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Unity3d 5 support

March 3, 2015 - 12:06pm #1

Unity3d 5 is released - any news on Vuforia support for Unity 5?

Unity3d 5 support

May 5, 2015 - 5:58am #20

The Play Mode crash on Mac is a known issue, and it's due to a bug in Unity 5 WebCam Texture access functionality (which can also be reproduced without Vuforia) as mentioned in the Release Notes:

https://developer.vuforia.com/library/articles/Release_Notes/Vuforia-40-SDK-Release-Notes

(see Known Issues).

If you are on Mac OSX 10.10 The crash should occur only the first time that you use Unity with WebCam (Play Mode) after a system reboot, then it should not longer appear (unless you reboot your system again).

If you are on Mac 10.9 or lower, the crash may occur at every run. The solution for this is to upgrade to Mac OSX 10.10 or higher.

 

Unity3d 5 support

May 5, 2015 - 3:43am #19

I'm using Unity 5 and Vuforia 4-0-105 on Mac OSX 10.8.5.

I've just started a new project where I have dragged a Prefab ARCamera and ImageTarget into a scene. 

I've put a Cube on the ImageTarget and done all the usual stuff to get it going.

When I press Play Mode, it comes up with a message saying "Vuforia App key is missing"

So I went onto the Vuforia Developer Portal and created a License Key for the Database (Free Version just for testing)

Copy and paste that into the box.

Now when I press Play Mode, it crashes Unity. I've tried this multiple times and everytime it just crashes.

I'm also getting the following error message:

Couldn't open Assets/Plugins/QCARWrapper.bundle/Contents/MacOS/QCARWrapper, error: dlopen(Assets/Plugins/QCARWrapper.bundle/Contents/MacOS/QCARWrapper, 2): Symbol not found: ___sincos_stret
  Referenced from: Assets/Plugins/QCARWrapper.bundle/Contents/MacOS/QCARWrapper
  Expected in: /usr/lib/libSystem.B.dylib
 in Assets/Plugins/QCARWrapper.bundle/Contents/MacOS/QCARWrapper
Vuforia.EditorClasses.WebCamEditor:OnInspectorGUI()
Vuforia.EditorClasses.WebCamEditor:OnInspectorGUI()
UnityEditor.DockArea:OnGUI()
 
Anyone else having the same problem or know how to fix it?

Unity3d 5 support

April 15, 2015 - 5:37pm #18

Awesome, works fine so far.

Unity3d 5 support

April 15, 2015 - 12:21pm #17

Vuforia 4.0.15 has just been released; this includes Unity 5.0 support on Windows 32bit and Mac OS 64bit:

https://developer.vuforia.com/forum/news-and-announcements/announcing-unity-50-64-bit-support-mac-os-x

 

Unity3d 5 support

March 16, 2015 - 3:29am #16

Hi,thePostFuturist 

Is your problem solved?

Unfortunetly,I have met the same problem.=.=

Can you help me?  ^.^

 

 

Unity3d 5 support

March 4, 2015 - 1:47am #15

There is no ETA available at the moment. Later we'll post updates on the Forum.

 

Unity3d 5 support

March 4, 2015 - 1:19am #14

Alright, thanks for feedback. I'm on 64 bit Mac so I'll wait with upgrading to Unity 5. Are there any ETA on the Vuforia/Unity 5/Mac support?

Thank you for your response.

Unity3d 5 support

March 4, 2015 - 12:14am #13

Some notes about Vuforia 4.0 and Unity 5:

  • Vuforia 4.0 may not work on the Mac OS (64bit) version of Unity 5
  • Vuforia 4.0 may work on the Windows 32 bit version of Unity 5; this should cover the use of Play Mode and the ability to build and deploy your app on Android devices.

 

We are currently testing Vuforia 4.0 with the Windows 32 bit version of Unity 5, and we will post an update as soon as we have more confirmed results.

