that I have it working on Cardboard I will try again with Gear VR next.

 

 

Gear VR S6 Unity 5.1.1 cant get passthrough working

July 31, 2015 - 5:18am #20

After looking at your AndroidManifest.xml, it seems this is the one from Vuforia and not from Oculus SDK.

Likely, you have imported GearVR before importing Vuforia, which means that Unity has overridden the AndroidManifest of GearVR with the one of Vuforia during the import.

Our guide explicitely mentions that you need to import first Vuforia and then the Oculus package (see my previous post about executing all the steps "verbatim")

You can fix this by re-importing the Oculus AndroidManifest from the Oculus package once again, then re-adding the permissions below:

 <uses-feature android:name="android.hardware.camera" />

<uses-permission android:name="android.permission.CAMERA" />
<uses-permission android:name="android.permission.ACCESS_NETWORK_STATE"/>
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />

 

Gear VR S6 Unity 5.1.1 cant get passthrough working

July 31, 2015 - 2:48am #19

Gear VR S6 Unity 5.1.1 cant get passthrough working

July 31, 2015 - 2:35am #18

Will take a look at your setup..

what is your GS6 Android version ? (even better, could you post a screenshot of your Device Settings > About Phone )?

 

 

Gear VR S6 Unity 5.1.1 cant get passthrough working

July 31, 2015 - 2:26am #17

i just sent u a wetransfer link should you be so kind to see what is wrong with my setup or if indeed it is a bug.

also... when i pplug into the gearVR it shuts the app and goes to gear vr,...

 

i expected the usual message 'please connect to the headset'... when i run the app.

bit of an issue.

 

thanks again

Gear VR S6 Unity 5.1.1 cant get passthrough working

July 31, 2015 - 2:09am #16

Thanks for the video.

and one last question: can you also confirm that you are using Oculus SDK version 0.5.0 as recommended in the current integration guide?

 

Gear VR S6 Unity 5.1.1 cant get passthrough working

July 31, 2015 - 1:53am #15

Gear VR S6 Unity 5.1.1 cant get passthrough working

July 31, 2015 - 1:31am #14

i confirm all those things mentioned are correct.

my device is SM-G925I

galaxy S6 Edge 128 White.

 

 

 

Gear VR S6 Unity 5.1.1 cant get passthrough working

July 31, 2015 - 12:44am #13

1. Could you please share your exact device model number and Android version ?

 

2. Can you also confirm that:

- you are using Unity 4.6.7

- you have set the "Viewer" in the ARCamera inspector to "GearVR"

- the Synchronize Pose Updates checkbox is enabled (ON)

- you have copied the OSIG file of your device into the /Plugins/Android/assets folder

- you have enabled Multi-Threaded rendering

?

 

Gear VR S6 Unity 5.1.1 cant get passthrough working

July 31, 2015 - 12:23am #12

its running at 1fps. nothing else is running on the device, and the device is brand new.

if you have done this before, please send the project over. ;)

Gear VR S6 Unity 5.1.1 cant get passthrough working

July 31, 2015 - 12:23am #11

its running at 1fps. nothing else is running on the device, and the device is brand new.

if you have done this before, please send the project over. ;)

Gear VR S6 Unity 5.1.1 cant get passthrough working

July 30, 2015 - 11:42pm #10

If you follow the steps described here:

https://developer.vuforia.com/library/articles/Solution/Integrating-Oculus-for-GearVR-with-the-ARVR-sample

it is supposed work (we've tested these instructions many times and extensively); but you need to follow ALL the steps 'verbatim'.

Gear VR S6 Unity 5.1.1 cant get passthrough working

July 30, 2015 - 11:00pm #9

do you have a zipped up project that has been built for the s6... not an asset but a project that works. 

that would really help, im sure i could reverse engineer from that point.

this is turning into a nightmare

Gear VR S6 Unity 5.1.1 cant get passthrough working

July 30, 2015 - 10:59pm #8

Thanks for getting back to me. It now splits SBS with camera coming through, but its literally at under 1fps.

Also as soon as i put it in the gear VR the vr native software takes over and im back in the home menu of the gear VR.

The example provided is not setup to work with the gear VR at all. Please advise.

Gear VR S6 Unity 5.1.1 cant get passthrough working

July 30, 2015 - 10:59pm #7

Thanks for getting back to me. It now splits SBS with camera coming through, but its literally at under 1fps.

Also as soon as i put it in the gear VR the vr native software takes over and im back in the home menu of the gear VR.

The example provided is not setup to work with the gear VR at all. Please advise.

Gear VR S6 Unity 5.1.1 cant get passthrough working

July 30, 2015 - 10:19pm #6

You need to use a Mobile License Key (not a Digital Eyewear key)  for stereo rendering with cardboard or gear vr.

 

 

Gear VR S6 Unity 5.1.1 cant get passthrough working

July 30, 2015 - 8:56pm #5

ive followed everystep and tried to apply those steps to the Vuforia_3_AR_VR.unity scene... but when i launch all i get is Licence key error.

I tried to create a new dataset and use that instead with the generated key,,, same issue.

 

i tried to rename my data set to stones to see if that helped.. but no it did nothing.

 

you licencing system has made this whole process a nightmare.

 

Please advise.

Gear VR S6 Unity 5.1.1 cant get passthrough working

July 30, 2015 - 7:10pm #4

any chance you get this working with unity 5.1.1 at least orr higher?

thanks.

Gear VR S6 Unity 5.1.1 cant get passthrough working

July 26, 2015 - 4:40pm #2

I also have an S6 and the new Gear VR, and also haven't gotten it to work following the instructions.

I think the short answer is that the S6 isn't supported yet.   When I try to use an Eyewear License key I also get error message that the key isn't valid, so I guess it must be checking what hardware it's running on.    I can get my app to run using the regular Vuforia app license key, but then I only get video in the left eye.   

So unfortunately I think us S6 owners will have to wait until the next Vuforia Eyewear SDK release, and hope that S6 support is added at that time.   I really hope that Qualcomm can succeed in getting Vuforia to work well on all Gear VR versions (for both Note 4 and S6).   I think having a viable augmented reality headset on hardware that anyone can easily purchase at any Best Buy would steal a huge amount of thunder from Microsoft Hololens and Google Magic Leap.   

Log in or register to post comments