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Region Capture

September 24, 2015 - 4:15am #37

Hi madruse.

I guess this happened on the Mac OS X.  I will fix it in the next few days.
 
 
 
To make all worked fine on your Mac - find this line:  yield return new WaitForSeconds(0.5f); 
in  Region_Capture.cs  and change it to  1.0 or 1.5

Region Capture

September 23, 2015 - 2:33pm #36

I can't seem to get this to work at all.  It's just a grey image.  I'm using Unity 5.2 and Vurforia 5.0.5.  The image target is detected and tracked, but the region capture texture and gui preview texture are just grey. I followed the setup exactly.  But maybe I didn't fully understand what you mean when you say "Get Texture from 'Render_Texture_Camera' in PlayMode" on step 1.  Do you mean call a method to get the texture and set it to a material?  It looked like you were already doing that in Region_Capture.

Thanks.

Region Capture

September 23, 2015 - 5:56am #35
SomitPangtey, please send to me your Samsung S3 model number.
– Call *#1234# to show it.
 
User23, you can enable "Check Marker Position" checkbox, to get state (see console messages) if the marker is out of bounds.

Region Capture

September 23, 2015 - 1:12am #34

Hi, Thanks for this great asset . I wanted to ask if Region Capture has a method or a way to know when the marker is completely in the view of the camera.

Thanks very much

Region Capture

September 20, 2015 - 4:42am #33

Hi ,

 

So i was just playing around with the region cature asset, i made an android app, that just saves the picture of the image target on the Android Device using the makeScreen Function.

 

I Tested it out on a few devices, however i observed a few strange things, the saved image was a bit different on each device.

I tested it out on the Follwowing three devices 

OnePlus One , the image target was saved perfectly, 

Smasung S III, the image target was saved with the right width but the length was bigger

Xioami Mi Pad , the image length was right, but the width was bigger 

I used the Auto Calculate Region Size Feature, and then i set the region capture prefab size accroding to image target size, obtained the same results. 

 

I'm using unity 5.1.2f1 32 bit with Vuforis 5.0.5

 

I guess the script works fine with OnePlus, however doesn't really work with Samsung S III and the Mi Pad, Any ideas on what could be going wrong here 

 

I've added the saved images in a zip.

AttachmentSize
Package icon Apptest.zip982.69 KB

Region Capture

September 18, 2015 - 2:55pm #32

Small fix with MakeScreen() on Android. 

Many thanks to Afriyandi Setiawan

Region Capture

August 27, 2015 - 9:47am #31

Region Capture 1.6.0  (For Unity 5x + Vuforia 5.0.5 only)

GitHub Link

 

 

 

Features:

Fast GPU Capturing

Auto Region size for non-square markers

FSM states "Marker is out of bounds" and "Marker is returned"

Reduce color noise

Autofocus option

Hide Android navigation toolbar

Save capturing frame to localStorage as PNG  (new)

"Recalculate RegionSize" (method) if the marker has changed  (new)

"Recalculate TextureSize" (method) if the marker has changed  (new)

 

 

Please, make screenshots, if something is not working.

Region Capture

August 26, 2015 - 8:52am #30

Hi, guys!
How to save captured image to local file? Or to texture that will be the same at runtime after capture?

Region Capture

August 10, 2015 - 12:45pm #29

Region Capture 1.5.5  (For Unity 5x + Vuforia 5.0.5 only)

GitHub Link

 

 

 

Features:

Fast GPU Capturing

Auto Region size for non-square markers

FSM states "Marker is out of bounds" and "Marker is returned"  (new)

Reduce color noise

Autofocus option  (not worked on Galaxy Alpha)

Hide Android navigation toolbar

 

 

Please, make screenshots, if something is not working.

Region Capture

August 6, 2015 - 7:50am #28

so i used the asset and made an android app with unity, the asset seems to work fine on most phones, but sometimes fails to cature the target region on some tabs and phones, like the Mi tab, any idea as to why this could be happening

Region Capture

August 1, 2015 - 1:09am #27

Hi,

Is there going to be a update on Vuforia 5.0?

Region Capture

July 27, 2015 - 2:06pm #26

Region Capture 1.5  (For Unity 5x only)

GitHub Link

 

 

 

Features:

Fast GPU Capturing

Auto Region size for non-square markers

Reduce color noise  (new)

Autofocus option  (new)

Hide Android navigation toolbar  (new)

 

PS:  Unity 4X is not supported more.

 

Region Capture

July 24, 2015 - 8:34am #25

Region Capture 1.4.1  (Small Fixes)

GitHub Link

Region Capture

July 24, 2015 - 6:46am #24

Region Capture 1.4  

 

 

 

 

1. Portrait mode - added

2. LanscapeRight mode - bug fixed

3. Shift image in Editor - bug fixed

4. Incorrect capturing on Android devices with graphical navigation bar - bug fixed (hide bar on start application)

Region Capture

July 22, 2015 - 5:08pm #23

Hi Ihno.   I'll add it in a few days.

