Hello,
I've used the stereo example of Vuforia for Unity (Scene 2-Stereo ARunity).
I also use Unity 5.2.2 and Vuforia 5.0.10
The stereo was not working with this version of Vuforia so I added a script to fix it (I just add an offset between the stereo camera) .
But I have almost the same problem explain in this thread :by bighandinsky2.
My 3D object which is placed in the bottom right corner of the target is rendered with an offset with the ODG R7. (See the attachment below)
I also tried to use the vuforia 5.5.9 which implements the stereo for the see through device. I have the same issue. There is an offset between the cube position in my scene and the cube which is rendered on the ODG R7.
I build on a tablet (mono device) and my cube is well placed even when I move.
Do you have any idea to fix it ?
P.S : As it's a see through device, it's very hard to take captures. So I reproduced the issue in my Unity Scene
Hello,
Hello,
Please confirm that you have performed a user calibration on the device using the Vuforia Calibration Assistant before running your application.
Hello,
Hello,
I confirm that I made many calibration profiles. We made a very good one : the square match perfectly with the target in the calibration app.
Hello,
Hello,
Do you have any update on this issue ?
Thanks
Hello,
Hello,
I'm looking into this.
Thanks
Hello,
Hello,
Can you please confirm that you're using an eyewear license? Also, if you'd be willing to share a simple repro case for us to review please DM me.
Thanks.
Hello,
Hello,
I confirm that I'm using an Eyewear license.
For the repro case, I just used the Vuforia Sample 5.5.9 with Unity 5.2.2. I put a cube in the bottom right corner (in the ImageTarget hierarchy)
Hello,
Hello,
This is likely inconsequential, but the recommended Unity version for Vuforia 5.5.9 SDK is 5.2.4+
https://library.vuforia.com/articles/Solution/Vuforia-Supported-Versions
Hello,
Hello,
I just performed an evaluation on the ODG R7. I recreated the Unity scene using stones target with a green cuboid placed at the lower right hand corner of the target. Here were my observations:
Hello,
Hello,
First, i would like to apologize for the delay in replying.
Hello,
Hello,
Vuforia provides APIs for user calibration management:
https://library.vuforia.com/sites/default/api/unity/classVuforia_1_1EyewearCalibrationProfileManager.html
Hello,
Hello,
I think that I found the solution to my problem. In fact, I used the old measurement system where the target size was not in meters. So the calibration profile had a very small impact on the rendering. That's why it seems that it was not correctly used.