I'm working on a Unity 5.3.5f1 project where I've got the HTC Vive kinda sorta working using Vuforia. My setup consists of an HTC Vive and a Logitech Quickcam clipped to the top of the HMD. My project utilizes image targets for rendering some simple models and renders things in a masked way when viewed from the Vive. In other words, the camera input is presented as a bordered rectangle when looking through the Vive. The image targets, etc. work fine, but I have two issues:
1) Presenting the camera input as a rectangle does not give the user an immersive experience. It's a lot like viewing a movie screen. Ideally I'd like the camera view to 'surround' the user's view.
2) I've noticed that virtual objects in the scene have different rendering distances than the objects that are rendered from my image targets. Distant virtual objects occlude image targets that should be rendered closer to the viewer.
So here's my question -- are there any plans to directly support the HTC Vive (or Oculus Rift for that matter) in Vuforia? This page does not indicate whether this is something that might happen:
https://developer.vuforia.com/library/articles/FAQ/Vuforia-Digital-Eyewear-FAQ
Thanks,
--tim
I've addressed point 2).
I've addressed point 2). Turns out that I did not size my target objects in the correct units (width / height should be in meters). Fixed that and my image targets are now rendered nicely with respect to other virtual objects.
Regarding your question (1):
Regarding your question (1):
Do you know how to access
Do you know how to access vive its own front camera instead of using a webCam? Thanks a lot!
Hey, tim, I wanted to ask you
Hey, tim, I wanted to ask you:
How do I access the ARCamera Left/Right clipping?
and also:
Where do I find the Distortion Mode setting for the Digital Eyewear Behavior?