How I can use unity render 3D model and native android? - android

I try to develop an app on AR, so the command way for developing app on AR is:
Unity and Vuforia.
Native android app and Vuforia.
The first way: I lose android App UI.
The second way: I lose unity render special in a complex model.
I fond another way to use android UI and unity render model by the export jar from unity app to the android studio but this way is slow and I need to export unity project in each time my list change.
I try WebGL but WebGL is not worked with Vuforia, and I can't find enough info about it.
How I can use unity render 3d model and native android without export data in each time data changed from unity to the android studio.

Related

How can I push Unity games into my Android Studio app?

I am building an app that can host multiple games. The games will be made in Unity3D. For the app, I was torn between Unity3D and Android Studio. I am thinking of using Android Studio.
Can the desired task be done in Android Studio? Later on I also want to be able to load new games into the app from a Web Server, that's why I'm going with Android Studio
Although it is possible to export from Unity into an Android library, you can only have one instance of the UnityPlayer at a time. And it is not possible to restart that instance once you quit it. But I never tried to have multiple Unity projects in one Android Project, so it might still be kind of possible
Unity introduced native library support in 2019.3 (still in beta). Perhaps this will develop in your favour, but your requirements are a bit exotic.
Another approach could be to develop all games in one Unity-Project and then export scenes of a single game as AssetBundles. That would eliminate the need to handle multiple Unity-Projects but has downsides on his own.

Is there a way to have Vuforia and ARCore in the same app?

We are currently developing an app for a student project, that we want to enable to use ARCore and ARKit on Android and iOS respectively and Vuforia as a fallback. After my project partner has already implemented ARKit and Vuforia in two separate scenes, I'm now trying to add ARKit.
But when trying to add both to the Android build under Player Settings -> XR Settings, I get the following message:
We would like to be able to allow users to always be able to fall back to Vuforia, but use ARCore on compatible devices. Is there a way to have both in the project at the same time?
AFAIK you would be able to do this if you're building Unity scenes into an android app built in Android studio or some other way. You would have a check for ARCore support on the device, and if that passes you would load a Unity scene that has ARCore support. If that does not pass you load another Unity scene that uses Vuforia. If you're working only in Unity like I am, I do not think it is possible. I could be wrong, though.
You have to go to the vuforia settings and select the option "Do not use" the Ar core requirement, the app build will proceed normally and the app will work without errors

daydream controller support for android vr app built with android studio

I am using Android Studio to build a Android vr app with Google DayDream android vr sdk.
I would like my users to be able to interact with the vr environment with their controllers that come with the vr headset.
But when I looked at the official documentation, I noticed that the controller support seems to be available only for Unity and Unreal. So I am wondering if I am still able to display a controller 3D model and its laser visualization with only the Android sdk.
Link to controller support info for Unity and Unreal
If not, is it recommended that I use Unity for my Android vr app development.
I would recommend using the C++ version of the of the arm model that is included as part of Unreal. The arm model has no dependencies on Unreal code, so you should be able to integrate it into your app. If you are currently writing a java only app, this would require you to use the android NDK. Alternatively, you could look at porting the code to Java.
The arm model will only give you the position/orientation for the controller. If you do this, you will still need to render the controller and laser yourself in your application. You can pull the art assets from Unreal or Unity to do this.
Daydream development in Unity is fully supported, but you'll have to decide for yourself what is the best platform to use for your needs based on what type of development environment you prefer.

Developing an Augmented Reality app for Android

We will be developing an Augmented Reality Android app for out project.
I've watched several tutorials on YouTube about AR, I see them use Unity, Vuforia, ARToolKit, OpenSpace3D, etc. I've also watched videos on how to use Android Studio in creating an android app.
When they create the AR scene they want on, for example, Unity & Vuforia, they export it to an Android device and then they run their project on the device. They did not need to use Android Studio for that. When they click on the app on the device, it automatically opens up the AR camera, ready to read the markers, and that's it.
The app that we are going to do has multiple features, one of those features is the AR Camera. I was wondering if there was a way to create a menu for our app, so that the user has the option to choose what to do.
I know that I can create menus in Android Studio, and I can create an AR scene in Unity. BUT I'm not sure if I can put the AR scene that I've made, into the menu I made in Android Studio. I do not know if it is possible. Maybe there is another way of doing this?
Thanks for taking the time to read.
In short: yes, you can do that. In this case all functionality will be based on Unity (including menu screens).
Workflow is roughly be as follows:
create menu scene(s) as needed in Unity
create AR scene based on Vuforia plugin
on user action in menu scene switch to AR scene
Then for production
switch output to desired platform (Windows, OS-X, Android, iOS)
generate output
In case of Android you can generate the complete APK ready for publishing through Google Play. No need for Android Studio.
Be warned that you will have some kind of a learning curve though if you haven't worked with Unity and Vuforia before.
Oh and you must obtain the right license(s) for your situation from both Unity and Vuforia.

Vuforia SDK Android Studio VS Vuforia Unity

can someone say the difference beetween developing an app with the vuforia sdk in eclipse or android studio vs developing in unity with the vuforia extension?
In terms of performance, app size, and etc...
Edit: I'm doing an app in Unity3D, that uses a lot of 3d resources an high resolution images, but the size of my app is growing a lot, that's why I want to know if there's a notable difference between developing in android studio or Unity3D, so I can migrate my project to Android studio.
NOTE: All my content needs to be packed inside the app, I cannot use a server to send the resources, because the app needs to work in an environment with no internet connection.
late but, may help you
Yes there are multiple SDKs for Vuforia like androidSDK and UnitySDK
Since Unity is a CrossPlatform Development Game Engine, We can Generate android project after completing project in Unity.
Advantages of UnitySDK over androidSDK
Since Unity is GameEngine, we can create rich 3D Environments with better UI.
Easy handling of large graphics
Advantages of androidSDK over UnitySDK
Since you are creating a android app with AR, with android SDK you can create app which is compatible to all the screens , we can apply lots of apis directly into vuforia player
Disadvantages of Both
Unity:
Apps created with unity created in native android , so we need to know NDK development if you want to use unity vuforia player efficiently
Android
not possible to handle rich 3D environments
So I Suggest you better go with Unity and then integrate it in android studio

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