I would like to know if it's possible to add vuforia features to a Magic Leap App without using unity game engine, either natively or using other engines ?
if it's possible, what should i take into consideration ?
is it enough to activate the vuforia features by using the normal vuforia cycles : 1-Vuforia::setInitParameters() 2-Vuforia::init() 3-etc..
or should i use another approach ?
Thank you for your reply.
I am a newbie XR dev trying to develop apps for Magic Leap 1 using Vuforia within Unity 2019.4.2f1 LTS and Unity 2020.2.3f1 and Vuforia Ver 9.7.5.
I decided to begin with compiling, building, deploying and running the sample projects given on the asset store to test out the Image Targets and Model Targets.
I was able to successfully compile and run the apps but the Image and Model Target recognition won't work and the app would never detect and place the sample assets on top of the real Image and Objects (The Astronaut and the Viking Rover).
I am trying to figure out what aspects of Area Targets are or will be on Magic Leap.
Are/Will Area Target use be supported?
Are/Will Area Target creation be possible on Magic Leap since it has a LIDAR scanner?
Trying to find a better way to sync up scenes on a ML1 than using ML's PCFs
This sample is only compatible with Unity 2019.4 LTS" on the Vuforia Magic Leap Sample for Unity 2019.4 LTS page in the Unity Asset Store. You can find the version Clicking on the "for Unity 2020.1 and later here." link will take you to the Not Found page.
Hello, I am trying to develop some applications for the Magic Leap that require the Vuforia Engine. After following the set up instruction and downloading the samples for the asset store, I built and ran the scenes on my device. At first I see the Vuforia Engine logo appear in my head set but then nothing else appears after.
I have made sure to include the menu scene in the build and there are no console errors in the Unity editor. Any advice? Thanks again.
I'm trying to find the origin of the Magic Leap Headset. Vuforia must use some translation to provide image position in headset space instead of camera space. Can I get the coordinates in camera space, or find that translation somewhere?
Any advice on how to correct this misalignment?
Is extended tracking supported on the Magic Leap device? in my initial tests, tracking is lost every time the marker is out of the field of view. I did enable the "Track Device Pose" option. However, the behavior did not seem to change.
I am not sure if this is a Model Target issue, or a Magic Leap issue, but I wanted to post to see if anyone knows what the potential issue would be.
Using the Model Target Generator, I was able to create a model target, add a 360-view (with proper scaling and viewing bounds), and create the .unitypackage to import into my project. Using this untrained model target, the virtual model was properly overlaid on top of the physical object (while running on the Magic Leap).
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