Description

Any discussions related to head-mounted displays such as: Magic Leap, Hololens, Vuzix, RealWear, etc.

Unity 2020.3.21f, 2020.3.22f1, and 2020.3.23f1 cause target tracking offsets on the Hololens 2

Hey everyone,

 

There's a known issue reported by Microsoft and Unity where the following Unity versions cause flashing and strobing effects on the Hololens 2:

  • Unity 2020.3.21f
  • Unity 2020.3.22f1
  • Unity 2020.3.23f1

You can find the issue here on Github. We identified that this can also cause offsets when tracking targets with Vuforia Engine. Microsoft stated that a current workaround is to upgrade to the newer release of Unity, 2020.3.24f1, which fixes the issues.

 

Kind regards,

Patrick Scheper

Technical Community Manager

Oculus Quest2 & marker tracking

As a result of the search, I found that Oculus Rift can use Vuforia in Unity.

I wonder if the Oculus Quest2 can use the passthrough to do marker tracking, a feature of Vuforia.

Is it possible to track markers with the Oculus Quest2 passthrough?

Hey there,

 

No Oculus devices are currently supported by Vuforia Engine.

 

Kind regards,

Patrick Scheper

Vuforia Engine Product Manager

HoloLens 2 Camera Modes Resolution

Which camera resolution does vuforia uses for each camera mode for hololens 2?

MODE_DEFAULT: Default camera mode.

MODE_OPTIMIZE_SPEED: Fast camera mode.

MODE_OPTIMIZE_QUALITY: High-quality camera mode.

Hey there,

 

Please find here some general information about the modes via the Hololens 2:

Using Vuforia on Nreal Glasses

Hi,

I am working on an AR project in Unity that requires real time object detection and tracking to work on the Nreal Light glasses. Vuforia seems to have the Model Targets feature for this purpose; however, I wanted to clarify if Vuforia supports the Nreal glasses.

Is there a way to use Vuforia with Nreal Light since it is also an android device and Vuforia has platform support for android devices. Could you please guide me on this matter? Awaiting your quick response. Thanks.

Hey there,

 

Vuforia Engine does not support any Nreal devices at the moment.

 

Kind regards,

Patrick Scheper

Vuforia Engine Product Manager

Object not tracking on Magic Leap One

I am currently running Unity 2020.3, Vuforia 10.9 to track model targets. The virtual object does not overlay the physical object and thus is not tracking properly even though I have followed the step by step tutorial on the developer website. Some people have claimed that using the vuforia magic leap sample helped them out when they swapped the imported assets with their own, unfortunately I do not have the 10.9 Magic Leap Unity sample as it is not listed on the website. 

 

any help is appreciated. Thank you.

Hey there,

 

Can you provide logs from the device?

 

Kind regards,

Patrick Scheper

Vuforia Engine Product Manager

Vuforia not working on MagicLeap2

Versions; • Unity 2022.2.0b8 • Magic Leap SDK 0.53.3 Magic Leap XR Plugin 7.0.0-exp.3 • Vuforia Engine AR 10.10.2 • HMD OS; Build: B3E.220721.07-R.027_user (Internal device) - SDK Version 29

From our test the MagicLeap 2 Integration is not doing anything. It works fine in the editor through a webcam, and fine on HoloLens, but can't get any image recognition to work on the ML2 HMD. What we've tried; • The log doesn't give any errors or warnings - just that no pose was found;

Target status: vuforia_image_test-2 NO_POSE -- NOT_OBSERVED DefaultObserverEventHandler:OnObserverStatusChanged(ObserverBehaviour, TargetStatus) DefaultObserverEventHandler:Start()

• All permissions are given (including marker tracking and camera).

Although, even though permissions are given in the manifest and requested using MLPermissions.RequestPermission(), and then validated using MLPermissions.CheckPermission(), we can't get permissions for; Pupil Size World_Reconstruction Write_External_Storage Although those permissions should not be necessary for vuforia • We've tried adding an intermediate scene that launches into the vuforia scene - no changes • We've tried using delayed initialization

With manual initialization we're getting this error;

Error: The file '/data/app/com.Laerdal.VuforiaTest-dAaNa5tNMzB1-nQkQAWPGA==/base.apk/assets/bin/Data/level1' is corrupted! Remove it and launch unity again!

