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Understanding Unity-Vuforia relation

January 31, 2019 - 8:46am #1

This is more of a theoretical question.

I want to better understand the workflow of Vuforia extension in Unity(specifically coordinate systems) from Unity's 3D coordinate system until a 3D model is registered, for this simple example :

  • A 2D marker (Target).
  • A 3D model as a child of the target (dropped close to the marker with some shift above the marker -not sticked to it-).

So in this case : We dragged and dropped both Marker and 3D model. their transforms are known in Unity's 3D virtual environment.

  1. How can this be known in the camera's coordinate system (The position of the 3D model, which is floating, relative to the marker) ?
  2. Does the marker in Unity have some kind of local coordinate system before even opening the app (while making it) ? 
  3. Let's say we have the transformation needed between the 3D model and the marker to register the 3D model in its right position, How is this transformation defined inside Unity ? are the pivots defined with the target image by Vuforia ? And lastly, How can vuforia get that same transformation but in the camera's coordinate system ?

Understanding Unity-Vuforia relation

January 31, 2019 - 4:28pm #2

Hello,

There is a short article about changes to the Vuforia SDK coordinate system that you may find helpful: https://library.vuforia.com/content/vuforia-library/en/articles/Solution/how-migrate-vuforia-7_2.html

Thanks,

Vuforia Engine Support

 

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