Vuforia SDK for Nreal light and NRSDK

November 10, 2021 - 8:20am #1

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  !!


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AR Cardboard Headset

June 16, 2021 - 8:01am #1

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.

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Digital Eyewear Not found in VuforiaConfig

December 21, 2019 - 4:46am #1


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

 I upload an image with more info.


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Enable Side By Side Stereo Mode

December 20, 2019 - 8:13am #1

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).

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

December 15, 2019 - 8:56pm #1

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,

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Vuzix M400

December 13, 2019 - 6:44am #1


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. 

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How to use Moverio BT 30e with UWP.

November 29, 2019 - 12:00am #1

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.

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Issue with developing for Vuzix M300XL: Exception on 0_camera_thread

October 16, 2019 - 6:03am #1

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

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Disabling Stereo rendering

October 14, 2019 - 3:09am #1


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


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AR+VR for Phones+Viewers

September 19, 2019 - 11:53am #1

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?


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