Trying to achieve my animated model going "below" the "plane" and "disappearing", via occlusion management. This at least partially works when I make the plane via a "standard" shader - i.e. you can't see the target anymore but at least the occlusion works when you are physically above it. (see attached)
When I make the plane much larger and use a Depth Mask (as I've seen in many suggestions) the occlusion works great in Unity + webcam testing, but fails on the android device the same way as you can see in this screenshot.
I have tried following any vuforia and stack overflow notes I can find, as well as the official documentation for handling occlusion. My present setup is using the "depth mask" shader. Most recently I tried reparenting the model to be underneath the occluder in the game-object hierarchy (another trick I saw elsewhere) but no luck.
So the Game Object layout is
/Image Target
/Ground
/Plane
mesh collider + mesh renderer + DepthMask shader (or Standard, or MobileARShadow...none make a difference)
/Model entity
fbx + animations + script
The model starts out positioned at 0,0,0 but during the animation sequence goes "below" the Plane, which does work, just not on Android. (actually it doesn't work on IOS either but that's because I'm on xcode 9.3 and Vuforia 7 just doesn't work there yet - entirely separate issue).
Change ZTest to Always in
Change ZTest to Always in your shader. That will most likely do it. If you still have issues, probably means you have multiple planes with reversed normals doing the occulusion which doesn't really work.
@dpizzle thank you so much.
@dpizzle thank you so much. That worked!
Anybody else experiencing this issue, simply open up DepthMask.shader (provided by Vuforia) and change line 30
from:
ZTest LEqual
to:
ZTest Always
Problem solved. Build & deploy.
Same identical problem here..
Same identical problem here.... when i move object under occlusion plane ONLY on android devices.
.......ok the solution provided works for me