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Unity orientation wrong, also object to target movement.

April 7, 2015 - 8:33pm #1

Vuforia SDK Version: Vuforia Eyewear 4.1.3 Beta -
Description with steps to reproduce:

1. Use the eyewear calibration tool v4.1.3 to create a user profile and save it.(final test in tool shows that everything is OK)

2. Build the sample project deimagetargets-4-1-3.unitypackage with sdk eyewear 4.1.3.

3. The application when started flashes the Unity logo correctly for a second or two, then turns upside down and the application now stays that way.
  At this stage when looking at an imagetarget the teapot in scene Vuforia-1-ImageTarget moves the wrong way. If head/eyes move upward, the teapot moves upward
  and vice-versa, same thing for left and right. The convergence is OK though.

4. IF the calibration in step 1 is made on an upside down imagetarget, then in step 3 the app is still upside down but the movement is correct(teapot stays in place),
  but the convergence left/right eye is now wrong.
 

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Development OS (Mac OS X, Windows, Linux): Windows 7 x64, using Unity 5.0.0f4 x86 -
Mobile OS and Version: Android 4.0.4 -
Mobile Device Manufacturer and Model name: Epson Moverio BT-200 -
Do the Vuforia Sample Applications show the same behavior?: The behavior is in the sample applications, I haven't tested anything else since I don't know what's wrong.

Unity orientation wrong, also object to target movement.

April 14, 2015 - 5:20am #3

Hi,

thanks for your report; could you re-post this in the Digital Eyewear forum:

https://developer.vuforia.com/forum/ar-technical-discussion/digital-eyewear

Thanks

 

Unity orientation wrong, also object to target movement.

April 8, 2015 - 4:44am #2

So I managed to get the sample working somewhat by removing the SampleOrientationSetter.cs script.

The application still starts the right way up for a few seconds, then turns upside down a little while, then turns the right way up again(unless it crashes at this stage).

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