Region Capture

July 22, 2015 - 7:19am #22

Thank you very very much !!!! It works perfectly fine. 

 

I want my app to be in Portrait mode, but when I choose that, it doesn't work anymore. And I can't find the things I have to switch/change, to make it work.

Can you help me ?

Region Capture

July 19, 2015 - 11:51am #21

Can someone help with saving GUI Texture to file? 

I can't get instance of material maintexture. Please help

Region Capture

July 19, 2015 - 2:16am #20

Thank you very much for your asset! I have spent weeks tying to do this. Would you consider to put this on GitHub or Bitbucket, so people can follow updates or other things like this? That would be very useful.

Region Capture

July 12, 2015 - 3:41pm #19

Thanks for great asset! 
Can you explain how to save captured texture to file?

 

GOtoApplyTexture - object that we paint on

 mainTextureAs2D- mainTexture from GOtoApplyTexture object

 TextureToSave   - public Texture2D  -  original mainTexture of GOtoApplyTexture object

 

 mainTextureAs2D = GOtoApplyTexture.GetComponent<Renderer>().material.mainTexture as Texture2D;
 mainTextureAs2D.Resize(TextureToSave.width, TextureToSave.width);
 
        for (int i = 0; i < TextureToSave.width; i++)
            for (int k = 0; k < TextureToSave.height; k++)
            {
                TextureToSave.SetPixel(i, k, mainTextureAs2D.GetPixel(i, k));
            }
TextureToSave.Apply();
 
 
in console i get error "NullReferenceException: Object reference not set to an instance of an object"  for this line:
mainTextureAs2D.Resize(TextureToSave.width, TextureToSave.width);
 
which means that unity can't get texture from this line:
mainTextureAs2D = GOtoApplyTexture.GetComponent<Renderer>().material.mainTexture as Texture2D;
 
 
 

Region Capture

July 12, 2015 - 3:34pm #18

Thanks for great asset! 
Can you explain how to save captured texture to file?

Region Capture

July 6, 2015 - 6:24am #17

Ok.. I added version for Unity 4X.

Now, all versions will be available on SourceForge.

Region Capture

July 6, 2015 - 1:27am #16

I was getting some weird probelms with the unity 5.0 version. When i build the android app, the app was laggy and crashed every now and then. With the older version i'm not having such issues, so i decided to use the older version.

I tried to create the region capture prefab my self, but wasn't able to get the region capture perfectly. i think i might be having an issue with the shader script. The camera feed looks distorted on my region capture prefab. Any idea on how to go fix that. I seriously am out of ideas as to how to fix that

Region Capture

July 5, 2015 - 12:44pm #15

Why do you use an older Unity version?

Region Capture

July 4, 2015 - 2:18pm #14

So i'm working with unity 4.6

 

and when i import the region capture project, i'm unable to use the region_capture prefab for some reason.

do you have any idea why this might be an issue.

 

I tried to work your code in unity 5.0 it worked fine

Region Capture

June 29, 2015 - 7:52am #13

Great !! it's exactly what i want to do. Thank you very much!

Region Capture

June 28, 2015 - 11:42am #12

I have read your request and I added some new elements in the code.

– RenderTexture draw in GUI   --- ("Show Texture" checkbox)

– Auto Position and Scale  ---  ("Auto Region Size" checkbox)

– Update help information --- (new ReadMe.txt)

 

Click here – Setup image

AttachmentSize
Package icon region_capture_1.3.zip10.09 KB

Region Capture

June 26, 2015 - 10:20am #11

ok i'm just a complete newbie to this, so ths question may sound very trivial.

 

I want to obtain the image as Texture2d and i can't figure out how to go about it.

Some guidlines as to how to go about it

Region Capture

June 24, 2015 - 6:05pm #10

oh, I see, what we want to do now is change the position, rotation of "region_capture" reference to the position of "Image Target" ?

Region Capture

June 24, 2015 - 11:38am #9

For scale size? .. 

I just know the aspect ratio of my prefab to ImageTarget.  (1/10)

 

Region Capture

June 24, 2015 - 10:44am #8

how are you doing the calculation for it ?

Region Capture

June 24, 2015 - 10:28am #7

OK. 

Set your "region_capture" prefab size is 256 / 10 = 25.6

Region Capture

June 23, 2015 - 11:59pm #6

256 for the image target scale.

Region Capture

June 23, 2015 - 11:35pm #5

I mean - the scale values of the ImageTarget.

Region Capture

June 23, 2015 - 11:22pm #4

512 x 512 pixel

Region Capture

June 23, 2015 - 1:14am #3

What is the size of your ImageTarget?

Region Capture

June 22, 2015 - 7:39pm #2

Thank you very much about your code !
I followed your guide, but it just wrap everything which camera watched to "Region_Capture" material. Should i finish step 5 before i can get just image target in camera image ? and you sad that use Scale, Position, and Rotation, these modifies attack to texture of material ?

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