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Compatable with Unity 3.5?

February 16, 2012 - 10:20pm #1

Hi all,

Just checking for any news on vuforia's compatibility with Unity 3.5's release.

Clamps

Re: Compatable with Unity 3.5?

March 23, 2012 - 11:00am #17

Can you let us know what errors you are seeing?

Try something for us:

Import one of the Vuforia 1.5 samples into a fresh Unity project. Open the Editor/PostProcessBuildPlayer file in a text editor and delete the following section:

        # The PBXShellScriptBuildPhase appears in Xcode 4 as "Run Script", we need to delete the QCAR
        # directory from the app to avoid a duplicate copy
        if section == 'PBXShellScriptBuildPhase':
            if (line.strip()[0:11] == 'shellScript'):
                pbxproj.seek(-3, os.SEEK_CUR)
                pbxproj.write('\\nrm -rf \\"$TARGET_BUILD_DIR/$PRODUCT_NAME.app/Data/Raw/QCAR\\"\";\n')

Does that help at all?

- Kim

Re: Compatable with Unity 3.5?

March 23, 2012 - 6:54am #16
zigguratmike wrote:

and having said that, about 10 mins later and fresh project it seems to be working.. :)

EDIT: ok, so the qualcomm AR extensions downloaded from the asset store work, but the ones i downloaded from the qualcomm site do not. i've repeated the process many many times tonight and that seems to be the difference.

:( i also have such problems , use unity3.5.0f5 xcode4.2.1 vuforia1.5.9 os10.7.1 found 1.5x samples cant be compiled,and even not show the trackable models and when i use vuforia1.x every thing is ok,any one can help me out:mad:

Re: Compatable with Unity 3.5?

February 24, 2012 - 9:41pm #15

We have solved the editor script problem. We're using Unity 3.5.0b6, and Vuforia 1.5.9. Thanks for your help.

It resolved itself when we attempted to reproduce the error on another machine.

The drifting issue is still a problem.

Re: Compatable with Unity 3.5?

February 24, 2012 - 4:23pm #14

Thanks and please report your results. Also you can try Building the project ( Build Settings > Build ) rather than Build & Run, and then open it in XCode and Run from there.

Re: Compatable with Unity 3.5?

February 24, 2012 - 3:17pm #13

No, I'm not seeing anything strange in the interaction between Unity and XCode. However I will try to build again after a restart.

Re: Compatable with Unity 3.5?

February 24, 2012 - 11:32am #12

Are you seeing any unusual behavior in the sequence of post process interactions between Unity and XCode - e.g. either Unity or XCode freezing, or XCode initiating a build out of sequence?

Sometimes Unity and XCode don't sync properly and you can encounter unexpected behavior. If this occurs, try restarting your system, launching Unity and executing the build from fresh instance.

Re: Compatable with Unity 3.5?

February 23, 2012 - 5:24pm #11

Yes, I should have specified. It was a fresh project. Only the Vuforia base package and the default MultiTarget package were imported.

Re: Compatable with Unity 3.5?

February 23, 2012 - 4:58pm #10

Is that from a fresh project, or one that you've upgraded to iOS 1.5.9?

If you are upgrading, be sure to read the Migrating your Unity Project from QCAR to Vuforia section of the developer guide, under Transition from previous Unity Extension versions.

https://ar.qualcomm.at/qdevnet/developer_guide

Re: Compatable with Unity 3.5?

February 23, 2012 - 4:41pm #9

Hi all,

I'm getting an error in Unity 3.5 with QCAR 1.5.9 (Mac)

I looked on the SDK site, and it's the latest verison.
The error can be seen in this image-

Re: Compatable with Unity 3.5?

February 23, 2012 - 2:56pm #8

Try downloading the new 1.5 final release from our site. Redownload you dataset from the TMS. Make sure the DataSetLoadBehaviour on the ARCamera is loading and activating your dataset.

Let us know if you are still experiencing issues.

- Kim

Re: Compatable with Unity 3.5?

February 23, 2012 - 12:50am #7

and having said that, about 10 mins later and fresh project it seems to be working.. :)

EDIT: ok, so the qualcomm AR extensions downloaded from the asset store work, but the ones i downloaded from the qualcomm site do not. i've repeated the process many many times tonight and that seems to be the difference.

Re: Compatable with Unity 3.5?

February 23, 2012 - 12:23am #6

so just how incompatible is it? i've been tearing my hair out trying to get the "compiling a simple project" to work without any luck. it just doesn't seem to detect the marker (these are the sample markers - i've used them and others with success in the c++/objc api without any problems).

Re: Compatable with Unity 3.5?

February 20, 2012 - 5:12am #5

should be Q1: http://ar.qualcomm.at/node/2001305

Re: Compatable with Unity 3.5?

February 20, 2012 - 4:52am #4

Hi,

Is there any ETA on the next release with full Unity v3.5 support?

Re: Compatable with Unity 3.5?

February 17, 2012 - 4:03pm #3

We have found a few issues with QCAR and Unity 3.5 that will be addressed in our next release. You may find that it works well enough for development purposes, but to be safe you may want to continue using 3.4 for the time being. This is especially true if you use frame markers (there is a bug with Unity 3.5 and our frame marker prefab).

- Kim

Re: Compatable with Unity 3.5?

February 17, 2012 - 12:25am #2

not yet: http://ar.qualcomm.at/node/2001578

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