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Unity 2017.2 Digital Eyewear Stereo not working

I am trying to run Vuforia on my ODG R7 (running Android Marshmallow) glasses with Unity 2017.2 (which supports R7 Marshmallow according to this post: https://developer.vuforia.com/forum/news-and-announcements/new-release-vuforia-65-patch-1).

Now that Vuforia is embedded within Unity, I followed the "Getting Started with Unity" article (https://library.vuforia.com/articles/Training/getting-started-with-vuforia-in-unity-2017-2-beta.html) to run a simple app with an image target, and I also tried using the sample scene provided in their Stereo Digital Eyewear Asset Store package (https://www.assetstore.unity3d.com/en/#!/content/101471).

In both cases, I managed to have the app deployed and the tracking working (Digital content movement follows the movements of the real physical marker). However, in both cases the stereo rendering is wrong. The right eye content is offsetted to the right and the left eye content to the left.

Has anyone come across this issue as well? Any idea on how to fix it?

Thanks!

Hello BierroNrec,

Would you be able to provide a screenshot of the issue you are seeing?

Thanks,

-Vuforia Support

nicbill10

Tue, 02/27/2018 - 16:33

Hello there!

 

I have a similar problem:

I'm developing a basic app where a panel appears when a QR code is detected.

When I run my app on my ODG R7, the rendering is wrong. It's like the left eye should be right eye, and vice-versa.

 

[quote=nicbill10]

Hello there!

 

I have a similar problem:

I'm developing a basic app where a panel appears when a QR code is detected.

When I run my app on my ODG R7, the rendering is wrong. It's like the left eye should be right eye, and vice-versa.

Hi I send you a quote in my post, and I reply in your post if the service send you a message of quote/reply.