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Interaction between multiple AR objects

September 20, 2013 - 2:35pm #1

Hello, I am new to vuforia and am very curious about a few things. I was hoping you good people could help me learn a few things.

1) Can multiple markers interact with each other?

    Ex1: A Street Fighter type game where each marker represents an AR character. Key presses on either device are translated into moves for their corrosponding AR character(left, right, kick, punch, etc). Like any other fighting game contact results in HP loss. Is it possible to achieve this in real time between 2 devices using Vuforia?

   Ex2: One marker is placed down and an entire chess board and pieces are generated. Is it possible to move these pieces individually without the need for additional markers, and can the pieces interact? To achieve this will each move need to be sent to a central hub for the data to then be transfered to each device? 

My question pretty much boils down to how to accomplish true multiplayer  interaction in either real time or turn based where all information shared between then players is synced correctly. I placed this in the general forum because the subject matter fits for all but I will personally be using Unity for my future projects. 

Interaction between multiple AR objects

June 21, 2020 - 6:35am #5

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Interaction between multiple AR objects

September 21, 2013 - 8:02pm #4

That's a good way of thinking about the SDK. Vuforia provides the vision capabilities for generating, detecting, and tracking a variety of target types, and features that enable you to manipulate and interact w/ the physical target ( e.g. Virtual Buttons ) and the view of camera image ( e.g. Background Texture Access ).

Here is a high level overview of our platform that describes its orientation and potential applications - https://www.vuforia.com/?gclid=CJXdzuf43bkCFU-Z4AodXXYA7w

As for the processing budget, it's best to profile your app incrementally to optimize the assets and behaviors as you apply them - this is a good approach for any mobile app that's using 3D assets. AR involves computationally intensive processes, and so imposes an additional processing cost. So the absolute polycount that can be rendered and animated effectively is going to be a bit less than that for a Unity app that doesn't use AR. In most cases there isn't a problem, but if your app is already stressing the device w/o AR then you may need to optimize it to use Vuforia.

Interaction between multiple AR objects

September 21, 2013 - 3:49pm #3

Thank you very much!

The links you provided seem to be exactly what I was looking for. And your answers made complete sense. I was previously under the impression Vuforia's software had to be involved if using the AR objects in more than just a visual sense. But from what you've just told me Unity will have the sole responsibility of making the objects interact and Vuforia will just be the "eyes" showing the objects.

On a side note the visible polycount is only limited by Unity and the used hardware correct? 

Interaction between multiple AR objects

September 20, 2013 - 2:56pm #2

What you're describing in the 1st example can be accomplished w/ AllJoyn - https://developer.qualcomm.com/mobile-development/mobile-technologies/peer-peer-alljoyn?gclid=CNeW44H42rkCFYl_Qgod-mYAdw , here's an example - https://developer.qualcomm.com/blog/3-tips-unity-developers-using-vuforia-and-alljoyn . You can use other approaches to enabling mutliplayer functionality as  well, such as Unity's multiplayer features.

The interaction of the character models will be governed by the game engine you use and the ability to execute gameplay in real time will be possible provided that you don't consume too much processing capacity w/ your models and game logic. That's typically not a problem, but it's a consideration if you intend to use high poly models and other resource intensive features. 

And example 2 is certainly possible. Again the ability for models to interact is handled by the game engine. Vuforia provides vision capabilities that enable augmented reality, it doesn't determine how the augmentation is designed and implemented. 


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