Service not available while creating Area Target

Hi,

I'm building the Area Target Capture API scene from Unity sample project, I have followed the doc (https://library.vuforia.com/area-targets/area-target-capture-api-unity) , after building the App in iPhone with Lidar, I was able to create the Area Target but during generation of Area Target I'm getting following error from few hours now

[ERROR] Vuforia portal authentication: The Vuforia portal reported an unknown error. Please try again. 2022-08-17 22:37:20.053599+0530 AreaTargets-Vu[32464:18362974] ERROR/AR(32464) Failed to generate Area Target because the server is not reachable, down, or overloaded

I have made sure that all credential are correct and in place.

I'm using iOS 15.5 , iPhone 13 Pro

Vuforia version - 10.9.3

Unity version - 2021.3.1f1

 

Thanks.

Yes,I have make sure those credentials are correct and in place. I was able to capture the Area, but during saving I got Error: Service not available!

I have repeated the issue few time today as well for logging purpose

here is a screenshot while generating as well

Hey there,

 

Can you confirm that your device has full internet connection? 

 

Kind regards,

Patrick Scheper

Vuforia Engine Product Manager

Vuforia Marker Based Tracking Issue

Overview: I am developing a Unity project for HoloLens 2 that uses Vuforia marker based tracking to track various objects. I have encountered an issue with both standard tracking and extended tracking. When I look at my image target, all tracked child objects appear and are in the correct relative positions. However, when I shift my own perspective while wearing the HoloLens, the tracked objects shift positionally to some extent when I need them to stay in the same position regardless of the perspective. For example, I turn my head to the right and the objects move to the right. There should only be movement of child objects when the actual tracked image moves. To clarify, whether the object is directly tracked, or extended tracking is employed, the child objects still change position depending on how I am looking at the tracked image.

Here is a list information that may be helpful:

  • I am using the most recent versions of Unity and Vuforia
  • The image target is a child of the AR Camera (I still have the issue whether or not the image is a child of the AR Camera)
  • This issue can be replicated in sample projects
  • I have tried AR camera with both World Center Mode as DEVICE_TRACKER and Camera
  • I have read through the current forums posts regarding this issue and the general consensus seems is to use extended tracking but the issue still persists
  • The image target in the Unity project is properly scaled with the real image target
  • I have tried using multi targets and customizing my own targets by modifying the dataset configuration XML File
  • "Track Device Pose" and "Load Object Targets On Detection" are enabled
  • I am using 5 star images

 

Here is a link to a video someone else made regarding a similar issue:  youtube.com/watch?v=E2rZs2RQWvg

Thank you for your time.

Hey there,

 

Thanks for reporting the issue. Is there any possibility you can provide your own video of the issue on the Microsoft Hololens 2?

We are also having the same issues .  That is, significant jitter associated with the position of graphical objects in the scene when the user moves their head even small amounts.

Hey there,

 

Would you be able to share in detail the similar tracking issues that you're experiencing? Another video would be very helpful of the device tracking.

 

Kind regards,

Patrick Scheper

Here's a video (especially the first 15 sec) that shows the jitter associated with objects placed on the image target when moving the head.  You can also see the tracking latency/error associated with keeping the head still and moving the image target.&nbsp

Hello,

AR_CONTROLLER (DYNAMIC) is the "pure CV" mode and was implemented for just this use case.

Kind regards,

Dave Downing

Vuforia Engine Technical Support

Thank you very much Dave. We were able to experiment enough with the different modes to get a better understanding of the problem.

Hello @LennartM,

[quote]

We have a static testbed where we feed the same image every frame to a virtual camera and run Vuforia on that. We noticed that there is a bit of noise, up to +/- 0.2mm between different frames for the position estimate.

[/quote]

Thanks again, Dave. I understand that there is jitter, and the resolution/accuracy is fine, but I was wondering why the jitter is different per frame in a static image?

Hello,

What you're observing are artifacts from optimizations made in our tracking algorithm to run on embedded systems.

Kind regards,

Dave Downing

Vuforia Engine Technical Support

Where to Download 10.5.5 SDK?

Vuforia SDK Version: 10.5.5 - Description with steps to reproduce: I would like to download 10.5.5 SDK since 10.6 is up to Android 8. Please help find the older SDK packages... they are removed from everywhere. - Development OS (Mac OS X, Windows, Linux): Mac OS X - Mobile OS and Version: iOS, 15.0.2 - Mobile Device Manufacturer and Model name: Apple, iPhone 8 Plus - Do the Vuforia Sample Applications show the same behavior?: Yes

livebookstudio

Wed, 06/29/2022 - 11:33

If anyone has Unity Package 10.5.5 SDK and can somehow share it?

That would be really appreciated.. Thanks!
 

Hey there,

 

Is there any particular reason why you cannot upgrade your app to Android 8 or above?

