Create AR Games at real locations! (Unity + Lightship VPS Tutorial)

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  • čas přidán 28. 08. 2024

Komentáře • 52

  • @AliveStudios_
    @AliveStudios_  Před 8 měsíci +1

    Important additional comments:
    👉🏽The version of Lightship ARDK we are using in this video is 3.1
    👉🏽 The approach shown in this video also works for multiplayer. Instead of saving to a persistent file-path you can save to a cloud server so that placed objects will appear for everyone that owns your app.
    👉🏽 You can also add 3d scans to existing waypoints / your created waypoints by simply walking to the location, then you can select it in your wayfarer app and add scan
    👉🏽 When using the Substring method at 2:04:30 , you might get a null reference error when locations have less than 10 characters. Therefore you can pre-check if the string count is higher that 10 and only then apply this substring
    👉🏽When working with multiple Meshes, downloaded from the Geospatial Browser you can change the AR Location that is supposed to be tracked like this:
    //You could create an array of ARLocation and store all downloaded AR location manifests here. Then based on a dropdown menu
    //or button set the current location like this:
    //SerializeField ARLocationManager
    _arLocationManager.StopTracking();
    ARLocation[] locations = new[] { location };
    _arLocationManager.SetARLocations(locations);
    _arLocationManager.StartTracking();

  • @yuukiasuna3739
    @yuukiasuna3739 Před 2 dny

    Thank you so much!!!

  • @madshesker8113
    @madshesker8113 Před 4 měsíci +1

    Hi, ich finde deine Videos wirklich gut und sie haben mir den Einstieg wirklich erleichtert. Ich kann irgendwie keine Test-Scans erstellen, bzw werden sie mir im Dashboard nie angezeigt. Müssen auch Testscans an bestehende VPS-Locations gekoppelt sein? Und wenn ja, kann ich auch private VPS-Punkte erstellen oder geht das nicht? Danke schonmal :)
    PS: Und könnte man theoretisch ein ganzes Gebäude von innen damit einscannen?

  • @user-kg3qj4bd3x
    @user-kg3qj4bd3x Před 5 měsíci +1

    outstanding tutorial!

  • @DevDunkStudio
    @DevDunkStudio Před 8 měsíci

    Really nice in depth video!👌👌

  • @quantumaudiotv9065
    @quantumaudiotv9065 Před 2 měsíci

    Hi, which device did you use to scan the room? and which 3d scanner you usually use?
    thank you very much!

    • @AliveStudios_
      @AliveStudios_  Před 2 měsíci

      Hi mate, just using my phone (iPhone 11) + the niantic wayfarer app :)

  • @johunbank5851
    @johunbank5851 Před 7 měsíci +1

    Could you please create a video about Emoji Garden? I'm experiencing an issue with the loading screen when entering the app

  • @garywillmott80
    @garywillmott80 Před 7 měsíci

    Thanks for the incredible video! Really inspired my to get back into making games. 🙏🙏🙏
    Q: at 12:53 Where you DL the mesh file into the unity project? Does the Mesh file automatically populate in the Inspector window? Or do you somehow dl a zip from the cloud?

    • @AliveStudios_
      @AliveStudios_  Před 7 měsíci +2

      Hi mate, thank you for your kind words, I'm glad to hear that :)
      You download a zip file from the geospatial browser and once you put it into Unity it will unzip automatically and you will get those two files

    • @garywillmott80
      @garywillmott80 Před 7 měsíci

      @@AliveStudios_ so strange, i've done numerous scans (private) and uploaded them from the Ninantic app, however they don't reflect in the Geospatial Browser. I've looked in Test Scans and Submissions, but nothing there??
      Do I have to Assign to waypoint?

    • @AliveStudios_
      @AliveStudios_  Před 7 měsíci

      @@garywillmott80 That's weird! I don't think that you have to assign a wayspot.
      Did you make sure that you are logged in with the same account on lightship.dev and the niantic wayfarer app and are you sure your uploads always were successful? I sometimes encountered the issue that my scans were to long. Maybe you can try do a 15 second simple scan or so to make sure it's not an upload issue.

  • @ardiannn-vf2pn
    @ardiannn-vf2pn Před 3 měsíci

    Excellent tutorial!
    But I have a problem, I have followed your video tutorial from the beginning to the 31st minute. The problem I face is that the object is drifting, not steady as seen in your video. How to solve this problem? I have made sure 100% of my configuration is the same as yours.
    Notes:
    - I scanned the VPS object with iPad Pro M2 (WiFi Only, no gps)
    - I tested the application on an Android device

    • @AliveStudios_
      @AliveStudios_  Před 3 měsíci

      Hi mate, can you try to add multiple scans to that specific VPS? Often times one scan can cause problems because it lacks accuracy. Usually it needs about 5 scans in different lighting conditions.

