I need help about Google ARCore. Actually Unity app working in Nexus 9 but Google ARCore Android app doesn't support it. Also I know about supported devices.
But I want to know about what's the difference between Android ARCore & Unity ARCore?
Why Unity AR app is working in this device but Google ARCore is not supported its own native SDK?
ARCore is the plugin developed and maintained by Google. There are ARCore SDK, ARCore NDK, ARCore iOS, ARCore Unity (where you can develop apps for iOS and Android simultaneously), ARCore Unreal. Unity also supports Vuforia SDK that has its own engine as well (developed by PTC) and/or can compile apps from Unity's ARCore and ARKit libraries. It depends.
In Unity, ARCore is directly integrated into the engine – you know there’s a little checkbox for it in the XR settings – and it’s compatible with Unity versions 2017.1 or later.
But.
Unity has its own AR engine. It allows Unity to compile apps that can be run on even officially unsupported devices. That sounds strange. But for Google there are obvious reasons for unsupporting Nexus 9 officially:
Nexus 9 may have no real Gyroscope sensor (it may have virtual Gyro)
Nexus 9 will be in the list of supported devices a little bit later (although it's unlikely, because it released in 2014)
possibly Nexus 9 has hardware issues
it does not meet the minimum software requirements for ARCore
there are Google's business preferences (HTC and Google are competitors, aren't they?)
etc, etc, etc.
Hope this helps.
They're completely different libraries written by completely different companies that just happen to have similar names. They have nothing to do with one another. So there's no reason why they would both support the same set of devices.
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I am building a VR android application for Oculus Quest 2 using HDRP. I am aware that on the Unity site it says that the HDRP support for Android is not there yet. But I wanted to confirm if there were any updates and/or the article on Unity is old Oculus Site. Since I am getting an error of "The platform Android with the graphic API Direct3D11 is not supported with High Definition Render Pipeline".
FYI I am using the Vulkan Graphics API.
The reported API is the one selected as Windows API (which is a bug).
Android will simply (and sadly) not build if you use HDRP, even though Vulkan does support compute shaders
Is OpenCV the most readily available way to get Face Detection working for offline, on-device use case with Google Glass Enterprise Edition 2?
I see three Google-provided libraries, ML Kit, ARCore and, Android-built-in Camera API's face detection, support offline face detection. However, they all seem they won't work for following reasons.
(1) ML Kit doesn't work since it requires Play Services
G. Glass EE 2 only ships with vanilla Android Oreo 8.0
Glass Tech Specs noting Android Oreo - https://www.google.com/glass/tech-specs/
MLKit requirements noting Play Services - https://firebase.google.com/docs/android/setup
(2) AR Core doesn't work because of the same reason, i.e. Play Services
ARCore requirements noting Play Services - https://developers.google.com/ar/discover/supported-devices#android_play
(3) Built-in Camera API for Face Detcetion is Accepted as not working as well
https://code.google.com/archive/p/google-glass-api/issues/282
It looks like OpenCV may not be a good option after all since it's likely too slow on the CPU, and, hasn't been tested on GPU for the Snapdragon XR1 SoC that Google Glass EE2 relies on.
Reference: https://developer.qualcomm.com/forum/qdn-forums/software/fastcv-computer-vision-sdk/35734
I would like to develop an app using ARCore. I have several questions:
is it required to install the arcore-preview.apk to be able to run this ARCore app ?
Why does the arcore-preview.apk appears with the name "Tango Core" in the applications list of my device ?
Will the Android OS directly include the ARCore (Tango Core ?) SDK in the future ?
Will all the devices be compatible with ARCore ? (not just the S8 and a few devices...)
Thanks !
Yes
Because ARCore is based on the much older Project Tango
Unclear but likely - at least a Tango Core App downloadable from the play store
No. But much more than the current choice:
Google plans to add support for other phones from Samsung, Huawei, LG,
and Asus, among others. The goal is to bring ARCore support to “100
million devices at the end of the preview." - source
Yes, If u using preview 1 then arcore-preview.apk else if you are using preview2 then install arcore-preview2.apk
ARCore is based on the Tango. The service name is display as Tango Core in preview 1 and the servie name is diplay as ARCore in Preview2
Yes, In future they have plan attach the services by default in sdk but not sure(In Progress) and now the Apps can be downloaded from Play Store.
