Description

Turning background on and off in Moverio

Hello, we are updating our Moverio App to get rid of a bug we had because of the first Vuforia Beta library. We've updated Vuforia for VDE and now that bug is gone, but one of the functionalities we have, stopped working. Since we've updated the library to Vuforia 4.2.3, the code we used to use to turn the background camera on and off stopped working. 
    QCARendered.Instance.DrawVideoBackground = true||false;
 Documentation says that this is no longer valid, and that we should enable or disable the render components of the BackgroundPlane Object. We did do that, but it's not working. This is what we are now doing.  
    Renderer[] rendererComponents = GameObject.Find("BackgroundPlane").GetComponentsInChildren<Renderer>();            foreach (Renderer rend in rendererComponents)    {        rend.enabled = !rend.enabled;    }
    Is what we are doing correct? Thanks.

Hello JZavaleta,

For the BT-200 you should not need to turn the video background off yourself, this is done automatically when Vuforia detects the Epson device. If this is not working please confirm that you are using a Vuforia for Digital Eyewear license key.

Fixing the Orientation (landscape/portrait) in EPSON BT 200

We have experienced an orientation change between landscape and portrait when Epson BT 200 device is rotated.

Is there a way to fix the rotation? We tried to specify the orientation parameters from the Unity Player's settings. But dosnt seam to have any effect. Is there any way to specify and "lock" the orientation through the Digital eyewear SDK?

 

Thank you very much

SDimis

 

 

Displaying a stereoscopic GUI with Unity 4.6.X on VDE

How do you display a stereoscopic UI on VDE devices?  I'm using a similar technique that I do for Gear VR VR apps.  I'm using a World Space canvas in Unity 4.6.x which is attached to a point in front of the left eye camera.  In the editor, I can see the UI fine, but it doesn't display on device.

Are there any examples of a stereoscopic UI on a VDE app out there?  Is this not the way to do it?

Running samples on Gear VR N910A

I'm trying to get the samples to run on a Gear VR with a Samsung note 4, N910A.

I managed to figure out signature files and manifests and skipping splash screens, but in both the imagetargets sample and virtualbuttons sample I just get an empty black scene on the device.  Both of them work in the unity editor play mode.

adb logs show this exception being thrown:

 

I/Timeline( 1129): Timeline: Activity_windows_visible id: ActivityRecord{3eb80702 u0 com.grab.virtualbuttons/com.unity3d.player.UnityPlayerNativeActivity t117}time:32512365I/Unity   (10484): Exception: Exception of type 'System.Exception' was thrown.I/Unity   (10484):   at QCARAbstractBehaviour.Awake () [0x00000] in <filename unknown>:0I/Unity   (10484):   at QCARBehaviour.Awake () [0x00000] in <filename unknown>:0I/Unity   (10484):I/Unity   (10484): (Filename:  Line: -1)I/Unity   (10484):I/Unity   (10484): StopQCARI/Unity   (10484):I/Unity   (10484): (Filename: ./artifacts/generated/common/runtime/UnityEngineDebug.gen.cpp Line: 56)I/Unity   (10484):I/Unity   (10484): NullReferenceException: Object reference not set to an instance of an objectI/Unity   (10484):   at QCARAbstractBehaviour.ResetCameraClearFlags () [0x00000] in <filename unknown>:0I/Unity   (10484):   at QCARAbstractBehaviour.OnDisable () [0x00000] in <filename unknown>:0I/Unity   (10484):  
 Am I missing something? Thanks -joe

I'm back.  I'm having trouble running the new eyewear sdk on the same device.

I'm still on unity 4.6.3f1.

I'm using the imagetargets sample from vuforia-samples-eyewear-android-ios-unity-4-1-3-beta

I figured out what was wrong with the straight oculus sample, I had somehow gotten the wrong device signature file in the builds.

I'm getting some different logs from the vuforia sample now:

Selection of calibration values-Epson Moverio BT 200

After calibrating using the calibration App for Epson Moverio BT 200, we have the option to save the calibration values in one of the 10 slots.

If we have saved for example 3 calibration values in the 3 first slots

Is there a way to select values from a particular slot ( from the 1-3 which we have saved) among the three ?

Or always the calibration values will apply the lastest  saved calibration?

Also, in our Unity project (which is using the Vuforia Digital eyewear), can we specify which calibration value to use?

 

thank you!

