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Best practice for scaling placed objects with Ground Plane

January 19, 2018 - 8:55am #1

What's the best way to deal with placed model scale in Vuforia for Unity? Simply scaling the model down is not really an option due to breaking Unity physics and particles.

I'm trying to transition a project to Vuforia Markerless Tracking / Ground Plane that used the ARInterface scale methods mentioned here (currently working fine with ARKit) so that things like physics and particles work at real world scale but placed model looks smaller, eg for a table top world, by moving the ARCamera further away.

Does Vuforia have a method to deal with this? Ideally something like NativeVuforiaARInterface that can be slotted into Jimmy Alamparambil's excellent experimental ARInterface example, much like the ones for ARkit and ARCore.

If not, is it possible to access the device's camera settings through the VuforiaManager without adding an ARCamera to my scene (since such a camera is pretty inflexible thanks to VuforiaBehaviour script that must be present)? I've tried looking through the Vuforia Unity API without much luck.

Thanks for any help on this. (Also posted in Unity Vuforia forum)

Best practice for scaling placed objects with Ground Plane

May 13, 2019 - 8:12am #7

Hello,

Unity faces the same issue with AR Foundation and recommends using a second camera to "fake" the scale: https://blogs.unity3d.com/2017/11/16/dealing-with-scale-in-ar/

Something along those lines would also work with Vuforia, although we haven't done a proof of concept.

We've opened a story to investigate a better solution for this issue for an upcoming commercial release.

Thanks,

Vuforia Engine Support

Best practice for scaling placed objects with Ground Plane

May 10, 2019 - 1:57am #6

Hello AyreGuitar,

Could you provide a sample project with this solution? I have tried adding the second camera but it is very lag and object incorrect showing position when a device moving.



Thanks

Best practice for scaling placed objects with Ground Plane

May 10, 2019 - 12:25am #5

As of today, still a problem. Spent days designing a Unity terrain (which can't be scaled through hierarchy) at normal size for optimal shadow casting and physics, but it's way to big too present on my table through the ground plane.



 

Best practice for scaling placed objects with Ground Plane

March 23, 2018 - 12:11am #4

Second that

Best practice for scaling placed objects with Ground Plane

January 31, 2018 - 8:36am #3

This needs to be more visible so I'm commenting here to bring this to the top of the forum list. Vuforia needs to come up with a solution. 

Best practice for scaling placed objects with Ground Plane

January 26, 2018 - 7:47am #2

Ended up abandoning trying to add Vuforia to ARInterface system and went with a 2 camera system instead.

The Vuforia Camera handles the device's camera footage and orientation, then a scaled camera shows the Ground Plane placed model at a different distance to simulate scaling it down.

This unity blog explains it better and has a link to an ARKit Unity project (scroll down to the Mixtures of Scale section). I just adapted it to use Vuforia's ARCamera instead of the ARKit Native camera.

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