Does anyone have any practical examples of combining Google's project tango unity plugin with another 3rd party plugin? I've not found any yet.
I am trying to get the Project Tango Unity plugin working with ARToolkit Unity plugin for Android, but I'm extremely new to Android development.
I have tried merging the AndroidManifest.xml for each plugin but this hasn't worked. I'm now looking to incorporate the tango jar files into the ARToolkit UnityARPlayer project, and extend the UnityARPlayer class - except, knowing so little (and have little time), I am quite out of my depth. It would be good if there was a practical example of this being done with another Unity plugin.
Thanks
Adding ARToolkit Marker tracking into Tango
A little late, But I wrote this showing how to Add ARToolkit processing for TANGO. There's an example Unity project at the bottom.
Extending the UnityARPlayer class was the right direction, I took the GoogleUnityPlayer and extended it for the ARToolkit stuff. Sorry but I haven't tidied or documented the code at all, so it is probably not a good reference for generally adding second plugins.
Related
I want to use vuforia sdk's text recognition module in my new app.
I have been successful in building and running their sample apps. However, having done that was apparently not enough for me to figure out how to start using vuforia android sdk in my mew project in a proper way.
The IDE is Android Studio. I have the license key for my vuforia account.
Could someone help me get started? I jist need to start using vuforia as a library in my own personal project. I do not want to start developing directly over their sample apps.
I am sorry if the context of the questions doesn't fit into that of this particular community.
I wanted to do exactly what you said. I didn't want to build on the top of their samples. I struggled to find a tutorial but there is none, at least I was not able to fine one. Turns out it is really easy. Go to the Vuforia folder(wherever you installed it) and then head to vuforia-sdk-android-X-XX-X\build\java\vuforia and copy the .jar file and paste that file to your new project in Android studio inside your libs folder. Then add this line to your Build.Gradle
compile files('libs/Vuforia.jar')
inside your dependencies. That's it. You can access all the Vuforia classes from there. Don't forget to instanciate them just like in the example with your own key from Vuforia developer console.
I don't know if this is still relevant, but... This link shows what you need to do, code-wise, for creating a new Vuforia App: How can I build a basic Vuforia app. This, along with the links you have already seen regarding the setup, should be enough for you to get started from scratch.
Instead of relying on Vuforia's module, I built my own real-time OCR from scratch, using the Camera (1) API and Google's Mobile Vision Library.
My app - Optical Dictionary & Vocabulary Teacher - performs a lot better than Vuforia's module. It does real-time scanning of words, shows them in a more friendly manner, and does way better validation of words. It even lemmatizes the words (e.g fooled -> fool, thieves -> thief etc).
Also, needless to say that this gave me complete control over my module as well.
Here is a Video Demo of my app.
If any one wants to build something similar, they can feel free to contact me for assistance.
I am new to Android Studio and have little experience with Unity. Can I import a very simple scene from Unity 3d to an existing Android Studio project and have it on one page of the app? And if so is there anything complicated about this?
Thank you!
I don't there's any easy way of doing this.
Unity can create an Android project instead of building the apk.
I don't know if it supports Android Studio or Eclipe, probably Eclipse.
From there on you'll need to look into the Activity that Unity defines and add custom code to integrate it with your project. It is entirely possible to use Android native code from there on, but it's not easy.
Going thru this tutorial
http://www.playandroid.com/blog/a-review-of-libgdx-cross-platform-library-for-games-development/
and have downloaded the source files for 0.9.9 libGDX here
http://libgdx.badlogicgames.com/download.html
For some reason the jogl (com.badlogic.backends.jogl.*) package is missing.
Its not here either
https://github.com/libgdx/libgdx/tree/master/backends
Can any libGDX gurus help?
Libgdx has seen some major changes in the last year. A complete 3D Api rewrite, Switch to Robovm and Deprecating Xamarin for iOS. and of course the Jogl backend deprecation is one of them. Jogl Backend Deprecation
It’s been lurking in the air for quite a while now, but i will
deprecate the Jogl backend this week. The Lwjgl backend is a lot more
functional and stable, and actually easier to integrate in SWT or
Swing apps via LwjglAWTCanvas. You can even add multiple canvas
widgets that share the same context.
Many tutorials out there are outdated.
I recommend you to check the Official Wiki for the most updated information about libgdx.
Actually, you can use JOGL 2 with libgdx - mainly because of the efforts of JOGL crew; see here for details. It's semi-actively developed, with newest updates dating to 2014 as of 2014...
You can use the libGDX setup tool. You just need to run the packaged file called
gdx-setup-ui.jar
Go though the steps to create a new project with all the dependencies already configured. You can find a detailed tutorial at the libGDX wiki on github.
I'm trying to make an android application which includes two different projects created and exported from Uniy3d, one is a simple interactive 3d environment while the other is an AR application based on Vuforia's extension. I tried many tutorials in unity Forum and vuforia too but it doesn't seem to work... maybe because it's outdated since you can just export the unity project to eclipse in the last releases.
Do you have any idea on how I can possibly do this ?? Any help would be appreciated...
Unity3D 3.5.7 and blow will generate apk directly, you can try Unity4 and it will generate an android project which can be import into eclipse.
The best thing to do is to create the whole application in Unity3D since it's possible to have a good User interface with it and not divide it into parts....
Im currently looking at using min3d but came across a thread where the original creator said he was moving on and it wasnt going to be supported anymore. I dont think that would be to big of a problem for myself but I was wondering if anyone else had used any 3d libraries with similar functionality as min3d.
Ideally Im looking for something lightweight that mostly handles the opengl and possibly screen touch events on objects.
libgdx - very popular and up to date
jPCT-AE (fairly recently updated)
dwarf-fw (hasn't been updated in a while)
catcake (hasn't been updated in a while)
Also looks like someone ported irrlicht to Android if you don't mind using C++ / NDK.
Here is a list of all popular Android libraries:
http://www.appbrain.com/stats/libraries/dev
libgdx is very popular and also AndEngine and Unity 3d