Hey all,
I am running Unity 2018.1.2f1, on Vuforia 7.1.35, on the iOS platform. Using Cloud Build with XCode 9.2 (seems to fix a current black-screen camera issue I'm having) I noticed that the auto-focusing seems to throw off the edges of the clipping plane for the camera input feed.
Here's a link to an image showing the issue. https://drive.google.com/open?id=10SHXhuw30rqbA-eN5ncBZhVp5lW9PWft
Sometimes, a change in focus will fix this, but it's difficult to understand why this is happening. Should I just be using infinite focus all the time? We were really looking forward to the auto-focus feature. To give some information on how we're using Vuforia... The app basically puts an overlay canvas over the Vuforia viewport at runtime, to filter/obscure the camera texture after it is configured for a Merge headset.
A Vuforia-managing GameObject calls VuforiaRuntime.Instance.InitVuforia() in its OnEnable function. It also registers for VuforiaInitError, VuforiaStarted, and OnPause callbacks. One second later, it sets "enabled = true" on the VuforiaBehaviour component in the scene. One second after that, it looks for the "BackgroundPlane" child of the VuforiaBehaviour object, and aligns a new canvas to the bgPlane's position, and sets the new canvas' sizeDelta to the bgPlane's local scale. When the VuforiaStarted (or the Unpaused) callback is fired, it calls CameraDevice.Instance.SetFocusMode(CameraDevice.FocusMode.FOCUS_MODE_CONTINUOUSAUTO);
(On disable, this lifecycle-managing game object sets the VuforiaBehaviour to "enabled = false" and calls VuforiaRuntime.Instance.Deinit().)