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Getting high resolution camera in UDT even without targeting a real target

October 9, 2016 - 8:58am #1

Hi all,

So I am developing something using a User Defined Target, 

I have a text that shows me the quality of the camera every quality change so that only when the camera resolution is high, than the user can

press a button and that image will become a target.

It works great most of the times, whenever I show the camera a good marker it will show tthat the quality is high, the problem is that I get high resolution even without  showing the camera a real target, maybe just targeting a very well lit area, thus the user can make the thin air an actual target and my 3d model will stand on the air.

Is there any way to make the user know that he can now make this thing a target only when it is presented with an actual target that the 3d model will stand on ?

I want the elimante the option for the user to create the 3d model without having an actual target.

Thanks !

Getting high resolution camera in UDT even without targeting a real target

October 9, 2016 - 12:19pm #2

Not really.

But...for example...if you believe the correct way for your users to create the UDT is with a picture that is laying flat on a table...then you can check the device accelerometer or gyro...to see that the device is mostly pointed in that direction (pointed down) instead of up in the air. 

 

if (Input.acceleration.z < -0.9f)

{ // good to go }

see here: https://docs.unity3d.com/ScriptReference/Input-acceleration.html

and here: https://docs.unity3d.com/ScriptReference/Gyroscope.html (this one is nicer, but not every device has a gyro)

And you could use the same sensors to drive some target reticle UI so the user understands what's going on.

None the less...you can't stop the user from finding a way to make UDT look awkward if they want to.

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