arcore

ARCore + Unity + Augmented Images - Load different prefabs for different Images

走远了吗. 提交于 2019-11-29 05:19:38
How do I assign different prefabs to different images? right now, I have all my prefabs loading in on top of each other but how do I get it so each prefab loads in only once on top of one image so each image has a different prefab? I've modified the sample code (the frame corners) to load in my own prefab and used a dictionary to pair the prefabs with images from the database but when the program runs it instatiates all the prefabs in the same place rather than putting one prefrab on each image it puts all the prefabs on every image - this is the code I've been using: public GameObject obj1,

Providing video recording functionality with ARCore

二次信任 提交于 2019-11-28 22:07:37
I'm working with this sample ( https://github.com/google-ar/arcore-android-sdk/tree/master/samples/hello_ar_java ), and I want to provide the functionality to record a video with the AR objects placed. I tried multiple things but to no avail, is there a recommended way to do it? Creating a video from an OpenGL surface is a little involved, but is doable. The easiest way to understand I think is to use two EGL surfaces, one for the UI and one for the media encoder. There is a good example of the EGL level calls needed in the Grafika project on GitHub. I used that as starting point to figure out

Detecting vertical planes in ARCore

℡╲_俬逩灬. 提交于 2019-11-28 20:37:42
问题 I was wondering if someone was managed to identify vertical planes ahead of the device in realtime using the ARCore SDK. I was managed to achieve decent result by defining a wall using a line equation: z = Multiplier * x + Constant (For every y) by "for every y" comment I meant that I ignore the y axis(looking at the wall from above as in 2d mapping of a room) in order to calculate a line that defines the wall. the Multiplier is the rotation between the points: let angleDeg = Float((360 -

Accessing Image Data Bytes in ARCore

冷暖自知 提交于 2019-11-28 19:53:32
I've created an ARCore Session and attached an OpenGL texture id through the Session#setCameraTextureName method to display my camera data. I'd like to have access to the camera image data bytes displayed on the texture. ARKit and Tango provide access to the image bytes for each frame but there doesn't seem to be anything that easily provides that in the ARCore API. Is there any other way I can access the image bytes when using ARCore? Maybe that could help you I wanted to obtain the camera view in a bitmap form. I have tested on Samsung s8. int w=1080; int h = 2220; int b[]=new int[w*(0+h)];

ARKit vs. ARCore vs. Vuforia vs. D'Fusion Mobile vs. Layar SDK [closed]

假装没事ソ 提交于 2019-11-28 15:04:59
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

How to disable surface detection in ARCore Android

我只是一个虾纸丫 提交于 2019-11-28 10:06:53
问题 I am working on a project and facing an issue with ARCore. I used ARCore Location in my project, I set the location of object using latitude and longitude. but when I see it in the device, object location varies in AR. CompletableFuture<ViewRenderable> exampleLayout = ViewRenderable.builder() .setView(this, R.layout.example_layout) .build(); // When you build a Renderable, Sceneform loads its resources in the background while returning // a CompletableFuture. Call thenAccept(), handle(), or

how to check ray intersection with object in ARCore

蹲街弑〆低调 提交于 2019-11-28 10:01:28
问题 Is there a way to check if I touched the object on the screen ? As I understand the HitResult class allows me to check if I touched the recognized and maped surface. But I want to check this I touched the object that is set on that surface. 回答1: ARCore doesn't really have a concept of an object, so we can't directly provide that. I suggest looking at ray-sphere tests for a starting point. However, I can help with getting the ray itself (to be added to HelloArActivity ): /** * Returns a world

Can't Install ARCore on emulator for Android Studio

二次信任 提交于 2019-11-28 03:41:12
问题 I don't know if I'm allowed to ask this question but I really can't figure out how to use ARCore on Android Emulated Device. According to the official guide I'm supposed to use API 8.1 on pixel/pixel 2 device in order to run any app which uses ARCore. Sadly those emulator don't come with the support for Play Store, and without Play Store I can't Instal ARCore on the device. The device images that come with built in Play Store can't run ARCore instead. I'm really confused about how am I

ARCore collider on generated planes

孤街醉人 提交于 2019-11-28 01:15:03
问题 I'm just playing around with AR core and want to have an object flying around the room and able to land. I'm unsure about how to add colliders to the planes that ARcore is generating based on the visuals on the room. Would this involve instantiating box colliders on the planes somehow? 回答1: The ARCore SDK's trackable planes are essentially identified flat surfaces such as the ground or a tabletop. You can ask the SDK for a list of points for each trackable plane's boundary polygon (retrieved

How to take picture with camera using ARCore

雨燕双飞 提交于 2019-11-27 22:37:01
ARCore camera doesn't seem to support takePicture. https://developers.google.com/ar/reference/java/com/google/ar/core/Camera Anyone know how I can take pictures with ARCore? I am assuming you mean a picture of what the camera is seeing and the AR objects. At a high level you need to get permission to write to external storage to save the picture, copy the frame from OpenGL and then save it as a png (for example). Here are the specifics: Add the WRITE_EXTERNAL_STORAGE permission to the AndroidManifest.xml <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" /> Then change