 

Kind regards,

Patrick Scheper

Technical Community Manager

livebookstudio

Wed, 06/29/2022 - 20:06

We target to support Android from 5.1 as 10.5.5 does. However, it might change in future to Android 8 once we decide to upgrade Vuforia etc.

Hey there,

 

I provided the sample via email last week... Please check your spam folder! 

 

Kind regards,

Patrick Scheper

Technical Community Manager

livebookstudio

Mon, 07/11/2022 - 13:28

Hey Patrick,

I miss it in my spam folder and temp link suddenly expired.
Appreciate if you can upload & send it once again. Thank you!

Virtual (AR Content) Object Not hidden by real physical objects

I'm using the latest version of Vuforia and the suggested version of unity. Everything builds perfectly as an IOS app when I create an Area target app.

I'm doing a simple hello world cube. The problem is when using the IOS the AR content (the cube game object) is not being hidden by real physical walls. I have not seen anything addressing the issue anywhere surprisingly. Can't believe I'm the only one with this problem.

...and yes, Add Occlusion Mesh is checked.

 

Thanks in advance

Hello,

Can you also confirm that you've also followed these additional instructions from this article:

Single channel tracking

Hello!

I'm facing an issue and would highly appreciate your help.

When using a basic license and running the application simultaneously on two different devices, one device tracks the marker image while the other does not. Tracking works only on the device where the application was first launched. 

What causes it and how it can be fixed?

Hi!

We've tested the application in the airplane mode and nothing works, the marker is not being detected.

medabit

Fri, 04/22/2022 - 14:23

In reply to by Afes

Hello,

I'm at a loss for what could be going wrong here.

Can you try building our Core Samples to see if they behave in a similar manner? I just cannot think of a scenario where Engine SDK services would result in such a state as you describe.

Kind regards,

AR Camera shows White Screen

Dear, 

I made an App for Andorid with Unity + Vuforia, it was tested in 3 Android devices by now. In 1 of them (Samsung Galaxy S20) the App does not work, there is an issue with the Vuforia AR Camera a White Screen is showed instead of the rear camera of the phone. (See attached Image)

In the other 2 devices (Samsung Galaxy a52 and a Motorola One Fusion) the AR Camera works well, but after some time of use (like 5/10 minutes) it starts to work bad like slow or with freeze.

Image removed.

The App has 2 cameras one is AR Camera (Depth 0) and the other is a Unity camera (Depth 1) in order to show a video on it PiP style.

I only used 3 elements form Vuforia Engine (AR Camera, Plane Finder and Ground Plane Stage) and I placed some 3DObjects on the Ground Plane Stage.

1) I wonder first, why the Samsung S20 shows white screen on the ARCamera area, as I could see the phone supports ARCore and also Supported by Vuforia.

2) About the case in other 2 devices, I tried different things like lowereng the resolution, quality etc. but after some time the ARCamera begin to work slow/lagged.

 

Below the the version of each SW module used to made the App.

Unity Hub 3.1.1

Unity 2020.3.30f1

Vuforia Engine v10.5.5

ARCore XR Plug-in

 

I apreciate any help.

Regards!

 

Vuforia *still* puts 480MB of binaries in source control.

Vuforia SDK Version: 10.5.5 - Description with steps to reproduce: Guys, come on... https://developer.vuforia.com/forum/issues-and-bugs/v10-puts-420mb-binaries-source-control It's up to 480MB now, and it still leaves GitHub unusable as a source repo. Jason - Development OS (Mac OS X, Windows, Linux): Windows 10 64-bit - Mobile OS and Version: Multiple - Mobile Device Manufacturer and Model name: Multiple - Do the Vuforia Sample Applications show the same behavior?: Yes

Hey there,

 

I provided an answer in the post you shared: https://developer.vuforia.com/forum/issues-and-bugs/v10-puts-420mb-binaries-source-control#comment-74187 

[quote=pscheper]I provided an answer in the post you shared: https://developer.vuforia.com/forum/issues-and-bugs/v10-puts-420mb-binaries-source-control#comment-74187[/quote]

I know, and appreciate it. However, it is still a real issue.

ARCoreError on OnePlus 6

Vuforia SDK Version: 10.3.2 - Description with steps to reproduce: Unity version: 2021.2.8f I receive a black screen when starting the camera. Logcat contains the following error being repeated: com.vuforia.engine.coresamples E/native: E0117 11:18:46.799693 30822 status.cc:162] FAILED_PRECONDITION: ARCoreError: third_party/arcore/ar/core/cpu_image_manager.cc:308 [type.googleapis.com/util.ErrorSpacePayload='ArStatusErrorSpace::AR_ERROR_NOT_YET_AVAILABLE'] === Source Location Trace: === third_party/arcore/ar/core/cpu_image_manager.cc:308 - Development OS (Mac OS X, Windows, Linux): Windows 10 / Mac OS Big Sur (Version 11.5.2) - Mobile OS and Version: Android 11 (OxygenOS 11.1.2.2) - Mobile Device Manufacturer and Model name: OnePlus 6 - Do the Vuforia Sample Applications show the same behavior?: Yes.

