"We offer new support options and therefor the forums are now in read-only mode! Please check out our Support Center for more information." - Vuforia Engine Team

Vuforia and ARKit

Hi,

I'm attempting to create a project that incorporates both Vuforia and ARKit.  The ARKit camera needs to continue to run, as it would already be calibrated and using point cloud information for translation at the time when the Vuforia Marker Detection is intended to occur.  Unfortunately, when I "Start Vuforia", it causes the ARKit world tracking session to fail.  

My first implementation was using two cameras.  I figured that was likely to fail, due to Unity's "mainCamera" switching.  Second implementation was to add Vuforia components to the existing ARKit camera, similarly to how the editor currently adds to pre-existing cameras.  While this did work from a Vuforia perspective, it still caused the ARKit tracking session to fail in the same way.  

Is it possible for ARKit and Vuforia to coexist in Vuforia 6.5 / Unity 2017.2?  Do I need to wait for Vuforia 7?  Thanks!

Rob

Hello Rob,

At this time, it is recommended to wait for Vuforia 7 if you would like to use ARKit with Vuforia.

Apologies for the inconvenience,

Strasza

Thu, 11/02/2017 - 18:14

In reply to by RobNBCUNI

Vuforia 7 is in the Unity 2017.3 beta currently. The features of Vuforia 7 will become available as this beta develops. I'd recommend keeping your eye on the 2017.3 beta to keep up with Vuforia + ARKit.

Thanks,

-Vuforia Support

@Strasza: Is it possible to disable the AR kit integration ? It currently causes the Autofocus to be disabled even if no ARkit feature is used(at least not actively).

Hello Dav,

Vuforia utilizes ARKit in Vuforia 7. Please refer to our Ground Plane samples that is available on the Unity asset store.

Thanks,

Vuforia Support