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Problem: iOS Xcode Insisting on ARKit Capability, Unity-created App only uses Vuforia?

October 30, 2018 - 1:55pm #1

Hey all,

So, I've been tinkering with an AR application in Unity Pro (2018.2.2f1) for the past few months, and want to test it out on an iPhone 6. Upon export and link-up with Xcode on my MacBook, Xcode refuses to run the app via my iPhone 6, insisting that the app is requesting "ARKit capability", which I'm learning is impossible on my iPhone. 

Now, I'm aware of a few things:

- My iOS export settings in Unity have "Requires ARKit support" turned off. 

- I know that iPhone 6 and below don't allow for ARKit to run on the phone. 

- My app itself only makes use of Vuforia (7.1.35) and a handful of custom scripts to view 3D models and such. My only AR functionality at this time is a selection of Image Targets, all of it run through Vuforia. 



So my question is... Why would Xcode be insisting I have an iPhone with ARKit capability, when to the best of my knowledge ARKit and Vuforia are more like reflections of each other than co-dependent programs? Is there a way to bypass this restriction? Is it possible that there's a setting I'm missing? 

 

Thanks guys!

Problem: iOS Xcode Insisting on ARKit Capability, Unity-created App only uses Vuforia?

October 31, 2018 - 2:15pm #2

Hello,

The Vuforia code that determines if ARKit is supported is independent of Unity's "Requires ARKit support" checkbox and is done at runtime.

Vuforia Fusion will check if 6-Dof is supported on a device using ARKit calls. This will fail on devices such as an iPhone 6 and Fusion should fall-back to Vuforia VIO.

I'm not aware of any issue similar to yours that has come up either during testing or in the community.

Thanks,

Vuforia Engine Support

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