when using this script to start up vuforia;


using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
using Vuforia;

public class CustomVuforiaStarter : MonoBehaviour
{
    private void OnEnable()
    {
        Debug.Log("OnEnable!");
        VuforiaApplication.Instance.OnVuforiaInitialized += OnVuforiaInitialized;
        VuforiaApplication.Instance.OnVuforiaStarted += OnVuforiaStarted;
        VuforiaApplication.Instance.OnVuforiaPaused += OnVuforiaPaused;
        VuforiaApplication.Instance.OnVuforiaStopped += OnVuforiaStopped;
        VuforiaApplication.Instance.OnVuforiaDeinitialized += OnVuforiaDeinitialized;
    }
    private void OnDisable()
    {
        VuforiaApplication.Instance.OnVuforiaInitialized -= OnVuforiaInitialized;
        VuforiaApplication.Instance.OnVuforiaStarted -= OnVuforiaStarted;
        VuforiaApplication.Instance.OnVuforiaPaused -= OnVuforiaPaused;
        VuforiaApplication.Instance.OnVuforiaStopped -= OnVuforiaStopped;
        VuforiaApplication.Instance.OnVuforiaDeinitialized -= OnVuforiaDeinitialized;
    }
    private void OnVuforiaDeinitialized()
    {
        Debug.Log("[Vuforia] Vuforia Deinitialized!", this);
    }

    private void OnVuforiaPaused(bool obj)
    {
        Debug.Log("[Vuforia] Vuforia Paused!", this);
    }

    private void OnVuforiaStopped()
    {
        Debug.Log("[Vuforia] Vuforia Stopped!", this);
    }

    private void OnVuforiaStarted()
    {
        Debug.Log("[Vuforia] Vuforia Started!", this);
    }

    private void OnVuforiaInitialized(VuforiaInitError obj)
    {
        if(obj != VuforiaInitError.NONE)
        {
            Debug.LogError("Error initialing! \n+" +
                           "Error; \n" +
                           obj);
            return;
        }
        Debug.Log("[Vuforia] Initialized!", this);
    }

    private async void Start()
    {
        Debug.Log("Start!");
        await Task.Delay(1000);
        VuforiaBehaviour.Instance.enabled = true;
        VuforiaApplication.Instance.Initialize();
    }
 
 
}

Deleting this script from the scene allows the scene to load fine.

Hey there,

 

I will continue my responses via the Magic Leap forums: https://forum.magicleap.cloud/t/vuforia-not-working/983

 

Kind regards,

Patrick Scheper

Vuforia Engine Product Manager

No Guide View visible on the HoloLens

Hello, everyone,

I have integrated Vuforia into Unity.

Then the example Model Target the rover. In Unity I see the Guide View 2D and 3D. When I deploy the project to the HoloLens, I don't see it and no object is recognized either.

I really only integrated Vuforia according to the instructions using the import package and then activated the model target with the ARCamera and the Guide View. (https://library.vuforia.com/model-targets/introduction-model-targets-unity)

Unfortunately I can't get any further here. Does anyone have a tip for me?

Unable to find Vuforia 10.9 for Magic Leap 1 Sample Project

Hi guys, 

I am following the steps here at 

https://library.vuforia.com/platform-support/working-vuforia-magic-leap-sample-unity

to setup the project for a Magic Leap 1 device.

As the tutorial outlines, the project requires Vuforia 10.9 for Magic Leap 1 devices, but I haven't been able to locate the 10.9 Unity SDK package.

Any help here would be greatly appreciated.

Hello,

The article referenced does note:

"Magic Leap 1 support is deprecated and it will no longer be supported in a future release of Vuforia Engine. You can continue to develop for Magic Leap 1 using the 10.9 version of Engine.".

seifeldin88

Tue, 09/27/2022 - 22:40

Hi, I have the same issue, could you please send me a link to Vuforia 10.9 as well? Thank you in advance.

seifeldin88

Thu, 09/29/2022 - 01:20

Please help regarding the vuforia magic leap sample 10.9 and the unity plugin 10.9 .. I cannot find them anywhere and i am stuck with my Magic Leap one. Thank you.

Hey there,

 

Hereby another link for the 10.9 version of Vuforia Engine: https://we.tl/t-7t8NIFQFFV

 

Kind regards,

Patrick Scheper

Vuforia Engine Product Manager

Integrating Vuforia With Open CV for unity On the Magic Leap One Device

Hello,

I am trying to develop an application that does real time object detection on Magic Leap One Device. I have tested the Vuforia's Model Targets on the device and was able to detect some objects with the help of the guide views. However, I am interested in integrating custom models trained using OpenCV with Vuforia in Unity. Is there any way to implement this?

Your quick response is highly appreciated.

Hey there,

 

I am not sure how to implement this. Is there any reason why you wouldn't continue using the Model Targets feature?

 

Kind regards,

Patrick Scheper

Technical Community Manager

Build 32bit ARM App for HoloLens 2

Hi there! Has someone else tried to build a 32bit ARM Unity app for the HoloLens 2 with the Vuforia Library included? If I compile my project as an ARM64 UWP application, Vuforia is working fine. If I compile as an ARM (32 bit) UWP application however, I get the following error message:

DllNotFoundException: Unable to load DLL 'VuforiaEngine.dll': The specified module could not be found.

I was planning to use this WebRTC library which only compiles to 32 bit in combination with Vuforia. Is this possible? If so, how can I configure my Unity project to compile Vuforia successfully as part of the 32bit application? I am using Unity 2020.3.27f1 and Vuforia 10.7.2. Any advice is appreciated!