Vuforia SDK for Nreal light and NRSDK

Hey I was wondering if Vuforia is compatible with NRSDK and Nreal light digital eyeware ( ?

I tried building a basic vuforia image target application which works via Unity editor but not with Nreal device even though the base OS in Android. Any workaround with External Camera driver is possible ? Any help or workaround is much appreciated  !!  

Hey there,


Theoretically you could create your own custom driver for Vuforia Engine to utilize the camera of the NReal Light, but it's currently not a supported device.


Kind regards,

Patrick Scheper

AR Cardboard Headset

Hello, I recently started using vuforia with unity in an attempt to make an AR card game. I've got to the point where I've imported the AR camera into unity, added an image target and a 3d model, and it works! I was even able to build the project and run it on my android phone. What I would really love to do, since you need to use your hands to play a card game, is set up a split-screen camera or stereo camera so that I could put my phone in one of those cardboard headsets, and be hands free to hold and move cards around. I've seen youtube videos of people doing this, but maybe because they are using older versions of vuforia or unity I'm not sure, I can't seem to find a way to enable the stereo camera ability. Any help would be greatly appreciated, thank you and have a nice day! 


Unfortunately we removed the stereo feature some time ago and this not available in Vuforia Engine anymore.


Wed, 08/04/2021 - 18:48

In reply to by mcotora


Could you please provide any links or documentation that shows how to create this custom driver? Even a brief explanation of how to go about doing it will help.

I'm thinking of using the Cardboard SDK with the Vuforia engine to achieve this. Is that possible?


Wed, 08/04/2021 - 19:28

In reply to by soorajprakash45


Please try this library article:


Vuforia Engine Support

Digital Eyewear Not found in VuforiaConfig


Hi guys. I not found Digital Eyewear in my Vuforia Config. Can help me?

 I upload an image with more info.


Image removed.



Hi guys. I not found Digital Eyewear in my Vuforia Config. Can help me?

I upload an image with more info.




Same problem here !!
How to solve it ?


Fri, 11/04/2022 - 17:26

The solution mentioned doesn't work for me. As of Vuforia 10.10.2 the path "Project settings->Player->XR settings->Virtual Reality SDKs" doesn't exist, theres no XR Settings under Player at the project settings.


Enable Side By Side Stereo Mode

I'm trying to enable side by side stereo mode in my AR glasses but for some reason I just can't get it to work.  Everything just shows up as one big display (stereo mode is 2560x720 with the left half of the screen for the left eye and right for right eye). But I don't see one image for left and one for right like you'd want for stereo.  Instead I have just the display split down the middle.  In other words if I show a cube, it should show the right eye perspective of the full cube and the left eye perspective of the full cube.  Instead I see half the cube in the left, and half in the right as if I never even enabled stereo at all.

I have unity 2019.3.0b3 and upgraded to Vuforia: 8.6.7.  I'm deploying to Android 8.1


In Player settings I have:

Vuforia Augmented Reality Supported checked

Virtual Reality Supported checked

Virtual Reality SDKs = Vuforia

Stereo Rendering Mode (tried Single and multipass)

Under Graphics APIs I have tried Vulkan and OpenGL3


For the Vuforia Camera Settings I have:

FOV 18

Stereo separation 0.035

Stereo Convergence 4

Target Eye Both

For Vuforia Engine Configuration

enable video background unchecked


Am I missing something?  Should I add another camera or something and have it target left and right?





We deprecated stereo mode with 8.5.8.

Officially we support only see-through AR glasses as: Microsoft Hololens 1+2, Magic Leap and Vuzix M300-400

Could you please confirm the model of AR glasses being used?

Thank you.

Vuforia Engine Support

Turn off the camera image to align the virtual object with the real scene

Hello, everyone,

I use Vuforia model target on AR glasses. When the alignment is successful,

I turn off the CAMERA image.

Only 3D virtual objects appear in the glasses.

The problem now is that the alignment is accurate when the CAMERA image is not closed,

because it is aligned on the CAMERA image.

However, the image of CAMERA is turned off.

The position of the 3D virtual object and the naked eye is inaccurate.

The position of the camera and the naked eye is different, I know,

but is there any way to make the 3D object as close as possible to the solid object seen by the naked eye.



Vuzix M400


I just started developing on the Vuzix M400 and was pretty excited to see the new release of Vuforia stating it now supports it - but I'm not sure how it does? The release notes say that it should be able to run the full set of core sample apps, but the ground plane application doesn't run, saying the device isn't supported. 


Could you please confirm the Vuforia SDK version on which you are seeing the error?

Thank you.

Vuforia Engine Support


Tue, 12/17/2019 - 07:58

In reply to by Tifenn


Unfortunately Ground plane will not work on the M400 as it doesn't have the required sensors.

Could you please let me know in which release notes do we mention that it will run the full set of core samples apps?

Thank you.

Vuforia Engine Support


The release notes say it about the M300 (


Unfortunately both M300 and M400 are missing the required sensors for Ground Plane. I believe the most important difference is that with M400 you can use also Model Targets.

Thank you for pointing out the documentation, I involved the necessary teams to review and update it.

How to use Moverio BT 30e with UWP.

Hello, everyone.


I'm currently trying to developing AR app for UWP using unity.

(Because I want to use Moverio BT 30e)

When I build and make package(the way in vuforia developer library), it looks like works, but only dark screen.(maybe Cannot use camera.)

And, when I run it with visual studio, there is error like exception thrown.

When I build in 64-bit, there are exactly same errors as this thread.(

When I build in 32-bit,  there is "Exception Thrown" in different part. (I will attache the screen shots.)

And I guess they make ARCamera turn off.


How can I solve it?


