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Vuforia 5.5 and Cardboard Trigger

March 10, 2016 - 10:12am #1

Hello,

I was very happy to see the release of Vuforia 5.5 yesterday, as I had been getting very frustrated at trying to make everything work in my project with the previous release: AR handheld/Cardboard transitions on Android and iOS with Unity: there was always something wrong.

If I understand the release notes correctly, I don't even need the Cardboard Unity SDK anymore. I have a question though, is the magnetic trigger on the side of the Cardboard supported by Vuforia alone, or would I need the Cardboard SDK just for that? I am not fully satisfied with the gaze for n seconds method of selection proposed in the AR/VR sample.

Best regards,

Adrien

Vuforia 5.5 and Cardboard Trigger

March 11, 2016 - 8:20am #4

@anbu,

the "cropping" effect you describe (and that you show in the youtube video) simply represents the mathematical difference between the device camera Field of View (which is covered by the video background) and the total FoV of the Cardboard frustum, which is a significantly larger (e.g. 80 degrees) than the device camera FoV . 

As you also say, the visualization however look correct once you wear the viewer.

As such, your result is the expected one, there is no issue with that.

This topic has been discussed already in  other threads in this Forum.

 

Vuforia 5.5 and Cardboard Trigger

March 11, 2016 - 6:48am #3

Hi,

 

Am using the below SDK for creating a mixed reality application.

vuforia-unity-5-5-9

Unity Cardboard 0.6.0

Unity 5.2.1p3  - IOS - IMAC

I have followed every single step in https://developer.vuforia.com/library/articles/Solution/Integrating-Cardboard-to-the-ARVR-Sample.

 

Both in editor and IOS device the stereo screen is cropped vertically and horizontally (vertically more...look like 70 mm screen).But with the GLASS the app is fine other than the cropped view.How to resolve this.

 

see the cropping https://www.youtube.com/watch?v=rLIVKO3YFos...it is supposed to be fullscreen with cornered mask right ?

 

In the IOS device it is much cropped vertically.Please help.

 

Thnaks

 

Vuforia 5.5 and Cardboard Trigger

March 11, 2016 - 1:09am #2

"...If I understand the release notes correctly, I don't even need the Cardboard Unity SDK anymore...."

 

Correct, you don't have to use the Cardboard SDK with Vuforia 5.5, in fact  you simply need to:

- set the "Eyewear Type" field to "Video See-Through" , and

- set the "Stereo Camera Config" field to "Cardboard" in the AR Camera inspector  panel

and you're all set for Cardboard.

 

Nevertheless, it is still possible to integrate in the "legacy" way with the Cardboard SDK, like you used to do with Vuforia 5.0.10, if you wish so;

in that case, you can still follow the usual integration guide:

https://developer.vuforia.com/library/articles/Solution/Integrating-Cardboard-to-the-ARVR-Sample

 

"...is the magnetic trigger on the side of the Cardboard supported by Vuforia alone,..."

Vuforia 5.5.9 exposes an IViewerParameters API which has a ContainsMagnet() method, which is basically used to inform Vuforia about the presence of a magnet in the viewer; however, at this time there is no Vuforia API to detect a magnetic trigger event and/or to register a callback for such type of event.

This type of functionality may be included in a future release, but currently you will need to use a 3rd party libraries (such as the Cardboard SDK itself) or your wown custom implementation in order to detect magnet trigger events.

Feel free to also post this on the Vuforia "Wish List" thread:

https://developer.vuforia.com/forum/general-discussion/wish-list

 

 

 

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