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Unity 3.5 and Occlusion Management demo package issue

March 22, 2012 - 11:16am #1

Hello,
trying Vuforias's Occlusion Management package in Unity 3.5 basic, we're experiencing a weird orientation issue, as visible in attached images.

The render model seems twisted to an axis respect to the box, but the strange thing is that, removing the backgroundcamera, the issue disappear and the model is correctly alligned and working according to real target (box) movements...

is that a problem with Unity3D basic version?
do someone can help us figuring out what the problem is?

Unity 3.5 and Occlusion Management demo package issue

July 16, 2012 - 5:34pm #9

Thanks David.  I've been traveling, but I'll PM you tomorrow with an affected Unity project.

Unity 3.5 and Occlusion Management demo package issue

July 11, 2012 - 7:56am #8

Would it be possible for you to provide me a Unity project that demonstrates this issue? I've been trying to reproduce it, but haven't been able to.

If so, please PM me.

Unity 3.5 and Occlusion Management demo package issue

July 11, 2012 - 7:50am #7

I can confirm altea74's experience, the only difference being that I've been testing mostly with a third generation iPad. 

Re: Unity 3.5 and Occlusion Management demo package issue

March 23, 2012 - 7:28am #6

Thanks for the info. Let me check into this.

Re: Unity 3.5 and Occlusion Management demo package issue

March 22, 2012 - 11:26pm #5

in facts, even starting with the correct orientation, prior to removing error control, the app shown orientation error. No matter which orientation on the pad, the result was the error.

We're using latest Vuforia release (1.5.9), XCode is V. 5.0 and the test device is an iPad2 with iOS 5.1

for the last question: before removing the error control, the app's build was successfull but the landscape orientation the app didn't started showing the blue screen "orientation error", no matter which orientation on the pad.

I really appreciate your kind help, and hope we'll figure out what's happened because I'm really interested in understanding this issue...

Re: Unity 3.5 and Occlusion Management demo package issue

March 22, 2012 - 3:52pm #4

The Occlusion Management sample is designed for Landscape Left orientation. The behavior that you describe can occur when running the sample in other orientations.

A few more questions..

Are you working with the latest Vuforia release for Unity? - https://ar.qualcomm.at/qdevnet/sdk/ios

Which iPad are you using and what iOS version is it running?

And you were not able to run the sample without modification on your iPad because the orientation checks in OcclusionManagementInitialization.cs were preventing this? - were you able to build and deploy the app?

This last question may get the heart of the matter. You should be able to run this in Landscape Left.

Re: Unity 3.5 and Occlusion Management demo package issue

March 22, 2012 - 12:23pm #3

Hi David
we removed the Background camera directly from the hierarchy, without any previous modification that could have caused the issue :o
as said, we had to remove it to obtain a correct orientation and behaviour of the model

Orientation: we had to remove orientation error control too, because we're testing it on an iPad, and there was no way to have it work, no matter which orientation we choosed.

Not only the rotation apparent from all perspectives, but also the model didn't matched box movements.

as an addition: if we approach very close the camera the model is currently correctly centered to the box, but if you move right the model go left... it's truly a strange behaviour, isn't it?

NOTE that there is also a "non unity" version of this demo, and we've been able to compile and use it without any problem...

thanks for your help :)

Re: Unity 3.5 and Occlusion Management demo package issue

March 22, 2012 - 11:58am #2

Your use of 3.5 basic shouldn't be a problem.

When you say that removing the backgroundcamera resolves the issue, do you mean that you are deactivating the Backgroundcamera instance in the Hierarchy or the Backgroundcamera assignment to the Video Texture Behaviour Camera attached to the Plane?

Have you modifed the Backgroundcamera in any way?

Which device orientation are you building for?

Also is this rotation apparent from all perspectives, or is it only occurring from certain vantage points?

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