I'm using free developer license, now.

And using purchase license make it work, I will buy license.

And if I use surface series, Can I use Moverio BT 30e's camera and display using uwp?


Thanks for reading.


*unity v2019.3.0a3

*vuforia v8.59


Unfortunately the device is not supported by Vuforia Engine. Please go through this link:


Tue, 12/03/2019 - 04:45

In reply to by mcotora

Thanks for reply.


I understand this device is not supported by vuforia engine.

And I check the option but it was checked. (please look print-screen)

I think maybe camera function didn't work.


Hello everyone,
I'm trying to do the same thing with BT-35E. In Unity Editor Vuforia works with the camera of BT-35E and the app compiles in UWP.
But I miss some kit or DLLs to run the app on Windows 10.

I'm using Vuforia 9.8.5 and Unity 2019.4.22f1


Issue with developing for Vuzix M300XL: Exception on 0_camera_thread

Hello there,

I'm facing a problem while testing an app I've developed for Vuzix M300XL on Unity 2018.4.4f1 and Vuforia 8.3.8. The app suddenly freezes and crashes upon starting a new scene that starting the ImageTarget scanning. The problem isn't always producible at the same scene, sometimes the scene work just fine.

The logfile as follows:

--------- beginning of crash

10-09 08:23:39.297 1718-3032/? A/libc: /usr/local/google/buildbot/src/android/ndk-release-r17/external/libcxx/../../external/libcxxabi/src/abort_message.cpp:73: abort_message: assertion "terminating with uncaught exception of type std::bad_alloc: std::bad_alloc" failed

10-09 08:23:39.298 1718-3032/? E/CRASH: signal 6 (SIGABRT), code -6 (?), fault addr --------

10-09 08:23:39.298 1718-3032/? E/CRASH: *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***

10-09 08:23:39.298 1718-3032/? E/CRASH: Build type 'Release', Scripting Backend 'mono', CPU 'x86'

10-09 08:23:39.298 1718-3032/? E/CRASH: Build fingerprint: 'intel/m300/vm300:6.0.1/MMB29M/201906211041:user/1.6.3'

10-09 08:23:39.298 1718-3032/? E/CRASH: Revision: '0'

10-09 08:23:39.298 1718-3032/? E/CRASH: pid: 1718, tid: 3032, name: 0_camera_thread  >>> com.gdcme.alice <<<

10-09 08:23:39.298 1718-3032/? E/CRASH:     eax 00000000  ebx 000006b6  ecx 00000bd8  edx 00000006

10-09 08:23:39.298 1718-3032/? E/CRASH:     esi d599d980  edi 0000000c

10-09 08:23:39.298 1718-3032/? E/CRASH:     xcs 00000023  xds 0000002b  xes 0000002b  xfs 00000137  xss 0000002b

10-09 08:23:39.298 1718-3032/? E/CRASH:     eip f73a2466  ebp 00000bd8  esp d599bf00  flags 00200202

10-09 08:23:39.298 1718-3032/? E/CRASH: backtrace:

10-09 08:23:39.449 1718-3032/? E/CRASH:     #00  pc 0009d466  /system/lib/ (tgkill+22)

10-09 08:23:39.470 1718-1730/? E/CRASH: other thread is trapped; signum = 6

10-09 08:23:39.471 1718-1730/? E/MessageQueue: IdleHandler threw exception

    java.lang.Error: signal 6 (SIGABRT), code -6 (?), fault addr --------

    Build fingerprint: 'intel/m300/vm300:6.0.1/MMB29M/201906211041:user/1.6.3'

    Revision: '0'

    pid: 1718, tid: 3032, name: 0_camera_thread  >>> com.project.test<<<


        at libc.tgkill(tgkill:22)


looks like Camera Thread has an issue with that, as I trace out the problem. any help?


If the issue is sporadic, there may be a timing issue when you start the new scene.

Could you please let me know if the previous scene has Vuforia content/enabled? How are you swapping scenes? ( do you by any chance init or deinit Vuforia between scenes?)

Thank you.

Disabling Stereo rendering


I'm trying to simulate AR in my Oculus Go by mirroring the Unity play mode to my device using ALVR. Each eye gets the same image from my webcam, but Vuforia renderes two different images for my augmentations. That makes the augmentations look 3D, which is not wanted, because they look like they are floating. How can I disable this stereo effect?


Many thanks in advance


I just learned, that changing the graphics API in Unity (build settings > player settings > other settings > graphics API) to OpenGLES3 removes the stereo rendering from Vuforia. The problem is, that now ALVR (or Riftcat) doesn't stream the Unity Editor to my Oculus Go anymore...

I actually seem to have found something that works for me. When the scale of the AR camera is set very small, the stereo effect of the object is diminished or even reduced. In my project I have set the x,y and z scales to 0.01 and am happy with the results. Hopefully this helps!

AR+VR for Phones+Viewers

I was developing an AR + VR app for smartphones and I have seen the warning that support for VR and stereo rendering will be maintained for Hololens only.


Are there other ways to use Vuforia Engine to build AR + VR mobile apps?



Unfortunately achieving the desired combination of AR+VR will not be possible once it will be deprecated.

Thank you.

Vuforia Engine Support

Hi , do you have , other way to use this combined AR+VR and Phone Viewer , or something similar on the new changes ?
why i ask you ?, because this down all my apps and all my develops..
please if you have a new way to do AR+VR and Phone +Viewer, show how to do.

Thanks alot.


Sun, 07/10/2022 - 11:13

Its very possible to create VR Viewer and AR in the same app.
Instead of changing the 'viewer type' parameter in the Digital Eyewear Behavior scripts for VR Viewer, you can create a Stereoscopic View Unity like this video