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Having tracking camera at DIFFERENT ANGLES than viewport

November 13, 2017 - 1:53am #1

I am creating an application, where I place an image target on the floor, and use downward facing USB camera to do the slam tracking. The user looks through the tablet, and they can view the game components like they are looking parallel to the ground.

How do I do this? I drag and drop the ARCamera into the vuforia scene, however it seems to be hard coded to ONLY displaying tracking information to wherever the camera is facing. 

 

In the parenting heirarchy, you have

ARCamera

Camera

BackgroundPlane

 

I would assume all I need to do is change the Camera and/or BackgroundPlane to a 90' angle (or AR Camera 90' and leave others at 0), however it doesn't seem to do anything. When I play the game, I don't want to be looking straight down when I hold my tablet like normal.

This seems like there's an easy solution, however I can't figure it out.

Please help!

 

Having tracking camera at DIFFERENT ANGLES than viewport

November 14, 2017 - 11:20am #3

Hello Omnedeus,

I apologize that someone was not able to respond to your thread yesterday.

I'm glad you were able to resolve your issue and thank you for posting the solution you came up with. I would like to point out that while you can use a USB camera in Unity's playmode, the commercial offering of Vuforia does not support the use of a USB camera.

Thanks and sorry again for the delay in a response,

-Vuforia Support


Having tracking camera at DIFFERENT ANGLES than viewport

November 14, 2017 - 3:19am #2

Hey guys, you were bought for 65 million, not including all that sweet seed & VC sprayed everywhere. I'd assume you would hire more devs to answer questions on this forum.

 

Also, I'll answer my own question; Put the vuforia behavior script on a empty game object, and remove it from the camera. Set the ARcamera (without behavior script) at a different angle than the original camera object, and attach it, (in this case, at the 90' angle). 

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