Running into two issues when I try using a multi target

Platform

Hey, 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. So now when I open the app and look at the box with my camera, it should show the tea pot object inside the box. It worked to some degree. When looking at the box, it would show the part of the tea pot that sticks out of the box, but not the parts of the tea pot inside the box. It's being rendered, but it's not showing the entire tea pot as supposed. Issue #1: So I've been changing some settings to try and fix that, but along the way of changing these settings, it seems like I'm getting a black screen now. The app seems to be running, but the camera is completely black. How can I fix the black screen? Issue #2 (which would avoid #1): My original objective is to make it so the tea pot would be completely visible. I've got a version where the camera still works, but I can't get the tea pot to show up completely there. How would I be able to make it so that the tea pot shows up completely? Info: -Unity 2019.4.28f1 -ARCore XR Plugin 2.1.19 -Vuforia Engine AR 8.5.9 -XR Plugin Management 4.2.1 -Universal RP 7.6.0 -Gradle 5.6.4

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.

Im adding the DefaultTrackableEventHandler to the ImageTargetBehaviour gameObjects after loading in the database, just like what is done in the vuforia library examples. Everything goes well until I actually try to subscribe to the DefaultTrackableEventHandler's OnTargetFound and OnTargetLost events, no matter how hard I try, I get errors saying that the object reference is null. If a check the DefaultTrackableEventHanlder right before subscribing to it I can see its not null so I'm getting very confused.

I tried a second use case where I just had a empty scene with a single gameObject. If add DefaultTrackableEventHandler to the object in editor, and than try to subscribe to its OnTargetFound and OnTargetLost events, I have no issues. However if I remove the trackableEventHandler from editor and than add it via script at runtime, I run into the exact same issue where is tells me the object is null when I try to subscribe to the events.

I'm at a loss, I have wasted way more hours than I'd like to admit trying to get this to work, any help would be appreciated im currently walled.

 

Im using Unity Editor version 2021.1.6f and Vuforia 9.8.

Dynamic Image Target

I recently learned to do predefined image targets on vuforia. But is their any way of doing dyanamic image target. like based on the image it will call a 3d model object.

Hello,

the question what mean dynamic image target.

Vuforia Marker Audio

Hi,

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

Hi,

In the background we have a system that processes the picture. In general the picture you have chosen is not ideal as it lacks contrast, is repetitive and is not rich in details.

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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... 

any ideas or thoughts would be appreciated. This may even be more suited to ARKit?

Exclude part of image target

Hi!

 

Context:

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?

Thanks!

 

 

Hi,

It would be the same today, unfortuantely not possible.

Speed of detection 4ft away

Hello,

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?

Thanks!

 

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?

Hi,

We go over how to create Image Targets on Runtime in following article: https://library.vuforia.com/articles/Solution/how-to-create-and-load-targets-in-unity.html

Image detection

Hello,

 

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.

Hi,

The Target Manager's star rating provides a heuristic analysis of the given target about detection performance, but it does not represent the actual run time tracking performance. It is to provide some level of feedback to help guide developers to optimize their targets.

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