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Gear VR issues

December 2, 2016 - 3:55am #1

In the app we are building, Virtualitee, we use Vuforia to render 3D models on top of markers printed on a T-Shirt.

We have multiple markers for different positions (one on the chest, one on the stomach) and situations (2 more markers but horizontally flipped used when the user watches himself in a mirror).

The gameobject containing all the 3d models is just one, it lies in a disabled “Target container” object and when Vuforia detects a marker the models are moved and nested inside it.

This allows us to reuse the same object everywhere and maintain its status across multiple situations.

We've been trying to implement the same thing on a new project for a GearVR version of the app, starting from the example found in “ARVR-6-1-17.unitypackage”.

We followed the instructions found at https://library.vuforia.com/articles/Solution/Integrating-Gear-VR-and-the-AR-VR-Sample-in-Unity-5-3-and-above and if the 3d models are nested within a marker from the start everything works fine, the models are rendered in the right position and direction relative to the marker.

However when we try to implement the solution explained above and try to move the models to the detected marker at runtime their position and rotation are completely wrong and things get worse every time the marker is lost and then detected again.

It could be a problem with the new version of Vuforia or a combination of factors related to the VR integration.

We are using Unity 5.4.0f3 (32-bit).

Do you have any suggestion for us?

Thanks in advance.




Gear VR issues

January 30, 2017 - 10:25am #2

I would suggest enabling the rendering of the trackable temporarily (modify the TurnOffBehaviour script) and confirm through debug logging that you are parenting the augmentation to the correct trackable (if more than one) and then reporting the augmentation's offset in relation to its parent trackable.

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