Vuforia permission error when running after first install

Hello,

Recently we updated to Vuforia 10. However we found we had an issue with tracking resetting position when stopping AR mode on our application.

Instead we updated to Vuforia 9.8.11, which solved an issue we were having without having the position reset issue. However, we noticed recently that when the app is installed and run for the very first time, we get the following Vuforia error: "Vuforia Engine Initialization Error: INIT NO CAMERA ACCESS". This appears despite allowing camera permissions. This error does not appear on subsequent launches of the app. If we uninstall and reinstall the app, we get the error again.

Unity Version: 2021.2.8f1

Any assistance would be greatly appreciated.

Hey there,

 

Sadly PTC does not provide technical support for deprecated versions. Instead I'd be happy to understand the reset position issue. Could you elaborate on that?

 

Kind regards,

Patrick Scheper

No problem. Updating to the LTS version of Unity 2021 fixed this error for us. I made a post about the reset position issue here: 

https://developer.vuforia.com/forum/unity-development/camera-position-retained-after-recreating-vuforia-camera-android

Failed to load data set of ModelTarget

Vuforia Engine version: 9.8.13 Vuforia Engine Unity Extension Version: 9.8.13

Unity Editor Version: 2019.4.40f1 Windows 10 and HoloLens 1.

I've configured vuforia and MRTK to be used in the hololens.

i've tested both Image Targets and multi targets, on the hololens, and it works.

I've scanned a object and converted in the Model Target Generator desktop app, following the instructions of documentation.

When I import the "MXMaster2s.unitypackage" and using "model target" object in unity. The "MXMaster2s" dataset is selected, but when I run the app the only error that appears is this:

Failed to load data set MXMaster2s. UnityEngine.Debug:LogError (object) Vuforia.DatabaseLoadARController:LoadDatasets () Vuforia.VuforiaARController:StartAfterInitializationCompleted () Vuforia.VuforiaARController:Start () System.Delegate:DynamicInvoke (object[]) Vuforia.DelegateHelper:InvokeDelegate (System.Delegate,object[]) Vuforia.DelegateHelper:InvokeWithExceptionHandling (System.Action) Vuforia.VuforiaBehaviour:Start ()

 

Do I need to test even more the model?

Hey there,

 

I am very sorry but we don't provide technical support for deprecated versions or devices. I would recommend to check if the Model Target Generator is also on the same version as you're using.

 

Kind regards,

Patrick Scheper

oh i just checked but I'm using model target generator 10-13-3. not 9.8.

ill try again tomorrow and update the original post

 

Thanks so much!

Ground Plane Placing

Hello,

If we click on the screen, it places the object immediately. I want to disable it, add a button, then place the object only when I click a button, instead of clicking anywhere on the screen. How can I do this?

Vuforia and AR Foundation in Unity - Image Tracking Crash on iPad

Dear Vuforia Team,

 

I followed the post to combine Vuforia with AR foundation in Unity (https://library.vuforia.com/unity-extension/vuforia-engine-and-ar-foundation).

I am using Vuforia for Image target and I have the AR Camera from AR foundation.

After preparing the scene and when I play in Unity editor, the webcam can detect the image target and show the corresponding object in place.

The problem occurs when I build and try the app on the iPad. Once the image target is detected, the app crashes.

It would be great to understand to know how I can adjust to make it work. Thank you.

 

Unity 2021.3.7f1

AR Foundation 4.2.7

ARKit XR plugin 4.2.7

Vuforia package 10.12.3

iPad Pro OS 16.1.1

E-mail notification when cloud recognition reach a certain number of recos (ex 9000)

Hi, I have the basic plan and Cloud-Add On for $99 per month. This includes 100k images database and 10k recos/month.

I would like to get an alert (e-mail notification from Vuforia) when my cloud recos are reaching a certain number of recos. For exemple at 5000 then 7000 and 9000. I would like to avoid extra cost based on usage. And I cannot forecast the usage expected.

I would say that is should be an existing vuforia based feature but I can not see it anywhere. Is it possible ? If not, how could I get this kind of notification (Vuforia API ?) without touching my AR app ?

 

Thank you in advance,

Best regards

Hey there,

 

Sadly there's no way to receive an automated update email on your reco count, but I will forward this internally as a feedback request. 

 

Kind regards,

Patrick Scheper

Vuforia Engine Product Manager

Thanks so is it possible to get an API from you or another way to build myself such a solution ? It would needs to connect Vuforia I suppose.

Hey there,

 

I asked around and it seems we have (undocumented) fields from the GET database summary API that you can use! https://library.vuforia.com/web-api/cloud-targets-web-services-api#get-a-database-summary-report

Vuforia 10.13 with Unity 2021 on M2 Macbook - Failed to get WebCam Image

Hello,

I updated a Unity project to Unity 2021.3.18 and also updated Vuforia to the latest version (10.13).

