3
\$\begingroup\$

I created a simple AR project with vuforia and my Samsung GearVR, like described here : https://developer.vuforia.com/library/articles/Solution/Integrating-Gear-VR-and-the-AR-VR-Sample-in-Unity-5-3-and-above . This works fine so far. Now I want to add some canvas elements, I don't want them to move, just fixed canvas elements. I tried to place my canvas on different positions in the scene :

  • Root
  • Child of CameraRig
  • Child of LeftCamera
  • Child of TrackableParent
  • Child of an ImageTarget in TrackableParent

But for all of these cases the canvas is not visible. I know, this question is really specific, but maybe someone with knowledge in this specific thing can help me.

This is my Canvas :

enter image description here

\$\endgroup\$
  • \$\begingroup\$ what type of canvas are you adding ? Can you provide some screenshots to further illustrate your problem ? \$\endgroup\$ – Uri Popov Apr 13 '16 at 11:49
  • \$\begingroup\$ Sure, but since it's a Unity project there is just one canvas right? Screenshot coming soon. \$\endgroup\$ – TobiasW Apr 13 '16 at 11:53
  • \$\begingroup\$ Canvas has 3 types as far as I know and in my current project I have a ScreenSpace, a ScreenSpace-Camera and two worldSpace canvases. \$\endgroup\$ – Uri Popov Apr 13 '16 at 12:28
  • \$\begingroup\$ I was more interested in the inspector view of the actual canvas, sorry for not making that clear. \$\endgroup\$ – Uri Popov Apr 13 '16 at 12:36
  • \$\begingroup\$ Oh wait this is the inspector view of the working version, but the canvas in this version is cut off extremely, so I was hoping for a better solution. The not working version had "Screen Space - Camera" set \$\endgroup\$ – TobiasW Apr 13 '16 at 12:50

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Browse other questions tagged or ask your own question.