From our initial assessment, here are a set of Build Settings / Player Settings you'll need to set when building and running on Android:

  • Under Player Settings > Resolution and Presentation:  set the device orientation to the desired value (e.g. Portrait, Landscape Left, Autorotation, .....)
  • Under Player Settings > Other Settings:
    • Graphics Level: set it to "Force OpenGL ES 2.0" (by default Unity 5 sets this to "Automatic")
    • Device Filter: set it to ARMv7 (by default Unity 5 sets this to "FAT (ARMv7 / x86)")
    • Android TV compatibility: set it to OFF (i.e. uncheck the checkbox)

 

Other known issues (at this time):

VideoPlayback sample:

you may see a compiler warning when building the VideoPlayback sample:

UnityEditor.EditorUtility.UnloadUnusedAssets is obsolete

this warning should be harmless; however, you can remove it by simply replacing the call to UnityEditor.EditorUtility.UnloadUnusedAssets with UnityEditor.EditorUtility.UnloadUnusedAssetsImmediate() in the VideoPlaybackEditor script code.

 

Downloading Unity 5 for Windows:

If you are working on Windows, you can  download the 32-bit version of Unity 5:

once you land on the Unity download page,

you should see a dropdown menu with title "Additional Downloads" and sub-header "For Windows"; for there you can download the 32bit version called "Unity Editor (32bit)".

Unity3d 5 support

March 3, 2015 - 10:46pm #12

Correct, I have Vuforia 4.0, with Uniity 5.0 runing on an iPhone5s/iPad.

However what doesn't work: 

- Preview when using the editor (i.e., it will not work with my laptops webcam) 

- Creating an xcode archive. (I receive various validation errors). 

There isn't meant to be any official support for U5 anyway, so for now I've gone back to developing for Vurofia in Unity 4.6. I'll go back to U5 for AR applications in a couple of months once thre is an official SDK update out, hopefully it won't take too long. 

Unity3d 5 support

March 3, 2015 - 10:40pm #11

The Log is Unity Editor's, sorry for the confusion. 

 

As I understand it, you got Vuforia 4 running in Unity 5 on an iPhone?

Unity3d 5 support

March 3, 2015 - 9:49pm #10

Anyway, Vufioria is currently only supported on 4.5 and 4.6, not 5.0.

Currently I have a build working on my device, but I can't make an ad-hoc distribution of this for testing.

So yeah, nice to have a play around with, but for proper support, or the ability to deploy, we'll have to wait for Vuforia to release an upgrade. 

Unity3d 5 support

March 3, 2015 - 9:27pm #9

It that log from your Unity3D editor or XCode?

You mentinoed it was from the Unity Editor, which implies you were running it on your laptop rather than your iPhone? 

(Works fine for me on the iPhone, on my laptop, I have exactly the same problem as you). 

Unity3d 5 support

March 3, 2015 - 9:18pm #8

Tried running the Image Targets sample with Vuforia 4 in Unity 5 on iPhone 5S:

Black Screen, no video feed. Log says trackable is found, when it has not been shown.

Log from Unity Editor:

Couldn't open /Users/thePostFuturist/New Unity Project 2/Assets/Plugins/QCARWrapper.bundle/Contents/MacOS/QCARWrapper, error: dlopen(/Users/thePostFuturist/New Unity Project 2/Assets/Plugins/QCARWrapper.bundle/Contents/MacOS/QCARWrapper, 2): no suitable image found.  Did find:
/Users/thePostFuturist/New Unity Project 2/Assets/Plugins/QCARWrapper.bundle/Contents/MacOS/QCARWrapper: mach-o, but wrong architecture
Vuforia.WebCamAbstractBehaviour:IsWebCamUsed()
Vuforia.WebCamAbstractBehaviour:IsWebCamUsed()
Vuforia.QCARRuntimeUtilities:IsQCAREnabled()
Vuforia.TurnOffBehaviour:Awake() (at Assets/Qualcomm Augmented Reality/Scripts/TurnOffBehaviour.cs:21)
 

Unity3d 5 support

March 3, 2015 - 8:36pm #7

I'm running Vuforia 4.0 + Unity 5.0 official release (5.0.0.f4) 

No problems here deploying a build to XCode 6.0 (and running on an iPhone5s + 4th Generation iPad). 

