I am trying to experiment with ARCore and Unity using Vuforia and I have some trouble with object not being lit up. The whole object is dark and I tried a few different lighting settings too.
Can you help?
Here are some screenshots:
Phone:
Unity:
UPDATE:
So I tried it with a different object downloaded from the asset store (a tree) and if works flawlessly with that. So the problem must be with the knight... but what is it?
You have to add a directional light GameObject to the scene (but I guess it works with any light object).
Right Click > Light > Directional Light
Here is my light object configuration:
Directional Light Configuration
It works flawlessly. Hope it works for you.
Let me know if this solved the problem.
Check material of the game object. If it’s Standard then change it to Lit Image or transparent or transparent cutout whatever you texture type.
Make sure the directional light is directed correctly towards the object
Just realized how old this is, but the answer was to turn up the Lightmap Encoding in the Player Settings when building the app. File>Build Settings>Player Settings>Player. Mine defaulted to Low, and I switched it to Normal.
You may also need to update the default quality level to at least Medium.
Related
I am to start working on an Android Custom Camera App. I just want to know is there any way to add the following features to my app:
Beauty Level
Red Eye Removal
Acne Removal
I just want to know that if it is possible, can someone suggest or give me any idea how can code it into my app.
Though I am familiar with Android Camera API functions, and worked on several simple custom camera apps.
Thanks in advance
For beginning, you can use FaceDetector to detect faces in the picture.For example , you can remove Red eyes by searching for Red pixels in the picture and try to decrease red level of them.And also , you can use OpenCV for detecting eyes.I found a sample for eye detection in Here
I imported the Vuforia sample for gear vr in unity and replaced the objects with blender objects. Now when in my scene I put the object very close to the camera it works alright. But when I am in the Ar mode or I look form a distance at the object the edges of the objects seem very pixelatex. And move a little bit.(Blink). I have the anti aliassing on the hightes it can be but that didn´t change a thing. The blinking would indicate to me that the depth buffer is confused but since i am new to unity I have no idea what to do about that. I also read about mipmapping, that the resulution of the textures might be false. But I use materials which are colored so I can´t imagine which settings to change. Please help! Any suggestion would be very welcome!
You should set your rendering from the default 50% to 100%. Do you have any screen shots it will help.
How to do it
If you are using Oculus SDK 1.6+, you might want to check the OVRManager and make sure that "Use Recommanded MSAA" is turned off. You can also try adjust the "Min & Max Render Scale".
https://i.stack.imgur.com/yrya1.png
I am creating particle effect to simulate the street lamp. It looks good and smoothly on the ios and pc but there is some ring like the ripples on the android platform. Is there any thing I can do to fix it? Please check the screen shot for the detail.
Looks like you are using Unity. Please check image compression and displaying parameters for your build, looks like this is an issue with number of colors in result render(16 bit on android and 24/32 bit on iOS/PC).
I am very frustrated with this problem and the Unity3D community isn't very helpful because no one there is answering my question. I have done a ton of searching to find what the problem could be, but I didn't succeed. I install Qualcomm Vuforia 1.5 and Unity3D 1.5.0.f. I use the Unity extension. I imported their demo app called vuforia-imagetargets-android-1-5-10.unitypackage, put their wood chips image target on the scene, their AR camera, and added a box object on top of the image target. Then I built it and sent to my Samsung Galaxy tablet. However, when I open the app on the tablet and point the tablet to the image target, nothing shows up - the box isn't there. As if I didn't add any objects to the scene. I just see what the device camera sees.
Has anybody experienced this before? Do you have any ideas what could be wrong? No one online seems to be complaining about it.
Thank you!
Make sure you have your ImageTarget dataset activated and loaded for your ARCamera (in the inspector, under Data Set Load Behaviour) and that the checkbox next to the Camera subheading in the inspector is ticked.
Also ensure that the cube (or other 3d object) is a child of ImageTarget in the hierarchy, and that your ImageTarget object has it's "Image Target Behaviour" set to the intended image.
You may also have to point your ARCamera in such a way that your scene is not visible to it.
Okay. I got the solution. I asked on Qualcomm's forum and one gentleman was nice enough to explain to me that I missed setting up Data Set Load Behaviour in Unity's AR camera. I had to active the image target data set and load the corresponding image target. Once I set these two things up, built and deployed, all worked well.
Good luck!
I am trying to display a .md2 model over top of the camera preview on my android phone. I don't need to use the accelerometers or anything. If anyone could even just point me in the right direction as to have to set up an opengl overlay that would be fantastic. If you are able to provide code that shows how to enable this that would be even better! It would be greatly appreciated..
I'm not able to provide code until later this week, but you might want to check out a library called min3d, because I believe they already have a parser written for .md2 files. Then I believe that if you use a GLSurfaceView, the background can be set to be transparent, and you can put a view of the camera behind it. Are you trying to get some kind of augmented reality effect? There are android specific libraries for that too, but they're pretty laggy (at least on my Motorola Droid).