Supported Devices are Following
Google Pixel, Pixel XL, Pixel 2, Pixel 2 XL
Samsung Galaxy S8 (SM-G950U, SM-G950N, SM-G950F, SM-G950FD, SM-G950W, SM-G950U1)
Some of the different in Preview 1 and 2
When another app opens in preview 1 it can be closed but preview 2 that can be handle(Example In coming call)
Display Rotation is auto handle in preview 2 (For Developers some cdes can be changed)
OpenGL is low level API So Advance Integration is some tricky for basic developers.
Future Enhancement
All of the basic functionality an be handle in 1.0 (like as AR Kit)
is it required to install the arcore-preview.apk to be able to run this ARCore app ?
ARCore is no longer in developer preview as of the Feb. 23rd, 2018 announcement of ARCore 1.0. The ARCore service is updated via the Play Store.
Why does the arcore-preview.apk appears with the name "Tango Core" in the applications list of my device ?
Now that ARCore is out of developer preview, Tango Core is obsolete / no longer relevant.
Will the Android OS directly include the ARCore (Tango Core ?) SDK in the future ?
ARCore is separate from the operating system, but supported devices typically come with a stub version pre-installed, which is then updated by the Play Store.
Links to the latest ARCore SDKs can be found on the downloads page:
developers.google.com/ar/develop/downloads
Will all the devices be compatible with ARCore ? (not just the S8 and a few devices...)
The list of supported ARCore devices (iOS and Android) is regularly updated. The official list is maintained as part of the developer documentation:
developers.google.com/ar/discover/supported-devices
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I would be interested to know, where are the advantages and disadvantages of each vision-based mobile Augmented Reality Frameworks? For what should be decide in which case? Would you choose Vuforia in any case, because it is free and without branding? What are important features are missing in one of the frameworks? Are there limits on the free version of Metaio SDK (except branding and Metaio splash-screen)?
I think these are the most important Frameworks to support iOS and Android. I know that metaio support movie textures and MD2 (Animation) Export and Vuforia not (at least not in the basic state).
Edit:
Here is a 3 hour session reviewed the best Mobile AR SDKs in the market and how to get started with them: Tutorial: Top 10 Augmented Reality SDKs for Developers
You should also check out ARLab from Augmented Reality Lab S.L. This has different AR-SDKs for AR Browser, Image Matching, Image Tracking, 3D engine, Virtual buttons. But this is not free.
Wikitude's ARchitect SDK has an Vuforia-Extension and Blackberry 10 Support. This could also be very interesting.
The Layar SDK is now available for iOS and Android with 3D, animation, AR Video and QR-Code Scanner
DARAM also appears a good SDK for Android, iOS, Windows 8 and Mac.
ARPA has a Unity-Plugin and a Google Glass SDK.
Here is a good comparison chart for Augmented Reality SDKs and frameworks
Apple has acquired Metaio. Metaio's future uncertain. (May 28, 2015)
Magic Leap Announces Its Augmented Reality Developer SDK for Unreal and Unity
Vuforia now has paid licensing and ability to demo apps without a watermark on their no-cost Starter plan – it now appears only during the first app launch in a particular day. This is to support developers who want to do demos to clients without showing the watermark. (May 6, 2015), Qualcomm sell its Vuforia business to PTC (Oct 12, 2015)
ARKit iOS 11 introduces ARKit, a new framework that allows you to easily create unparalleled augmented reality experiences for iPhone and iPad. By blending digital objects and information with the environment around you, ARKit takes apps beyond the screen, freeing them to interact with the real world in entirely new ways. (Juni 2017)
8th Wall XR is the world's first AR platform that works on all commonly available iOS and Android phones and integrates seamlessly with ARKit and ARCore. (August 2017)
ARCore is Google’s answer to Apple’s ARKit. It is designed to bring augmented reality capabilities to all Android phones in a relatively simple way. It’s also replacing the Project Tango, which required specialized hardware to run.