 

Hello,

We do not currently expose the ability to select the user calibration profile used directly in Unity, this is possible in the native SDK so I will request that this is made available in Unity for a future release.

Size of frame markers ( Printer markers)

I have a question related to using  the Vuforia for Digital Eyewear  SDK in conjunction with Frame Markers.Can it be used with frame markers? If it can, then is there is a specific size for the frame markers (printed markers)?

 

 

Hello,

I can confirm that Frame Markers work with the Vuforia SDK for Digital Eyewear. You may need to experiment with sizes, the targets that come with the Frame Markers sample app work on an Epson BT-200.

Kind regards,
Andrew

 

Moverio BT-200 Raycast from Camera Problem

  We are producing an application that involves selecting and displaying information on parts of a product utilizing the Moverio BT-200.

To select the parts, a user points at a part with the cursor, and we raycast from either of the stereo Cameras into the scene to determine what was selected.

The normal camera raycasting functions (ScreenPointToRay, ViewportPointToRay, etc.) seem to break when a custom projection matrix is used,

so we looked at the projection matrix of the stereo cameras through XCode and found these values for the left camera:

[5.30353,   0.14888,   -0.34201,  516.74510]

[-0.23685,  9.43877,   0.43590,   -59.87226]

[-0.06558,  0.04443,   -0.99766,  -44.03362]

[-0.06553,  0.04439,   -0.99686,  -40.00000]

and these for the right camera:

[5.19359,   0.12538,   -0.27394,   248.34650]

[-0.20781,  9.24169,   0.29011,    -152.28200]

[-0.05342,  0.03016,   -0.99892,   -44.03362]

[-0.05337,  0.03013,   -0.99812,   -40.00000]

Which do not correspond to any normal on or off-axis projection matrices.  Through experimentation, we found that these projection matrices

do not produce a proper canonical viewport volume, which makes it difficult for us to write our own accurate screen raycasting function.

Do these seem like valid projection matrices?  The AR content seems to line up reasonably. 

If so, is there a good method to do raycasting based off them?

Hello,

The projection matricies for eyewear devices come from the calibration process and capture the relationship between the camera, screen and eye. The ones you indicate above look consistent with what I would expect.

Why is tracking on Image Targets so unstable on VDE?

Is it me, or are VDE Image Targets very jittery and unstable?  When testing in the editor using a locked down webcam--my ImageTarget jitters all around.  It's a 5 star trackable, and the camera is totally stationary.  Is this an editor-only issue?

Hello Ralph,

Can you provide a bit more detail about the device that you are using and confirm your Vuforia version please? We would also suggest that you try your target using Vuforia on a mobile phone and see if you get the same behaviour.

Kind regards,
Andrew

 

Uh...where is the VDE site?

Did the VDE site move?  I can't find links to the SDK on the developer portal anymore, and don't we still need to use the Vuforia 3.0 target manager to bulid datasets for it?

Hello Ralph,

I am currently investigating how you can access the download pages. For generating datasets you should use the new 4.x target manager - if you have any problems please let me know.

Kind regards,
Andrew

 

gearvr inconsistent performance

Hi,

We observe very inconsistent performance on note4 and gear vr.

It can be tested by opening unmodified vuforia Eyeware image target example unity project, building it for Gear VR and profiling in unity editor profiler over wifi connection.

In normal conditions app runs smoothly at nearly 60 FPS.

But just by letting the device sleep by putting gear vr off. and then by putting in on head again or just covering proximity sensor, when app resumes again FPS drops to 30.

By doing this again and again, sleeping unsleeping you get random performance either about 60 or about 30. After some time, app gets into even worse performace up to 15 FPS. Same app, same scene. No tracking happening at all. just watching camera feed.

When you get to 15 FPS then its stays there max it gets back to 30, but no back to 60 anymore.

We get similar behaviour in our game. Sometimes it starts fine and smoooth, sometimes at 30 and after some time in some circumstances it gets bad 15 FPS...

Difficult to find any meaningful patern in this behaviour.

Can someone confirm same behaviour?

here are profiler screenshots.

https://www.dropbox.com/s/awli244ne2rnoxj/Screenshot%202015-02-28%2022.52.54.png?dl=0

https://www.dropbox.com/s/u4cn1eq3cpj4nx7/Screenshot%202015-02-28%2022.58.59.png?dl=0

https://www.dropbox.com/s/kf9la3q36aj2sje/Screenshot%202015-02-28%2023.05.05.png?dl=0

 

Thanks

Stan