Hello all, I’m a cg supervisor working for a start-up company that produces AR experiences, and we have recently decided to switch to the Qualcomm AR SDK.
We’re looking at producing iOS and Android scenarios via the Qualcomm Unity plug-in, and I wanted to know if anyone could answer some questions and shed some light on restrictions/pipeline from Maya to Unity to the Qualcomm SDK. I have searched through the forums and found many answers already, so I’m doing my best to ask for anyone to fill in the grey area I have not been able to; I really appreciate any and all advice and direction.
We have been in contact with Qualcomm, and were told that the AR SDK allows the artists to employ any of Unity Pros features, but it seems unlikely there are no restrictions and we’re looking for more details on this.
First, the team we will be employing has Unity Pro, and from my understanding they will not need the iOS Pro or Android Pro Unity extensions to work with the Qualcomm AR SDK, the standard add-ons will work; Is this correct? Also, would we be able to build both iOS and Android apps out of the same Unity scene with the same app features and functionality?
Secondly, is there a significant benefit offered or ability to create a more ‘rich’ AR experience using the Pro add-ons, rather than the standard add-ons? We have a decent understanding of the differences in features between Unity Pro and Unity Standard, but not the add-ons.
Would we be able to employ features for a mobile AR app such as Unity’s ambient occlusion, standard shadows (or blob shadows), displacement mapping, particles w/dynamics, and glows into the AR scenario? These are the specific features we are looking to implement in our current project.
We are working out of Maya, and have a couple questions regarding optimal performance; for mobile, what is considered an ‘optimal’ poly count, something that would not cause hang-ups in the app? I believe the only answer I could find on this was “18k might run a bit choppy, but 12K will run more smoothly”. This might be the best answer I can get, but we’re just looking for something a little more definitive on this.
Lastly, what FPS for mobile should we be working out of in Maya? Should we just work at a standard 24 FPS? The last AR software we were using required us to export our Maya data at 15 FPS for mobile, not sure if the SDK or Unity will need specific FPS set before export.
Thanks everyone so much for your support!
Best regards! :)