Hi! Thanks for reply. Yes, I tested disabled and enabled "Multithreaded Rendering" and pass the same.
Edit:
The first problem we think is that the ODG was not updated, so we installed a version that support technicians passed us (4.2.4 beta Reticle OS), however with the Unity application it still did not work correctly and with Android Studio it works perfectly (Vuforia).
The ODG technicians have told us that it is no longer their problem and that problem lies in Vuforia.
It has been tested since Unity version 2017.1.0f3, 2017.2.0f3 until the beta version 2017.3.0b9 and it does not work correctly (with the versions of Vuforia 6.0.23, 6.0.25 and Unity beta version)
The "Vuforia Stereo Rendering for Digital Eyewear" pack has been downloaded and we are working with it.
To compile in Unity the demos of Vuforia is deactivated in PlayerSettings: Multithreaded Rendering; We set "Device Filter" to "ARMv7", deactivate "Android TV Compatibility" and activate the option of Vuforia Augmented Reality in XR Settings.
Of course, I checked Eyewear type in ARCamera was in "Optical-See-Through" and See Through Config in Vuforia.
If a active "delayed initialization" in Vuforia Configuration and show any object in the scene glasses normal, but if I active it when charge it's impossible to see correctly.
Could it be that someone made me a guide for these glasses? Testing with Hololens, Moverio BT-300 and mobiles, Vuforia works correctly in Unity but not in ODG R7.
I do not know what else to explain or say. Any solution to this problem? Include can you send me a Unity project prepared to compile to ODG R7 glasses?
Hello sukifree,
Do you have "Multithreaded Rendering" enabled in Player Settings -> Other Settings -> Rendering (for the Android build)? If so, you'll need to disable this as it is likely the cause of this issue.
Thanks,
-Vuforia Support