Maybe someone knows what it might be? Look at this Ivi model in the editor, everything is fine there, but when the game is compiled on my Xiaomi we get this (1 picture)
The problem is in the animation of the model, if you remove the animation of this model, then everything is fine. In unity, everything is always good, but there are problems on the smartphone. I do not know what to do.
There might be a lot of things that cause this. First of all, you should check Mesh Compression in your mesh import settings. You should also check your 3d model for these artifacts. It might also be because of how different phones render 3d models. You should try it on a variety of phones and see if it has similar artifacts.
Related
Right now I am trying to create an android object recognition application (it will be through an image) with Vuforia and Unity.
What I will show will be a 3D map, but in addition to showing it I want to present information of certain parts of the model (buildings, etc.) either by pressing it or pointing it at a similar point than in virtual reality..
What I want to create is something like this:
https://www.youtube.com/watch?v=y70yStPCBHA
I am very novice and as much as I try to understand how to do it, I do not succeed. Try searching for information on different websites, but I couldn't find anything similar to the video.
I hope you can help me, I would appreciate it.
I am sorry for my bad english.
your problem is not as complex as you might think. You should try searching for stuff not as a complete structure of every functionality that you need but you should break it down to smaller components.
In the instance you could just serch for how to detect touch on a game object in unity and you can find a lot of stuff about that. It's a good thing to get used to because you can find separate guides for all the components you need and then just combine everything together.
Check this video out about raycasting from touch to game object, it should be everything you need: https://www.youtube.com/watch?v=0sFrDJKwsdM
hope this helps!
I'm trying to make a simple AR Images app, for students to use but, since I don't have much programming experience, I'm trying to just use and change the example files as the base for the app.
Until now, after many hours of trying, and reading about it, I still couldn't make it work with my own images and prefabs... Using AR Images should be the easiest thing in ARCore, right?
Could someone please help, by uploading a working base project, that is independent of the ARCore example files? Or at least the main scripts with these improvements:
using several images and prefabs, like 15 or 20 max.
an easier way, like a drag and drop prefab list, of corresponding the images number or name with the correct prefab...
...maybe like shown in ARCore + Unity + Augmented Images - Load different prefabs for different Images
an easier way of updating trackables - their state, adding and removing prefabs when visible or they get out of sight
I have seen some answers to individual problems, but it's hard to put all that in the scripts, without messing something else... at least for me it is ;-)
I think this could help a lot more people besides me, by updating this problem and putting several answers in one place. Thank you!
Using: Unity 2019.2 beta - ARCore 1.10 for Unity
I have a problem with the project I am working on in Unity and have been trying to solve the problem for days.
I am using the Meta 2 and the HTC Vive base station. I am continuing the work of a colleague. He was working on another computer. I am trying to recreate the project he created. He gave me the project and everything included but also doesn´t know how to solve my problem.
It looks like this:
I can open and play the project. When I play the project I can see everything I want to see in 3D with the Meta 2. But I can not look around. When I move the Meta I see the some kind of "vibrating" movement in the screen but in the end everything stays in the position.
I also connected the Sense Gloves I have with my computer. I can move the fingers of the sense gloves in the screen (they are shown as blue circles which i can move) BUT I cannot move the whole hand. It stays where it is initialized in the room.
I think it is a problem with the transfer of the vive tracking data to unity (the position of the tracker coordinate system in unity is not moving even though hit should).
I hope this explanation is accurate enough. If you need more information, do not hesitate to ask me, please.
Kind regards
Alex
I have converted my working project from Unity into Unity 5 and now the stereoscopic display doesnt work.
It seems like the stereoscopic effect doesnt work. The display is split in the middle, and the shader is applied, but it seems like there is only once camera. Like there are no eye cameras.
The weirdest thing is that everything works perfectly in the editor, but when I run it on device it seems like the cameras are disabled.
I went through and tried everything in the "known issues" in Cardboard SDK Release Notes, but nothing works.
Has anyone succesfully run a Cardboard game on Unity 5?
Yes, I have done. Mine isn't big one but has major things that can be said to be using UNITY features as well. I cant predict your problem as such but Answer to this post is certainly YES.
I don't think that anyone has posted this yet, but it appears that the SDK is currently broken in Unity 5.
From: Cardboard SDK Release Notes
Unity 5 rendering issues: As of Unity build 5.0.0f4, the following steps should be taken to fix or ameliorate any rendering issues, such as an all-black screen, flashing textures, or non-stereo views:
Enable the Development Build option in the Build dialog. This seems to fix various rendering glitches, like flashing textures.
The root cause of the rendering glitches is under analysis, with assistance from Unity.
I have also found that the app has rendering issues when it initially runs when you hit "Build and Run". Closing the app from the task switcher and restarting seems to resolve the issue.
We've setup the leap motion, got it to successfully run in Standard Unity by moving the DLLs around per instructions, and can successfully track hand positions when running the scenes in this demo. But we cannot grab objects in any scene. We have only gotten the Boxing and Flying scenes to work, because those in fact requires no gestures, simply pushing outwards knocks the bag around, or just detects relative positions of hands to cause flight. But the actual grab action we cannot get to execute, in Unity only. The Airspace apps (orientation + freeform) work fine, and the Visualizer works fine.
See this video short video of us trying http://youtu.be/9kTXCEwUhoc The documentation for the Boxing, ATVDriving, and Weapons all just say to grab when colliding, but we've tried many times and cannot get it to execute even once. The rings should turn red like exactly here https://www.youtube.com/watch?v=RA7a6foNlHo&t=1m8s but they never do, always staying blue no matter what we do.
Any idea what's wrong?
Demo Pack Documentation: https://developer.leapmotion.com/documentation/skeletal/csharp/devguide/Unity_Demo_Pack.html
GitHub project: https://github.com/GameMakersUnion/LeapTest (already has DLLs setup for Standard -free- Unity)
This question was answered on the Leap Motion forum; thought I'd copy it here:
Are you trying to grab objects in general or are you trying to get the demo pack to work?
I don't really know why the demo pack doesn't work as I don't know very much about it, but if you're trying to make an app to grab objects you might check out our v2 tracking and skeletal assets.
developer.leapmotion.com //
https://www.assetstore.unity3d.com/en/#!/content/177703
There's a few demos in our gallery that show grabbing, specifically the RagdollThrower example.
Also, next week we'll be updating the skeletal unity assets with more powerful grabbing.
Not sure if this is what you're looking for, but I thought it might be of interest.
(Source: https://community.leapmotion.com/t/anyone-here-tried-the-unity-demo-pack-we-cant-grab-objects-in-it/1415)
What you need is to look for the Physics model for Hand Pinching something like that. but the word pinch is the trick.
You can add the pinching to your hand contoller or sandbox, then the object should have Rigidbody to be grabable.
Please contact if you want to share info about leap and C#