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)
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