When starting my app in editor and going into an AR scene, I get an error "Failed to get WebCam Image!" and the webcam does not start. This error also sometimes comes some seconds after starting my app (no AR scene at this point).

I am on a Macbook Pro 2023 with M2 Max chip.

My app starts with non-AR scenes and I load my AR scenes with a loading-screen scene in the background.

I created a completely independent AR scene in the same project and started it in playmode and my camera works. so it does not seem to be a general issue.

Any idea what I could do? Is there some sort of re-initialization of the ARCamera once my AR scene started to get the macbook internal camera to work?

By the way, when I build the project to iOS on a real device, the AR works fine. It's just not working in editor.

Also I tried loading my scene directly with an OnGUI button with the SceneManager without any loading scene and it did also not work. so I guess thats also not the issue.

Hope anyone has an idea :(

Cheers, Robert

 

 

Hey there,

 

Can you try to reproduce this with our Core Samples?

 

Kind regards,

Patrick Scheper

Vuforia Engine Product Manager

App crashing using Vuforia and AR Foundation

I have a similar problem to this post, which has no answer (https://developer.vuforia.com/forum/other-features/app-crashing-when-using-arfoundation-and-vuforia)

 

Platform information:

AR Foundation 4.2.6 ARCore XR Plugin 4.2.6 ARKit XR Plugin 4.2.6 Vuforia 10.13.3 Unity 2021.2.12f1

 

We want to combine AR Foundation and Vuforia into one scene to use the plane detection feature of AR Foundation. To start I followed the tutorial here https://library.vuforia.com/getting-started/getting-started-vuforia-engine-unity#vuforia-setup. When I build for Android the app crashes after detecting the image. No logs in adb, just like the post above. When I build for iPad I have a black screen. In the editor I am able to detect the Image and show the sphere (whithout correct reflections due to AR foundation not working in editor).

 

Hopefully you can help!

Hey there,

 

Can you share any logs so we could better understand where the app might crash?

 

Kind regards,

Patrick Scheper

Vuforia Engine Product Manager

Fixed!

After making a minimal Unity project where everything was working correctly, we copied over all the build settings from the minimal project into our own and reimported everything by deleting the library folder. Now everything is working!

Bachelor's Thesis in AR using Vumarks.

Hi,

Me and another Software student are beginning to start on our thesis and we want as much references as possible. We have both searched on the internet for different projects as to see how they handle Vumarks and how they apply it to whatever they make. Which leads to my question for this /r; Does anyone have good references of such examples? Anyone who knows or have heard of someone using Vumarks for their project and is incredibly good at it. For example, we have found an incredible developer for AprilTags (not sure if I can link it, but his name is keijiro on Github). We would like such examples.

I know there is another forum on this website with promotion of projects, but no projects are actually posted on that forum. I heard Lego did used Vumarks for their Nexo Knights augmented reality, does anyone know others?

 

Thanks for reading, and thanks in advance! We need all the help we can get!!

Hey there,

 

I found some other publicly available references that you could look into:

Cannot get content from an unfinished UnityWebRequest object

Hello! i am having this error, trying to have the app download an assetbundle from an url:  

  • InvalidOperationException: Cannot get content from an unfinished UnityWebRequest object
  • UnityEngine.Networking.DownloadHandler.GetCheckedDownloader[T] (UnityEngine.Networking.UnityWebRequest www) (at <1b339e701b4b41ba9e5bacb491247150>:0)
  • UnityEngine.Networking.DownloadHandlerAssetBundle.GetContent (UnityEngine.Networking.UnityWebRequest www) (at <9387c707b3dc43e28471eec2e11e7579>:0)
  • AssetBundleAugmenter+<DownloadAndCache>d__6.MoveNext () (at Assets/AssetBundleAugmenter.cs:37)
  • UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <4746c126b0b54f3b834845974d1a9190>:0)

I followed this documentation: https://library.vuforia.com/unity-extension/package-augmentations-unity-assetbundles The image target is stored in a vuforia database, it worked well when using it with a normally built .apk with the 3D model included in the installer. The URL of the bundle is this: https://cavetrolltest01.000webhostapp.com/AssetBundles/nickhatchery/

Hey there,

 

The error message you're seeing suggests that you're trying to access the content of a UnityWebRequest object before it has finished downloading. One potential solution is to ensure that the UnityWebRequest has completed before trying to access its content.

Hey! thanks for the response. However, i should fill with a value , like 1, 2, 3? these represent seconds? miliseconds, or some sort of order?

