I'm just getting started with Vuforia and I'm trying to create my own AR sample after having experimented with some of the digital eyewear samples. My sample just uses the AR Camera and Image Target prefabs. I'm successfully tracking an image target I created online and showing 3D content in Unity.
How do you enable / integrate distortion correction for viewers like Cardboard and Gear VR. There's a Viewer property on the Vuforia Behaviour that offers those two devices as options, but it doesn't seem to have a significant effect, and I can't find any information on it. I've found samples that describe integrating Cardboard and Oculus Mobile manually. Is that still the way procedure? The pages seemed like they might be out of date.
Also, the video background image is smaller than the field of view in the viewer (testing with Galaxy S6 / Matel ViewMaster VR). I've convinced myself thats because the S6 camera FOV is smaller than the eye FOV. Is that correct, or am I missing something?
Thanks in advance.
Mike
Native viewer distortion correction in Unity?
Have you checked these articles ?
https://developer.vuforia.com/library/articles/Solution/Developing-for-the-Gear-VR
https://developer.vuforia.com/library/articles/Solution/Integrating-Cardboard-SDK-050
Native viewer distortion correction in Unity?
I have, but I'm wondering if those instructions are out of date with the current version of the SDK as there is a viewer option on the Vuforia Behaviour for both Cardboard and Gear VR.
Mike
Native viewer distortion correction in Unity?
the "GearVR" viewer must be used only in combination with the Oculus Unity Plugin (which is now also called "Unity 4