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iOS Build

December 11, 2018 - 1:47am #1

After a few weeks of testing and getting through the majority of the app a bug has been revealed when switching specifically from AR to VR.

What seems to happen is that the field of view is too small for iOS, this is not an issue on android however.

I have uploaded the image, nothing in particular is done to modify the field of view or anything in particular to the vuforia camera. 

The UI is attached before vuforia is enabled so that switching into stereo applies to the UI display. As you can see the image collapses in the center which is not comfortable in VR.

I think its the field of view as mentioned, but there could be other factors. It does start up with a slightly different field of view and not long after goes into this effect, but even the before is no better.

 

Any help with getting this sorted would be great. Anything that I can do to make vuforia force the resolution/fov to be the correct value regardless of the "best" view for the camera?

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iOS Build

January 21, 2019 - 1:42am #8

VR has been removed from the app and no longer causes issues. A better solution for an app that generalises around AR.

iOS Build

January 8, 2019 - 3:36am #7

Its not restricted to a VR only experience, this has the capability of entering a scene in either VR or AR.

There are only 2 cameras, which are persistent between scenes; one is the unity default camera that is used for viewing a static scene which has the option to toggle AR which then enables the vuforia camera and disables the unity camera, that presents the phone camera view and ar tracking. That scene doesn't have VR.

The other scenes have a prompt before entering which allows the selection of AR or VR, then when entering the scene the MixedRealityController is used to set to Viewer AR or Handheld AR; this is what the previous developer had defined the switching as so it is left as that.

 

This issue "disappeared" with Unity 2018.2.18 and Vuforia 7.5.24.

The left and right side of the screen was cut off; while the UI was readable with a VR device it was slightly apparent to the brain that part of the image was missing. That is a little more preferred however when it picked up the markers the app crashed. (iOS)

 

iOS Build

January 2, 2019 - 4:00pm #6

Hello,

One possibility is that the Device Type setting under "Digital Eyewear" is not correct for your VR experience. Normally, this would be set to "Phone + Viewer" for VR only experiences.

That being said, we have a sample that demonstrates how to switch between AR and VR (and back). I suggest you review the Vuforia AR+VR Sample for a proposed UX and example code for managing the transition.

https://assetstore.unity.com/packages/templates/packs/vuforia-ar-vr-sample-101547

Thanks,

Vuforia Engine Support

iOS Build

January 2, 2019 - 3:39am #5

Hey Medabit, sorry for the delayed response.

The setting is currently on Handheld, and remains on handheld.

Technically it can be phone and viewer but there is also the possibility of "VR Glasses" that simulate a viewer and are not a viewer directly like gear VR. Something similar to google cardboard but not.

 

I am currently building for unity 2018.2.18 with the latest vuforia I believe, the older version is not prompting for an update. Will test on this version assuming nothing else breaks.

iOS Build

December 14, 2018 - 3:58pm #4

Hello,

What are the settings for "Digital Eyewear" under Window->Vuforia Configuration?

Thanks,

Vuforia Engine Support

iOS Build

December 12, 2018 - 3:11am #3

Hey, medabit.

 

This is using Unity 2018.1.0f2, Vuforia 7.2.24

This has been tested on all iphones we have available, 6, 6s, 7 and 7s.

iOS Build

December 11, 2018 - 1:21pm #2

Hello,

Which version of Unity? Which version of the SDK? Device model?

Thanks,

Vuforia Engine Support

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