 

Latest SDK 10.13

Hey folks, 

 

I upgraded my project to the latest and greatest 10.13.3. I am building the project onto an android phone, it was working fine before I upgraded to 10.13.3. Now the build keeps failing! Getting the following errors-

Starting a Gradle Daemon, 1 incompatible and 2 stopped Daemons could not be reused, use --status for details

> Configure project :launcher WARNING: The option setting 'android.enableR8=false' is deprecated. It will be removed in version 5.0 of the Android Gradle plugin. You will no longer be able to disable R8

> Task :unityLibrary:preBuild UP-TO-DATE > Task :unityLibrary:preReleaseBuild UP-TO-DATE > Task :launcher:preBuild UP-TO-DATE > Task :launcher:preReleaseBuild UP-TO-DATE > Task :unityLibrary:compileReleaseAidl NO-SOURCE > Task :unityLibrary:packageReleaseRenderscript NO-SOURCE > Task :unityLibrary:compileReleaseRenderscript NO-SOURCE > Task :unityLibrary:generateReleaseResValues UP-TO-DATE > Task :unityLibrary:generateReleaseResources UP-TO-DATE > Task :unityLibrary:packageReleaseResources UP-TO-DATE > Task :unityLibrary:extractDeepLinksRelease UP-TO-DATE > Task :launcher:generateReleaseBuildConfig > Task :launcher:compileReleaseAidl NO-SOURCE > Task :launcher:compileReleaseRenderscript NO-SOURCE > Task :launcher:javaPreCompileRelease UP-TO-DATE > Task :launcher:generateReleaseResValues UP-TO-DATE > Task :launcher:generateReleaseResources UP-TO-DATE > Task :unityLibrary:processReleaseManifest UP-TO-DATE > Task :unityLibrary:compileReleaseLibraryResources UP-TO-DATE > Task :unityLibrary:parseReleaseLocalResources UP-TO-DATE > Task :unityLibrary:generateReleaseRFile UP-TO-DATE > Task :unityLibrary:generateReleaseBuildConfig UP-TO-DATE > Task :unityLibrary:javaPreCompileRelease UP-TO-DATE > Task :launcher:mergeReleaseResources UP-TO-DATE > Task :unityLibrary:compileReleaseJavaWithJavac UP-TO-DATE > Task :unityLibrary:bundleLibCompileToJarRelease UP-TO-DATE > Task :launcher:createReleaseCompatibleScreenManifests > Task :launcher:extractDeepLinksRelease UP-TO-DATE > Task :unityLibrary:prepareLintJarForPublish UP-TO-DATE > Task :unityLibrary:bundleLibRuntimeToJarRelease UP-TO-DATE > Task :unityLibrary:mergeReleaseShaders UP-TO-DATE > Task :unityLibrary:compileReleaseShaders NO-SOURCE > Task :unityLibrary:generateReleaseAssets UP-TO-DATE > Task :launcher:processReleaseManifest > Task :unityLibrary:packageReleaseAssets > Task :unityLibrary:processReleaseJavaRes NO-SOURCE > Task :unityLibrary:bundleLibResRelease NO-SOURCE > Task :unityLibrary:mergeReleaseJniLibFolders > Task :unityLibrary:mergeReleaseNativeLibs > Task :launcher:processReleaseResources > Task :unityLibrary:stripReleaseDebugSymbols > Task :unityLibrary:copyReleaseJniLibsProjectOnly > Task :launcher:compileReleaseJavaWithJavac > Task :launcher:compileReleaseSources > Task :launcher:prepareLintJar UP-TO-DATE > Task :launcher:lintVitalRelease > Task :launcher:checkReleaseDuplicateClasses UP-TO-DATE > Task :launcher:dexBuilderRelease > Task :launcher:desugarReleaseFileDependencies UP-TO-DATE > Task :launcher:mergeExtDexRelease UP-TO-DATE > Task :launcher:mergeReleaseShaders UP-TO-DATE > Task :launcher:compileReleaseShaders NO-SOURCE > Task :launcher:generateReleaseAssets UP-TO-DATE > Task :launcher:mergeReleaseAssets > Task :launcher:processReleaseJavaRes NO-SOURCE > Task :launcher:mergeReleaseJavaResource UP-TO-DATE > Task :launcher:collectReleaseDependencies UP-TO-DATE > Task :launcher:sdkReleaseDependencyData UP-TO-DATE > Task :launcher:mergeReleaseJniLibFolders UP-TO-DATE > Task :launcher:mergeDexRelease > Task :launcher:validateSigningRelease UP-TO-DATE > Task :launcher:mergeReleaseNativeLibs > Task :launcher:stripReleaseDebugSymbols > Task :launcher:packageRelease FAILED 45 actionable tasks: 17 executed, 28 up-to-date

UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

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