So we need to talk vuforia scale, unty, and image targets. There are serveral issues that need to be address - if you have any solutions please tell me.
Here's the current issues we're having with the scale:
Vuforia recommends using the real world scale, so if the image is 25 cm wide, we input 0.25 into the target manager. Importing into unity will give us a target with width of 0.25 units.
This creates two main problems:
1) Working at this small scale the unity editor, the editor camera control is not fine grained enough.
2) Shadows are pixelated/blurry at this small scale - We havn't tested on other platforms but trying a ton of different settings, shadows always look bad on Android. Solution with new issues:
Setting the scale (either in the target manager or in unity) of the target to something like high (1-5 meters) allows for shadows to render fine on android, and makes it easier to navigate the editor camera. However, chaning the scale to not reflect real life scale will cause issues for extended tracking, as seen here: https://youtu.be/tUtrb1yK6Vs
So... what is possible here? How can we hack unity to generate good shadows on android/get better editor control? Are any other's experiencing these issues?
Hello,
Hello,
Thanks for the detailed report. I've escalated the issue with the internal team for evaluation.
If there is any relevant feedback, I'll reply here.
Thanks,
Vuforia Engine Support
1) I agree, this is a pain,
1) I agree, this is a pain, but I see this as more of a Unity issue. I assume you are talking about using the scroll wheel for zooming at small scales? I usually scale up while working and scale back down when I'm done.