  • @tanx-pe5im
    @tanx-pe5im Před 5 měsíci

    Your content has been incredibly insightful and helpful. I have a question regarding the placement of objects in different locations.
    I understand that we can build a private scan for a specific location, and objects can be saved within that private scan. However, for other locations that are tracked, even if they are public, am I correct in assuming that we can't save objects within those locations? In other words, unless these specific locations are built into the scene, the objects placed in those locations won't be saved. Is my understanding correct?
    If my understanding is correct, how would I include multiple AR Locations but switch between them through code? I noticed that in the AR Location Manager, I can only select one from the dropdown in the AR Location field.

    • @AliveStudios_
      @AliveStudios_  Před 5 měsíci

      Thanks a bunch for your kind words :)
      There are two ways to use VPS locations. (Also a combination is possible)
      Firstly, you can manually download locations from the geospatial browser (the meshes) and then very specifically place objects there (or let the user place objects).
      Secondly, you can use the technique shown in the later part of this video, where we retrieve automatically nearby locations with the coverage manager. Here we can localize, but there is no "mesh" loading. It is though possible like with the "meshes", to place and save objects at these locations by for example using live meshing or plane detection.
      Generally no matter what way you use, you can place and save objects at this position, as they all rely on a "anchor" object that is created while scanning, and relative to which all other objects are being placed.
      When working with multiple Meshes, downloaded from the Geospatial Browser you can change the AR Location that is supposed to be tracked like this:
      //You could create an array of ARLocation and store all downloaded AR location manifests here. Then based on a dropdown menu
      //or button set the current location like this:
      //SerializeField ARLocationManager
      _arLocationManager.StopTracking();
      ARLocation[] locations = new[] { location };
      _arLocationManager.SetARLocations(locations);
      _arLocationManager.StartTracking();
      Hope that somewhat answers your question:)

    • @tanx-pe5im
      @tanx-pe5im Před 5 měsíci

      @@AliveStudios_ In the scenario where there are two adjacent locations, I successfully localized and placed objects in the first location. However, upon moving to the second location, I encountered the following error message:
      You are already tracking the 1 closest locations. Call StopTracking() before calling StartTracking(). + gameObject
      It seems like the previous AR location wasn't stopped from tracking. Is this related to the issue you mentioned regarding working with multiple meshes? Could you provide a detailed explanation of how this code snippet is implemented? Thanks a lot.

  • @ferasalfarsi897
    @ferasalfarsi897 Před 4 měsíci

    Can you please, zoom in when you scripts?!
    What you are typing is very small. It is hard to see.
    Thank you for the video.

  • @jsy704
    @jsy704 Před 2 měsíci

    In the process of saving and loading objects
    There is an error of about position x: 1.5, y: -1.09, z: -4.9.
    is there a such issue??

    • @jsy704
      @jsy704 Před 2 měsíci

      I didn't write any plus or minus on the position during loading

    • @AliveStudios_
      @AliveStudios_  Před 2 měsíci

      @@jsy704 Can you post the exact error in here :) ?

    • @jsy704
      @jsy704 Před 2 měsíci

      @@AliveStudios_ I wrote code once again... then it works well I don't know why the object position had been changed before... anyway Thank you! I really appreciate your youtube

  • @shafqatali8672
    @shafqatali8672 Před 8 měsíci

  • @Zero-kr2wr
    @Zero-kr2wr Před 7 měsíci

    Thank you for your interesting video! I'm just beginning to explore Unity and am very interested in developing a game application using AR technology. Could you kindly advise me on the best approach to study and the resources I should focus on to reach my goal? Thank you for your guidance.

    • @AliveStudios_
      @AliveStudios_  Před 7 měsíci

      Hi mate, sure :) I'd recommend to begin with a Unity beginners tutorial that has nothing to do with AR but will learn you the basics of the software. CodeMonkey does great beginners tutorials.
      After you have a good feeling of the engine you can create a little project by yourself for maybe 3 or 4 weeks. Something extremely basic.
      Then I'd recommend to get straight into AR Foundation (Unity native AR Tool) and Lightship. I would say that on my channel there are some great resources how to learn Lightship.
      But there are also great tutorials if you just enter "AR foundation tutorial" or "Lightship ARDK 3 tutorial"
      Hope this helps :)

  • @user-hx5vm3sk8j
    @user-hx5vm3sk8j Před 8 měsíci

    Thanks for your hardwoking bro! I have a question for ya that my scan cannot upload to the cloud, do you know why?

