I am trying to display an object that is located in front of the camera. I noticed that the farther the object is away from the origin (the AR Camera), the more jittery the object becomes.
I was able to reproduce this in the Unity sample for the wood chips with gold teapot. Move the teapot in the z direction a pretty good amount. You will notice that the teapot is slight jitter and is very noticeable. Notice the scale of the Image Target (and hence the teapot is huge, like 32 meters if 1 meter = 1 unit).
I also noticed that the objects are "more" jittery when the scale is changed to a more realistic dimension. In this case change the dimensions of the Image target keeping the same aspect ratio -> (X,Y,Z) = (1.428572, 1.214286, 1). Now move just the teapot to Z = 15 and a little off center with Y=4. Notice how the object (the teapot) is *super* jittery.
Changing the scale of the objects to something big really screws up the physics.
How do I fix this ... it's kind of a show stopper for me.
Thanks...
Thanks for the report, I've created an internal bug report for us to take a look at.
I recreated the Unity project with the steps you provided, and while I agree that objects off the center of the target experience a little more jitter, I didn't find that it was a serious problem. Note that tracking is always going to work better when you are focused squarely on the target. The result won't be as stable if you are capturing only a small segment of the target at a steep angle, which seems required to focus on an object floating this far off the target.
I would say this is a good AR design tip. Place your objects such that the user naturally focuses on the target, not in places that draws their attention away from the target.
Finally, could you let us know what device you are testing on?
- Kim