I've used both D'Fusion and Vuforia and here are my feedbacks
D’Fusion (Total Immersion)
D’Fusion solution is a cross-platform tool which mainly supports Web, iPhone, Android plateforms. Main features are the followings:
It is more UI based (D’Fusion Studio & D’Fusion CV) and enable to build the whole scenario through the GUI
Scenario intelligence is made with LUA
Enables you to see a preview of the scenario in the D’Fusion Studio tool
OS independant (one bundle scenario works on both Android & iPhone)
Plug’N Play (just copy paste the updated scenario in the project)
Compatible with Blender and Maya exports (OrgreMax)
Supports multi-tag and Face-tracking
Supports Unity3D
Android (JNI) and iPhone (Lib) are already precompiled
Vuforia (Qualcomm)
Vuforia supports almost the same features and plateforms such as Android and iPhone but is more code base oriented :
Vuforia and FastCV tools don’t have UI interfaces
Scenario intelligence is made with JNI on Android and Obj-C/C++ (.mm) on Iphone
It is less OS independant since both codes have to be done
3D objects are made through the code (vertices array in .h)
Supports multi-tag and Face-tracking
Supports Unity3D
Works perfectly with NinivehGL 3D engine
Android (JNI) and iPhone (Lib) need to be recompiled
Tracking is more stable and shakes less than D'Fusion
I Have used both Metaio and Vuforia :
in my opinion Vuforia is best option as a free of cost and good tracking. Here are some points:
Metaio
With metaio you can develop very fast.
Various tracking are supported e.g. marker, image targets, marker-less, 3D object tracking also.
You have to code separately for iOS and Android.
Paid SDK (Commercial license)
You can play MD2 animations of about to 100 frames.
I faced flickering in tracking.
Vuforia
Development is sort of time consuming but once you developed an app , you cleared path.
Tracking ImageTargets, markers, video playing, imagebuttons(this is not in Metaio).
You have to code separately, but if you go with Unity you have to code Once.
Now Vuforia is also come with pricing model on based of no of target scans.
With Unity you can play Animation.
Tracking is flicker-less.
I just used the Metaio SDK Mobile framework. The framework has great potential but has a pretty bad documentation. This highly focused to show 3D objects in front of "real tags", but for a classic AR (with bubbles indicating coordinates) quite a few things are missing. For example I had to implement my own radar because the framework offers none.
I develop the iphone version of one App with this, but in the Android version I know that exist some problems with rotation and some compatibility with recent devices.
The problem is that in the metaio apps all work (and also they have radar) but in the framework not appear to be the same.
I don't know the other frameworks but i recomend you to lose some time trying with a free one. You can try metaio for free and if see that it works fine for you, then buy the payed version.
Metaio also supports cross platform development using AREL in HTML5 based apps
See: https://dev.metaio.com/arel/overview/
Metaio also supports Edge Based Tracking which is very robust and does not suffer from lighting or texture condition changes.
For simple Location Based AR using GPS etc. This can be achieved without the need for any 3rd Party AR SDK.
Apple have free source code for this here:https://developer.apple.com/library/ios/samplecode/park/Introduction/Intro.html
Vuforia have a very useful feature called extended tracking which allows tracking of the environment even when the original marker is no longer in view. This is a great feature and worth investigating.
As for Layar I was not convinced
I'm trying to build an Augmented Reality application for androids. I just want it to show some 3d models when it recognizes my different markers.
I used this excellent SDK, https://ar.qualcomm.at/qdevnet/sdk and followed the steps, but unfortunately when I created the application and ran it on my android, it showed a message "Your device is not supported". That's probably because that guide is for 2.1 androids, and mine is 2.2
Is there any way to "convert" it? I just want to make it play on my phone.
Is there any way to "convert" it? I just want to make it play on my phone.
Not that I know of. The QCAR SDK actually checks for device compatibility based on explicit conditions (e.g. a snapdragon processor) and fails to initialize if the device is not supported. There's a list of supported devices available on their dev forum - https://ar.qualcomm.at/qdevnet/forums
Most Android (and iOS) devices are now supported by QCAR SDK.