Hey there,

 

This could be related to Google removing ARCore support for 32-bit apps on 64-bit devices. Please read more about it here: https://developers.google.com/ar/64bit

Did you make sure to switch the scripting backend to IL2CPP and select ARM64?

Hi Patrick,

Thank you for the reply and apologies for my late response. Yes, I made sure those settings were correct but I still have the problem.

I've attached the logcat.

Hey there,

 

There seem to be some issues solved regarding ARCore with our new release from last week. Could you update to v10.4.4 to see if that solves the issue? I'll go through the logcat information in the meantime, thanks for sharing.

 

Kind regards,

Hey there,

 

Awesome to hear. Have a good weekend! 

 

Kind regards,

Patrick Scheper

Technical Community Manager

Vuforia doesn't work with Unity 2021.2

Vuforia SDK Version: add-vuforia-package-10-3-2.unitypackage - Description with steps to reproduce: Create a new Unity 2021.2 project. Import the add-vuforia-package-10-3-2.unitypackage package. You will get the following error DllNotFoundException: VuforiaEngine.dll assembly: type: member:(null) Vuforia.VuEngineConfigSet.Create () (at <22c7e40132014ceebf14d40ee521b5b7>:0) Vuforia.Internal.NativeBridge.NativeEngineConfigSet..ctor (Vuforia.VuforiaConfiguration vuforiaConfiguration) (at <322f9cfa037e43d487f9bdce5f865d45>:0) Vuforia.Internal.NativeBridge.NativeEngineConfigSet..ctor (Vuforia.VuforiaConfiguration vuforiaConfiguration, System.String recordingPath) (at <322f9cfa037e43d487f9bdce5f865d45>:0) Vuforia.Internal.NativeBridge.NativeEngineFactory.CreateEngineConfig (Vuforia.VuforiaConfiguration vuforiaConfiguration, System.String recordingPath) (at <322f9cfa037e43d487f9bdce5f865d45>:0) Vuforia.Internal.Core.Engine.Init (System.String recordingPath) (at <322f9cfa037e43d487f9bdce5f865d45>:0) Vuforia.VuforiaApplication.Initialize () (at <322f9cfa037e43d487f9bdce5f865d45>:0) Vuforia.Internal.Core.OneTimeInitialization.Initialize () (at <322f9cfa037e43d487f9bdce5f865d45>:0) - Development OS (Mac OS X, Windows, Linux): Windows - Mobile OS and Version: doesn't matter - Mobile Device Manufacturer and Model name: doesn't matter - Do the Vuforia Sample Applications show the same behavior?: probably, doesn't matter.

Hey there,

 

Sadly I am not able to reproduce the issue on Unity 2021.2.7f1. Importing the package for me works without any error. Are you running a different version of 2021.2?

 

Kind regards,

Patrick Scheper

I am using Unity 2021.2.7f1, just as you. Build target is Android, on Windows 8.1 You don't get the error? Really? Oh fuck. The worst thing about a bug is when you can't replicate it. I don't have this problem on Unity 2021.1 though. Maybe it's also related to the operating system.

Hey there,

 

Yeah, that could be it. We officially support development on Windows v10 and not v8.1. That could be the issue. 

 

Kind regards,

Patrick Scheper

Technical Community Manager

Did you try to change to the android build target at least to see if you get the error, even on windows 10? Also, could you confirm that it's a problem on windows 8.1, even if you don't support it?

Hey there,

 

I did change the target and no error appeared. And sadly not, I cannot debug an unsupported platform. I'm sorry about that. The only possibility is to upgrade to Windows 10 in this case.

 

Kind regards,

Patrick Scheper

Model Target Generator naming problem

Vuforia SDK Version: 10.3.2 - Description with steps to reproduce: For creating a model target there are no limitations in naming but when you want to want to start a training you are not allowed to use special characters like "." Normally this is not a big deal but there is no possibility to rename a model target. =>You have to recreate the model target from scratch. Please provide a feature to rename a model target or generate the same naming conventions for creating a model target as it is set for the database training. Thank you in advance! :) lullan - Development OS (Mac OS X, Windows, Linux): Windows 10 64 - Mobile OS and Version: HoloLens 2 - Mobile Device Manufacturer and Model name: Microsoft - Do the Vuforia Sample Applications show the same behavior?:

Hey there,

 

This should not be possible. Can you provide me with a screen capture of the MTG?

With my generator I am not able to add special characters other than underscores and dashes.

 

Kind regards,

Patrick Scheper