Unity AR Foundation Simulation Tools Are Here !

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  • čas přidán 28. 08. 2024

Komentáře • 56

  • @dilmerv
    @dilmerv  Před 2 lety +4

    Ok there seems to be an issue with 2021.3.4f1 LTS but you can bypass the package manager by going to your Unity project root folder > Packages > manifest.json and add this line: "com.unity.xr.arfoundation": "5.0.0-pre.12", also here is a copy of my manifest.json in case you like to compare but if you just add that line it should work. gist.github.com/dilmerv/20ff7bdebac928524f46fb0a4160accf

    • @anonymousnayahack2452
      @anonymousnayahack2452 Před 2 lety

      Hey man, I manually edited the manifest.json file and it added the ar foundations 5.0.0 pre version. I also manually added the xr simulation environments using the tarball package. However, I cant access the AR Environments. As soon as I navigate to the AR Environments, it shows AR Environment not available, which is weird because I installed the xr simulation packages

  • @dilmerv
    @dilmerv  Před 2 lety +2

    📌 AR Foundation Simulation documentation:
    docs.unity3d.com/Packages/com.unity.xr.arfoundation@5.0/manual/simulation.html
    📌 AR Simulation Features:
    - Device Tracking
    - Plane Tracking
    - Point Clouds
    - 2D Image Targets
    - Meshing
    - Raycast
    - Session Management
    - XR Simulation Environment Settings
    - XR Simulation Environments
    - XR Scan Simulation Settings
    - XR XR-Ray Shader

    • @pemainsolo94
      @pemainsolo94 Před 2 lety

      hi dilmer you are great !!,
      can you make a simple tracking finger tutorial? for my school work
      please...

  • @michaelperkins1119
    @michaelperkins1119 Před 2 lety +2

    Awesome, was waiting for something like that for years 🙂

    • @dilmerv
      @dilmerv  Před 2 lety +2

      Thanks Michael and same here my friend 🙏

  • @jeffg4686
    @jeffg4686 Před rokem

    thanks for the share. lots of great info packed in here.

    • @dilmerv
      @dilmerv  Před rokem

      Glad it was helpful! Thank you

  • @xyzconsultingarvr3ddesign8

    Some cool new features, great video as always. Do you know if you can use target images to align a model in the real world? Like the first image being the pivot and maybe the second one the rotation for alignment?

    • @arxzero1915
      @arxzero1915 Před 2 lety

      My first idea would be that the trackable images spawn in anchor points which search for other nearby anchor points and a model to move. Then something somehow adds a anchor controller to the model which moves the model depending on the found anchor points. I dont know if that could work but your idea sounds really interesting!

  • @ikarosound2504
    @ikarosound2504 Před 2 lety

    always awesome content, thanks!!!
    anyway, did you already take a look at the new Apple RoomPlan API?

    • @dilmerv
      @dilmerv  Před 2 lety +1

      Thanks a lot for your feedback and yes I have looked at it, also evaluating it right now :)

    • @ikarosound2504
      @ikarosound2504 Před 2 lety

      ​@@dilmerv I will coming forward for a video!!
      Btw I tried the Simulation Tools, but the classification meshes seem to not work properly, the component Simulated Mesh Classification is present

  • @pemainsolo94
    @pemainsolo94 Před 2 lety +1

    hi dilmer you are great !!,
    can you make a simple tracking finger tutorial? for my school work
    please...

    • @dilmerv
      @dilmerv  Před 2 lety

      Thanks for your feedback and yes I will look into making a tutorial like this in the near future.

  • @patrick_wade
    @patrick_wade Před rokem

    Dilmer always fantastic. Question, Could I ask would it be possible to use a single image q code to place a statue in the corner of a room. The simulated room dimensions in unity match the realworld, I was hoping to use the Q image target as the placement trigger mechanism once as a person enters and then freely explore the world locked ar statues after. In a gallery environment. Just wondering if this might be possible in foundation?.. Thanks.

  • @KurzGuy
    @KurzGuy Před 22 dny +1

    I have the maximum version of ar foundation which is 4.2.10. I can't install pre 5.0.0. I use version 2021.3.22f1 LTS

    • @dilmerv
      @dilmerv  Před 22 dny

      Try to install it manually by modifying the manifest file as shown here: docs.unity3d.com/Packages/com.unity.xr.arfoundation@5.1/manual/project-setup/edit-your-project-manifest.html#manually-edit-the-project-manifest-file let me know if that works thanks.

  • @BjarkeHellden
    @BjarkeHellden Před 2 lety +2

    Could some of these features work using the passthrough images from the quest 2 headset as input?

    • @dilmerv
      @dilmerv  Před 2 lety +1

      That’s a great question but currently this is only supported on iOS and Android, I will keep you updated as AR Foundation expands to other platforms which currently also supports Magic Leap.
      Thanks

    • @BjarkeHellden
      @BjarkeHellden Před 2 lety

      @@dilmerv thanks man

    • @unityandyb8118
      @unityandyb8118 Před 2 lety

      @@dilmerv Note that AR Foundation also supports HoloLens 2 via OpenXR bindings.

    • @unityandyb8118
      @unityandyb8118 Před 2 lety +1

      The Simulation feature runs fully in-Editor. It uses the Camera attached to your active XR Origin in the scene, and allows you to preview your AR app in a simulated environment in the Game view without building to device.
      I think you're describing what we call "AR Remoting", that is, rendering your app in the Editor but using inputs from other devices. We are also actively working on a Remoting solution, but have not announced any specific features or release dates.

