Vuforia Magic Leap sample model target weird

Hey All, 

 

I am a dentist and I guess a intermediate Unity dev. I am developing a mixed reality app to overlay CT scan data on a patient's face using the teeth as model targets I was able to get the model target to work with a really low poly model, but the model target and the actual OBJ are the same size in Unity, yet when they match up in the Magic Leap, the overlaid model is smaller and tracking is pretty terrible.  I found it the same in Hololens 2 but at least on Holo the near clipping plane is eliminated, but on an iPhone 12 with ARKit in unity it is perfect.  Any news on making this better on Holo and Magic Leap or is it a device thing?  I am using for Magic Leap Unity 2020.2.7 and the latest Magic Leap plugin.  Same with Holo and both with the 2020 Unit Asset packages. Attached is a video of how it looks on an iPhone with some really high poly models 

 

https://youtu.be/wYjnXmflR7A

Hi,

I would advise to test your model target dataset with our HL2 and Magic Leap sample available here: https://assetstore.unity.com/publishers/24484

Please let us know if this is reproducible.

Thank you.

Vuforia Engine Support

Using Vuforia Natively with Magic Leap, and not via Unity ?

Hello,

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.

Hi,

We do not support native development on Magic Leap.

Could you please let us know your use-case wanting to develop natively or other Game Engines? for ex. would you prefer Unreal? What advantages do you see over Unity?

Thakn you.

Vuforia Engine Support

Sniperak

Wed, 04/21/2021 - 17:29

In reply to by mcotora

Hello mcotora, and thank you for your fast reply,

In fact, I do know that you do not support native Lumin or Unreal Engine development officialy, and that's why we worked on our own integration of vuforia with UE4.

Vuforia - Magic Leap Sample not working

Hi guys, 

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 tried with both the versions of Unity and the sample projects as there are two versions on the asset store. I don't know where else to look for logs or related info. Anyone else experience the issue? Any help here would be greatly appreciated. 

 

Thanks, Nikhil

Hi,

Could you please confirm that you also added a license?

Article goes over how to do it: https://library.vuforia.com/articles/Solution/How-To-add-a-License-Key-to-your-Vuforia-App.html

Thank you.

Vuforia Engine Support

nikhilbagul

Fri, 03/12/2021 - 22:43

In reply to by mcotora

I had added that. I recently upgraded to Magic Leap XR plugin 6.2.2 and it worked. 

Thanks for your time :)

Area Targets on Magic Leap

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 Cheers!

Hi,

Area Target are not supported via Magic Leap.

We currently support ARKit/ARCore and HoloLens for Area Target. Here is the info: https://library.vuforia.com/content/vuforia-library/en/platform-support/supported-versions.html

The link destination of the sample of Unity 2020.1 or later is Not Found

Hello,

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.

https://assetstore.unity.com/packages/templates/packs/vuforia-magic-leap-sample-for-unity-2019-4-lts-159212

Thanks.

 

Sadao Tokuyama @ Magic Leap Official Ambassador

company:https://1planet.co.jp/ twitter: https://twitter.com/tokufxug facebook: https://www.facebook.com/tokufxug linkdin: https://www.linkedin.com/in/sadao-tokuyama/ blog: https://medium.com/japanese-magic-leap-fans

Hi,

Unfortunately the 2020.1 samples for magic leap and Hololens are still in review with Unity.

I will update this thread once the samples are published.

Thank you.

Vuforia Engine Support

Vuforia Sample Not Working

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.

Hi,

Assuming that you are using Vuforia Engine 9.2.7.

Please check and make sure that you are using 2019.3+. Also please note that with 2019.3.14 and 2019.4 we identified a bug and VE will currently not work with those versions. Patch should be up this week.

transform from camera space to headset space?

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?

Hi,

It depends on the option selected under ARCamera.

Under Inspector/ARCamera -> World Center Mode you select if its the Headset/First Target or Specific Target.

Thank you.

Vuforia Engine Support

Image Tracking Misalignment

Reproduction steps

  • Using Unity-Project-Template-2019.2..3f1 with the same Unity version
  • Imported Vuforia npm package scripts and updated to latest
  • Added image target database
  • Added imagetargetbehavior with a cube as the child
  • Pushed build to Magic Leap device
  • Image tracking appears to work but seems to be misaligned to the right by approximately 10%

Any advice on how to correct this misalignment?

 

Thanks,

Sunny

Hi,

I've tested the behavior and the alignment is good for me.

Could you please check the cube in the scene and confirm that it is not off there?

Thank you.

Vuforia Engine Support

sunnyviolet

Tue, 02/04/2020 - 19:46

In reply to by mcotora

The child go is aligned to zero. I also have a mesh renderer on the parent that shows the original image target. Both the mesh renderer on the parent and cube child appear to be misaligned.

Thanks,

Sunny

Hi,

Would it be possible to get the barebones project from your side to further test it internally?

If you don't feel comfortable sharing the project here, please pm me the link for dl.

Also could you please confirm the Lumin SDK version? 0.22 or 0.23

Thank you.

Hi,

I was able to *partially* reproduce the offset by looking at the digital copy of the image target, basically watching in on my screen.

However when I had the hard copy of the image target the offset was not visible.

I'm also experiencing misalignment with an image target with Unity 2019.2.20f1. Testing on my computer with a webcam everything works fine but on the Magic Leap the augmentation appears floating in front of the target about 10cm.

It is seem some time on unity project. I think Image data base has not worked properly it may issue there when we put there. So You can check there and view them.

Extended tracking on Magic Leap

Hi, 

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. 

Hi,

Yes, it is supported. I've quickly tested it with the default image targets and it worked as expected.

Could you please confirm the Lumen SDK and Unity version?

Also would it be possible to share a video reproducing the issue?

Thank you.

lelouisdeville

Tue, 02/18/2020 - 15:05

Hi,

I'm using Unity 2019.2.16f1 and Lumin SDK 0.23.

Attached a video. Taken from a phone since the recording feature is not avail.

Thanks for your help.

-Y

Trained Model Recognition Not Working

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).

Next, I created a new training set database, basing it off of the working untrained model target described above. It is processed, exported, and imported into Unity. However, after I switched the model target source to this trained dataset, the application can no longer recognize the physical object.

 

It's odd to me that a trained model wouldn't be able to recognize the object at least at the same basic level as the untrained model. Any thoughts on where to go from here?

jsteinerman

Wed, 01/15/2020 - 15:47

Hey jschluet - thanks for letting us know about that! I've seen this issue as well and have passed your experience on to our Engineering team. We're looking into this now.

Have you tried testing this trained 360 model target on another device (iOS/Android) - does it work there?

Hi @jschulet,

Could you please provide the .unitypackage for review?

Thank you.

Vuforia Engine Support