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January 23, 2013 - 6:47am #1

Hi,

I made a Unity scene which also has a Skybox. The Skybox is shown on the Scene view as well as on the Game view. 

However the iOS Application does not show the Skybox. So my question:

Is it possible to integrate a Skybox using Vuforia AR?

Best

b4

 

 

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February 14, 2014 - 9:44am #7

Thank you for the prompt reply, I'll dig into that code. I made a solution in the meantime which works great for me, where I use a second camera and a simple script that disables the Vuforia cam and feed, while enabling my normal camera, or vice versa when needed. The plane the camera feed is rendered on will disappear when I swop to the normal camera, and reappear when I return to it. 

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February 13, 2014 - 11:22pm #6

If you need to have full access to the video background rendering, you should use the approach illustrated in the Background Texture Access sample;

there you can find the quad on which the video is rendered onto, drectly in the scene, and you have a shader that you can also adjust or replace with your own.

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February 13, 2014 - 12:14pm #5

Hey, I have a special use case I need help with similar to this; I want to disable the VideoBackground (which I can successfully do using CARRenderer.Instance.DrawVideoBackground = false; ), but also hide the quad it is rendered on, so my Skybox is viewable when I am not taking a live feed from the camera. Currently when disabled the skybox is hidden by a blank grey quad that I can't seem to find access to.

How can I access this quad the video background is rendered onto, to transform it out of the way, delete it or reduce opacity to 0. (I will also need to reset it by reversing any changes made when the camera is active again). This is for an iOS project using Unity.

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January 23, 2013 - 9:43am #4

You're welcome. 

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January 23, 2013 - 9:27am #3

AlessandroB wrote:

Hi, the videobackground is rendered as a textured quad in front of the camera (and it is put at some distance from the camera);

this will obscure the skybox (i.e. the videobackground texture will occlude the skybox)

Maybe you have some special use case in mind, could you clarify a bit more ?

 

Hi Alessandro,

I tested the skybox feature because I was interested if this would work with AR. 

Given this is problematic I can easily leave this feature out.

Thanks for the explanation!

b4

 

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January 23, 2013 - 6:58am #2

Hi, the videobackground is rendered as a textured quad in front of the camera (and it is put at some distance from the camera);

this will obscure the skybox (i.e. the videobackground texture will occlude the skybox)

Maybe you have some special use case in mind, could you clarify a bit more ?

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