  • @kamend
    @kamend Před 2 lety +1

    Which version of Unity should I use on MacOS, so I get a stable AR Environment, I tried both latest 2022.1 and 2020.2 and for some reason on both version I get very weird crashes :( Running on M1 Pro MacBook

    • @lop258
      @lop258 Před 2 lety +1

      Same problem here, but only on Apple Silicon version of Unity, Intel Unity (2022.1.9) works fine

  • @DevDunkStudio
    @DevDunkStudio Před 2 lety

    Finally!
    Do they also have input handling, so you don't have to make 1 script for mobile and 1 for mouse?

    • @dilmerv
      @dilmerv  Před 2 lety +1

      Great question and you don’t have to do anything, just click anywhere and the XR simulation handles input seamlessly without having to write any code.

    • @DevDunkStudio
      @DevDunkStudio Před 2 lety +1

      @@dilmerv sweet!
      AR foundation catching up to Lightship it seems.
      Do you know if meshing also works on android or is that still a lightship thing

    • @dilmerv
      @dilmerv  Před 2 lety +3

      I agree ! Meshing works in Lightship because they acquired a company which provided the algorithm, Unity doesn’t build things on top of AR, it utilizes tech so in the case that ARCore were to provide meshing then Unity would as well ;)
      Great question !

    • @DevDunkStudio
      @DevDunkStudio Před 2 lety

      @@dilmerv thanks for the fast answers! Keep it going👌

    • @unityandyb8118
      @unityandyb8118 Před 2 lety

      @@dilmerv Yep! This is due to an unrelated change we recently pushed to the Samples project. We have a base class that we use now to route the new Input Systems's "/press" binding. Pointer will resolve to a mouse input on PC or a touch input on mobile.
      Sample Code: github.com/Unity-Technologies/arfoundation-samples/blob/main/Assets/Scripts/PressInputBase.cs
      Input system docs: docs.unity3d.com/Packages/com.unity.inputsystem@1.4/manual/Pointers.html

  • @craftercis
    @craftercis Před 2 lety +1

    Nice tutorial! I was waiting for this one :). It seems only that I have a problem. When I build the app to my android I can click on the screen and spawn an object. When I click in the editor there is object. How can I solve this?

    • @craftercis
      @craftercis Před 2 lety +1

      I use the raycast manager

    • @craftercis
      @craftercis Před 2 lety +2

      Oh Anchors are not supported yet..

    • @dilmerv
      @dilmerv  Před 2 lety +1

      Yes I am glad you figured it out, thanks for your feedback and time in watching the video Cis !

  • @masterlitheon
    @masterlitheon Před 2 lety

    Camera intrinsics are 0,0,0,0 and you cannot get the raw RGB image etc. And no display matrix. Or am i doing something wrong Pfft

  • @caleb1183
    @caleb1183 Před 2 lety

    How would you compare AR for iphone and android both from a user and developer perspective?

  • @pass8613able
    @pass8613able Před 2 lety +2

    Hey Dilmer, any idea why the AR Foundations 5.0 pre release is not available in the package manager. I'm using Unity version 2022.1.5f1

    • @dilmerv
      @dilmerv  Před 2 lety

      There is an option in the package manager to allow viewing pre-release versions, be sure to click it and it should show you all packages with pre and also production ready ones.
      Thanks let me know if that works.

    • @pass8613able
      @pass8613able Před 2 lety +1

      @@dilmerv Hey thanks for your reply. Yes, but it does not have 5.0 pre released version. It's quite odd 🤔

    • @henryqng
      @henryqng Před 2 lety +2

      It also happened to me. I did not see AR Foundation 5.0 pre-release even after enabling the pre-release package. I'm running on Windows 10 / Unity 2021.3.4f1 LTS

    • @dilmerv
      @dilmerv  Před 2 lety

      Let me install that version on my windows machine and find out, I looked at their package dependencies and it should support it, but there are other packages also required, stay put…

    • @dilmerv
      @dilmerv  Před 2 lety +4

      Ok there seems to be an issue with 2021.3.4f1 LTS but you can bypass the package manager by going to your Unity project root folder > Packages > manifest.json and add this line: "com.unity.xr.arfoundation": "5.0.0-pre.12", also here is a copy of my manifest.json in case you like to compare but if you just add that line it should work. gist.github.com/dilmerv/20ff7bdebac928524f46fb0a4160accf

  • @cecere2042
    @cecere2042 Před rokem

    am i wrong, i the XRI gestures do not work in AR Simulation? i tried averything... only "normal" AR raycasts work...

    • @dilmerv
      @dilmerv  Před rokem

      I believe you are correct to say that, I tried it a while back and I believe I couldn’t make it work either.

  • @achinthashiran5100
    @achinthashiran5100 Před 2 lety

    Hi, do you have any idea why when i build the apk and test it in an emulator the camera won't turn on? it asks for permissions, but won't turn on

  • @ashishdubey94
    @ashishdubey94 Před 2 lety +1

    I want to know if anyone has tried to build a WebGL build with ar foundation to create a web AR app having image tracking and plane tracking features?!

    • @dilmerv
      @dilmerv  Před 2 lety

      Great question but that’s currently not supported, there is one project we have been excited about which makes exporting to a web browser with threejs possible 👉 twitter.com/needletools?s=21&t=6PXpKLeri0D-65fUR7BSug

  • @chillywilson
    @chillywilson Před 4 měsíci

    is this completly broken now?

    • @dilmerv
      @dilmerv  Před 4 měsíci

      It should be working, I tested the latest version few weeks ago. What errors did you get?