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ODG Android - Vuforia issue with UI

February 13, 2017 - 7:32am #1
Topic solved

I build the app for ODG R7 with Unity 5.5 and Vufori 6.2. The first scene is a basic UI with some buttons. No Vuforia.

Clicking one of the buttons loads a new scene with Vuforia system, all goes well. It is basically a simplification of the ImageTargets scene from the samples (only one target and different model).

Now when I get back to initial scene, the whole UI seems to be offset between the two eyes. There is no leftover of Vuforia in that scene.

I can have it all well as long as Vuforia is not started. If I try to add some UI items to the Vuforia scene, they will show as double as if each eye is not sync (it shows fine if I shut one eye so it is offset between the two eyes).

I do not have VR enabled in Unity as it works out of the box with basic Android apk.

It works fine in Editor, it is only screwing up when running on the device.

 

ODG Android - Vuforia issue with UI

July 31, 2017 - 6:01am #7

Was  in a similar  situation..

If  you  convert  your   unity  UI canvas  to world  space in  canvas renderer    and scale  it  to  a proper  size so  it  actually  get s   displayed  in  both  eyes  properly .you  will then  need  a world  cursor  /pointer  to work  in  both  eyes.

 

please correct  me  if  I am  wrong ..

 

 

ODG Android - Vuforia issue with UI

April 25, 2017 - 11:25pm #6

I'm having a similar problem. The UI system doesn't seem to be compatible with the ARCamera and the Steroscopic view. The best I could get was the UI was split in half, one half begin rendered in the left eye, and the other in the right eye camera. This made it pretty much impossible to use, but luckily I was just printing inputs to the screen to see what each button was, so if I closed my right eye I was able to read it.



Is there any way to use the built in Unity UI system with Steroscopic ARCamera?



The below tip does fix the UI, but then in the glasses you can see two of the 3D objects being tracked. Is there no way to see UI elements at the same time as a tracked 3D object?

ODG Android - Vuforia issue with UI

February 14, 2017 - 11:41pm #5

Thanks, got it to work.

Just for the extra info, I had to call it in Start.

I first tried in Awake and it would trigger a constant blinking. I guess it was conflicting with some other initialization.

 

Anyway, all good thanks.

ODG Android - Vuforia issue with UI

February 14, 2017 - 7:15pm #4

LucasC wrote:

Where is that from? I can see the EyewearDevice class but the method is not there.

if (Device.Instance is EyewearDevice) {
    EyewearDevice eyewearDevice = (EyewearDevice)Device.Instance;
    eyewearDevice.SetDisplayExtended(false);
}

ODG Android - Vuforia issue with UI

February 13, 2017 - 10:20pm #3

 

EyewearDevice.SetDisplayExtended(false)

 

Where is that from? I can see the EyewearDevice class but the method is not there.

 

 

P.S: Why is the question stated as "Topic solved"? 

ODG Android - Vuforia issue with UI

February 13, 2017 - 11:03am #2

Call EyewearDevice.SetDisplayExtended(false) when returning to a non-AR scene.

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