    • @AliveStudios_
      @AliveStudios_  Před 8 měsíci

      Thank you for the kind words :). I had this issue when recording too long. So I’d recommend to try below 30 seconds. I also have the feeling that sometimes uploading works better or worse depending on the servers of Niantic. So you can try select upload later and try upload at a different time.

  • @caytoncay1023
    @caytoncay1023 Před měsícem

    Hi bro, how do you do a test run at 15:26?

  • @maltesekink100
    @maltesekink100 Před 7 měsíci

    Really appreciate your efforts. I am trying to enter testflight but dont have a code to redeem. How can I get one?

    • @AliveStudios_
      @AliveStudios_  Před 7 měsíci

      Hi mate, thanks a bunch :) Did you use this link? testflight.apple.com/join/VXu1F2jf
      I think the code should be VXu1F2jf
      Let me know if this worked for you :)

  • @rashilyadav7437
    @rashilyadav7437 Před 7 měsíci

    I'm having the problem with my app on my phone..I have signed in with the same id that I created on the website and when I'm clicking on "Scan" option, no camera opens rather it is loading endlessly and nothing seems to happen apart from that. Can you help please?

    • @AliveStudios_
      @AliveStudios_  Před 7 měsíci

      Did you try to restart your phone? What kind of phone you have? Maybe Update the OS?
      Sounds to me like some kind of compatibility issue between the app and you phone. Do you have other AR Apps on your phone and do these work fine?

    • @rashilyadav7437
      @rashilyadav7437 Před 7 měsíci

      @@AliveStudios_ I've tried it all...I've cleared the cache, restarted the phone, re-installed it but nothing works. I'm having the latest version of Android installed on my phone. Also I asked my friend to install the app and use my credentials to login ...they were having the same prblm as me.

    • @AliveStudios_
      @AliveStudios_  Před 7 měsíci

      @@rashilyadav7437 hm that sounds weird. Do you have any friend or family member with an iOS device and you could test it there too? In general the Wayfarer App is still a beta application and I also had some issues with it. For me it just did not upload the scans to the server. Then a few days later things seemed to work for some reason.
      I really hope that you can solve this issue, maybe create a new thread here:
      community.lightship.dev/
      (same login as lightship.dev)
      Niantic employees will usually answer you within a day or two

    • @rashilyadav7437
      @rashilyadav7437 Před 7 měsíci

      @@AliveStudios_ I'll try on an iOS device. Thanks for your help, sir.

  • @user-mn1yr5dq7d
    @user-mn1yr5dq7d Před 8 měsíci

    Why is the video quality 360p?😕

    • @AliveStudios_
      @AliveStudios_  Před 8 měsíci

      it is still processing, CZcams says it should be HD in about 2h :)

  • @NianticLighter
    @NianticLighter Před 8 měsíci

    This is ARDk 3???

    • @AliveStudios_
      @AliveStudios_  Před 8 měsíci +1

      yes :) 3.1 to be exact

    • @NianticLighter
      @NianticLighter Před 7 měsíci +1

      @@AliveStudios_ Bro, a question, you use URP here? I want to make a Portal in ARDK 3, but i have the black screem issue (even i already Fix all the septups, and put the backscreen, still all in black x.x)

    • @NianticLighter
      @NianticLighter Před 7 měsíci

      @@AliveStudios_ i can use this for URP? on 3d i cant use portals and shaders :c

    • @AliveStudios_
      @AliveStudios_  Před 7 měsíci +1

      @@NianticLighter Hi mate :) To get URP working with Lightship make sure to search for “URP” in your Assets (When Lightship is already installed) , you will find the LightshipURP asset (Should be there without installing the sample package) . Drag this in your player settings into “Graphics” -> Scriptable Render Pipeline Settings. Then it should work.
      You could too create -> Rendering -> URP Asset with universal and for the asset renderer add the AR Background + Lightship Occlusion features. Also make sure in Quality settings -> Rendering to not overwrite your Render Asset

    • @NianticLighter
      @NianticLighter Před 7 měsíci

      ill test and tell you, thanks you bro, u r charming as always.. i try to do creating my rendering URP asset, but that dont work, ill try the first one.. @@AliveStudios_

  • @user-mn1yr5dq7d
    @user-mn1yr5dq7d Před 8 měsíci

    Why is the video quality 360p?😕

    • @DevDunkStudio
      @DevDunkStudio Před 8 měsíci

      Video was probably still processing. It's fixed now