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Position/Orientation errors with Surface Book 2

Version: Unity 2018.1.0b13

Target: Surface Book 2 with Windows 10 Pro (v1709)

I built the simplest AR app possible. All that's in it is a wide plane representing the ground at (0,0,0) and a 3D tree at (0,0,0), with an AR Camera offset from (0,0,0) enough to view the tree standing on the plane.

My Vuforia Configuration is set to:

  • World Center Mode "Device Tracking"
  • Track Device Pose checked
  • Tracking Mode "Rotational"
  • Model Correction Mode "Handheld"

My UWP Player Settings include:

  • Default Orientation "Auto Rotate"
  • All orientations allowed

When I load the app on my Surface Book, it comes up sideways (i.e., the plane appears as a right wall, and the tree points to the left). When I flip the tablet to its four sides, the objects flip with it, always grounded on the right and the tree pointing to the left.

The orientation readings are correct for the physical position of the tablet, but applied in the sideways view. For example, if I tilt the tablet up and down, the sideways view tracks (up takes the view "up" the tree, which is to the left). The same is true with left and right (left looks to the "left" of the sideways tree, which slews the tree off the top of the screen).

All is fine on my Windows 10 desktop computer in the Unity editor (minus any gyro inputs, of course), the ground is across the bottom and the tree points up. Are the axes differently aligned for UWP applications? What kind of transform must I apply when creating a scene to account for it?