I'm creating an AR app. You are supposed to be able to use your (android) phone to look at a box, which then shows you the content of the box. I'm running into two issues here.
It's set up as follows:
I've got a directional light, ARCamera, a multi target, and a tea pot object. All in the Universal Render Pipeline.
In real life I have a box resembling the multi target.
Running into two issues when I try using a multi targetUnity Editor
DefaultTrackableEventHandler Added at Runtime
Hello all, Im currently trying to make a bunch of image targets dynamically via loading a Vuforia Database at runtime. All is going well, Im able to load and find all the imageTargetBehaviours no problem. But i'm running into a brick wall I really wasnt expecting.
Vuforia Marker Audio
I have created an a vuforia app that has one Image Marker and three audio tracks. The audio tracks changes when changing the marker position. The app works fine in Unity Editor but once I build the app for Android and launch it. The sounds keeps dribbling as if it is trying to play an audio track (calling on it) over and over again.
Note this is not looping any of three audios. This is just like a twitching sound once the app starts.
If Anyone knows what might be causing the audio to be called over and over again.
Many thanks in advance
different features from same image
I was trying to improve the augmentability of an image target by adding to it a little geometrical shape (a star).
Instead of improving the image, the change made the situation worse.
It seems that adding the star decreases the number of features throughout the image, not just in the area where it was added.
I attached the image target (the labyrint) and the image showing its features, the image with the added star and the image showing its features.
I would be really grateful If anyone can explain to me the reason, thanks
Wall and Ceiling replacement
This, I know, is a somewhat open ended question but does Vuforia offer the capability to create a wallpaper app?
With it's current tracking options I'm not sure how you could identify a wall, create a mesh (of the wall or access one if Vuforia creates it) and then modify the material.
I could see the user possibly building their own wall by marking points on the ground plane (like the iPhone measure app) then entering a height to create a mesh.
or I could sample pixel colour within a range and adjust the colour to suit...
Exclude part of image target
I wanted to make an image as a target, in which the user might doodle in a small area in the middle.
So the question is that is there any possibility of not processing the middle part as part of the image recognizing process?
I have read that it wasnt possible in a post in 2015.
Is there any update after 2015 or any work around to make this possible?
Speed of detection 4ft away
I have a client who has a product on the store shelf that is 9cm x 13cm. The image target I uploaded is 5 stars. The client would like the target to be found from up to 4ft away. I have to get very close before the target is locked on using Vuforia (9.8.5) and Unity3d (2020.3.1f1) device Samsung Galaxy s10e. How can I get the target to lock on faster from farther away?
Creating Image Targets from Device's Gallery and Creating them in Runtime
My app is able to access the device's gallery but is there a way to somehow save the image to the streamingassets/Vuforia folder or redirect the filepath to look at the original filepath of the image?
I am trying to track 2 images at a time and even though my trackables have 5 stars, vuforia finds things rarely at best, leading to a bad user experience and I'm trying to improve that.
Some ideas that I've had were, cutting the image in fewer parts or re-adding it a second time and having it choose one or the other but it's still not working for all cases.
See images 1-3 for an example of what's happening. Target is 5 stars, I am in a well lit environment etc etc.
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