Edit: 

When I try running in host-testing mode, I am having some issues, my Macbook webcam does not work, the following error message seems to be consistent with this behaviour:

Receiving this error: Couldn't open /XXX/iPad Demo/Assets/Plugins/QCARWrapper.bundle/Contents/MacOS/QCARWrapper, error: dlopen(/XXX/iPad Demo/Assets/Plugins/QCARWrapper.bundle/Contents/MacOS/QCARWrapper, 2): no suitable image found.  Did find:

/Users/ah/Dev/Elmar/HSBC/iPad Demo/Assets/Plugins/QCARWrapper.bundle/Contents/MacOS/QCARWrapper: mach-o, but wrong architecture
Vuforia.WebCamAbstractBehaviour:IsWebCamUsed()
Vuforia.WebCamAbstractBehaviour:IsWebCamUsed()
Vuforia.QCARRuntimeUtilities:IsQCAREnabled()
Vuforia.SmartTerrainTrackerAbstractBehaviour:Awake()
 

Unity3d 5 support

March 3, 2015 - 4:01pm #6

On the Subject of using more than one version of Unity on one computer,  this came from Unity Answers:

Here is a recommended system for running two or more Unity versions concurrently:

Back up (copy) all projects you wish to try with new Unity version first - e.g. projectname_4x

PC:

  • When you install on PC it may select the previously installed directory - do not install here

  • Create a new directory named sensibly e.g. Unity_4x or such like

  • Create and name sensibly any shortcuts so you know which version you are launching

  • Hold alt when you launch the new version so Unity will let you choose which project to open (and upgrade)

  • Choose your projectname_4x directory to open your copied project

Mac:

  • Find your existing Unity application folder and rename appropriately e.g Unity_35x

  • Install the new version of Unity

  • Name any shortcuts so you know which version you are launching

  • Hold alt when you launch the new version so Unity will let you choose which project to open (and upgrade)

  • Choose your projectname_4x directory to open your copied project

Unity3d 5 support

March 3, 2015 - 3:57pm #5

Unfortunaley I'm getting the same error: 

Couldn't open /Users/aarondennis/New Unity Project 1/Assets/Plugins/QCARWrapper.bundle/Contents/MacOS/QCARWrapper, error: dlopen(/Users/aarondennis/New Unity Project 1/Assets/Plugins/QCARWrapper.bundle/Contents/MacOS/QCARWrapper, 2): no suitable image found.  Did find:
/Users/aarondennis/New Unity Project 1/Assets/Plugins/QCARWrapper.bundle/Contents/MacOS/QCARWrapper: mach-o, but wrong architecture
Vuforia.WebCamAbstractBehaviour:CheckNativePluginSupport()
Vuforia.WebCamAbstractBehaviour:CheckNativePluginSupport()
Vuforia.WebCamAbstractBehaviour:IsWebCamUsed()
Vuforia.QCARRuntimeUtilities:IsQCAREnabled()
Vuforia.TurnOffBehaviour:Awake() (at Assets/Qualcomm Augmented Reality/Scripts/TurnOffBehaviour.cs:21)
 
Also, I tested this on a seconday computer, and isntalling Unity 5 did overwrite Unity 4.6.   If I had chosen the 'advanced' install option of choosing an alternate location, that might not have been the case.   I'm using a Mac, maybe the PC install works differently?  Or maybe I'm missing something?

Unity3d 5 support

March 3, 2015 - 1:51pm #4

There's nothing stopping you from installing Unity 5 alongside 4.x. Duplicate your project file, and upgrade one of them.

 

(If you do get it to work, please report back!)

Unity3d 5 support

March 3, 2015 - 1:49pm #3

Anyone else having issues?  I'd love to upgrade to Unity 5, but I'm worried that it will make my Vuforia projects unusable.  

Unity3d 5 support

March 3, 2015 - 12:58pm #2

I've got this error on a new project - I've imported Vuforia 4.0 and my data set, nothing else, on Unity 5.0.

Screenshot

Seems like maybe we need a 64bit version of Vuforia 4.0?

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