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Vuforia selects wrong graphic API

August 1, 2019 - 1:13pm #1

For some reasons vuforia selects OpenGL ES 2.0, when I build unity3d project and include it in native project.

When I build unity3d xcode exported project directly, without including in native project - it selects Metal and all is good. If it selects OpenGL ES 2.0 it shows black screen. Black screen can be solved if I choose OpenGL ES 2.0 in Unity3d player settings, but I need to use Metal, because I have ARKit in my project.

How to force Vuforia to use Metal? Or maybe you have some other suggestion

Unity3d 2018.4.4

Vuforia 8.3.8

Vuforia selects wrong graphic API

August 21, 2019 - 2:09am #7

Hi,

Coming back to your first post, I've noticed that exporting the project from Unity directly to iOS works as expected and Metal is being used. The issue happens only when you include the unity exported project in the native project.

What is the native project? is it empty? are you just opening the unity project with Xcode?

Thank you.

Vuforia Engine Support

Vuforia selects wrong graphic API

August 20, 2019 - 6:35pm #6

After that it still tries to select opengles 2.0

Vuforia selects wrong graphic API

August 5, 2019 - 5:20am #5

Hi,

This should be achievable through the build settings from unity. Under Player->Other Settings -> Auto Graphics API// Uncheck the box. After that you will have a drop down menu with the Graphics API. Remove OpenGles2 version from there and try to build it again.

Thank you.

Vuforia Engine Support.

Vuforia selects wrong graphic API

August 3, 2019 - 5:51am #4

I had exactly the same problem. We were forced to change the framework to another, although we wanted to use Vuforia. So far, we have not found a solution to this problem, Vuforia behaves very strangely and the selected Vuforia settings, when exporting a Unity project for integration into native applications, behave very strangely and looks corrupted.

  • Can some one from Vuforia support explain, how to manually initialize Vuforia in native project, when it was exported from unity as library? Which native methods calls should I use, when It was exported as part of unity project? 

Vuforia selects wrong graphic API

August 2, 2019 - 4:03pm #3

It's enabled. Moreover I can force Vuforia to use Metal, using initQCARiOS native method call. And it selects Metal (based on what I see in logs), but after that it says "vuforia engine cannot be started before it is initialized ios" and if I'll use VuforiaRuntime initialization method - it results in conflict. What I need to call in addition to initQCARiOS? 

Vuforia selects wrong graphic API

August 2, 2019 - 3:32am #2

Hi,

I believe you need to enable the Metal Editor Support option.

In unity under Build Settings -> Player Settings -> Player -> you have the option "Metal Editor Support". Please enable that and give a try.

Thank you.

Vuforia Engine Support

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