In my case problem occurs when multi-threaded rendering is disabled. I never tick that option either. On LG phones app works perfectly (Nexus 5, G2, G3 and G4)However I can't test it on LG tablets. Samsung phones are not good as LG's but still ok to comparing Samsung tablets and Ipad. On these devices it just doesn't work...
The problem occurs when multi-threaded rendering is enabled in the settings.
Nope, there is no difference between this mode On and Off. Still downshifted texture on S6...
Thanks! Is there any ideas about texture shifting?
Also, I've noticed, that if screen aspect is close to 1 (almost square screen, it's easy to do in editor) capture zone becomes much more, than marker...
Hi guys I think I'm very close to the solution! Working on it!
Thank you. We welcome any help.
Thanks for providing this type of example.But i want some help to implement it.I configure as provided images.Kindly let me know how i map that result on my 3d object.
Use unwrapped texture (atlas) of your mesh as AR-marker (or part of it), then just apply RenderTextureCamera.CameraOutputTexture to material of your object.
Previusly I told that I've modified plugin v 1.6.6 and some of you wanted a modified package so I'm sharing it. Main difference is now plugin can determine device is phone or tablet and apply appropriate settings for it. Maxim thanks for great plugin, again!
Thanks for sharing, but unfortunately, it didn't help me with Galaxy S6 and iOS devices...
use the AR camera in Mode Opitmised Speed, i guess it'll help you with your devices, in my scenario the change to optimised Speed Solved my problems
Thanks for sharing.
Rendertexture was not created on iOS device.
Because transform.localScale.z in RenderTextureCamera is infinity,
TextureResolutionX or TextureResolutionY is zero.
So, output the following log:
RenderTexture.Create failed: width & height must be larger than 0
Is there any idea to fix this problem?
OS: Mac OSX 10.11
iOS device: iPad mini 2
Hi, the package that I've posted is not optimised for iOS yet. If there is any problem with android devices please let me know
IOS builds - Save image to Gallery worked now.
Black pixels around captured texture has been fixed.
"Reduse Noise" option has been removed.
The problem with the size of cropping area is solved (On some devices, but not in all).
S3 still has issues, the image is shifted a bit upwards
Yes, but iPad is OK now! :)
Hi, I cannot import the latest or any older version RegionCapture unity package, all prefabs import failed as attach image. I tried to create the prefab by myself but always got error.
Could you share or send the unity project directly?
Thanks a lot!
Have you imported latest vuforia?
I use vuforia-unity-5-0-5.unitypackage and got following error:
Assets/Region_Capture/Scripts/RenderTextureCamera.cs(69,62): error CS1061: Type `UnityEngine.Renderer' does not contain a definition for `shadowCastingMode' and no extension method `shadowCastingMode' of type `UnityEngine.Renderer' could be found (are you missing a using directive or an assembly reference?)
And the prefabs are still not imported.
You should use latest Unity 32 bit editor in case if you are using older or 64 bit version.
I use Unity 5.0.0 b10 32bit version.
I've used Unity 5.1.3 had no problem
OK - I am downloading latest Unity 5.2.2f1 and try again. Thanks wilk3ns!
Did someone solve issue with texture shift on ios devices?
Which of IOS devices do you mean?
I don't use the last build, but i can't find info that texture shifting is solved.
Hi everyone. If you are using latest version of regionCap and Unity then it should solve stretching issues for most phones including iPhone and iPad
Actually, on iPhone 6 texture is still shifted...
on ARCamera object in Vuforia Behaviour script set Camera Device Mode to "MODE_OPTIMIZE_SPEED"
On Samsung S3 texture also is still shifted and "MODE_OPTIMIZE_SPEED" not solved this problem
Anyone know how resolve this problem
Hi, Thanks for this great asset . I wanted to ask if Change Device of Front Camera ,Region Capture has a
problem.Whether there is a problem, thank you for your answer
Thanks very much
Ok, i download, RegionCapture-master and follow how to setup in the tutorial file.
Now how do i put cube, and draw with color pencil over the image target, and put that color pencil draw i made in the cube? please
Gringofxs, Please look at "Samples" folder.
Paramama and HansenQI - Thank you for your feedback. I'll work on that.
maximrouf, there is no Paramama and HansenQI inside Samples folder. here whats inside the folder.
Hi,maximrouf，Thanks for your reply.
My screen shot is same as yours.
The plugin works well in PC, but not for iOS(test in iOS 8/9) and Android(test in MI Phone) when using front camera.
The problem is that the region-capture texture from shader is not the area-of-insterest.
how to use this plugin region capture
step by step....anyone can tell me??
NORDS, What is your ultimate goal?
i want to capture marker,just marker ....i see that others can do the capture region....i want use region capture like COLAR APPS ,...i need to capture .....can u help me?
for example, as shown below
i'm interested too about a simple mapping example..
very nice work
OK. Next week I will do.
Xcode showing 2 error, how can i fix them?
Undefined symbols for architecture arm64:
"_OBJC_CLASS_$_ALAssetsLibrary", referenced from:
objc-class-ref in ImgTOAlbum.o
ld: symbol(s) not found for architecture arm64
clang: error: linker command failed with exit code 1 (use -v to see invocation)
Add AssetLibrary framewok to project.
it came from unity, is added right? is this one?
it came from unity, is added right? is this one?
No you have to add this framework in xcode. For some reason unity doesnt add it automatically.
is here that i add this library? but i dont find the AssetLibrary framework
Sorry, i found the library, it works, thank you
did you have time to write a simple example project?
all the best
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