6

Virtual Reality: where the user is completely ‘immersed’ in a virtual environment. Nothing of the outside world is visible. Augmented Reality: information is added to the real world by overlaying graphics over the real world the user sees. Mixed Reality: a combination of the above where the user sees the real world, but virtual objects are placed in this ...


5

Virtual Reality and Augmented Reality actually exist on a spectrum, so the definition between them can get blurry. The distinction right now is mostly driven by hardware. The easiest factor to determine the difference today is immersion. How much of the user's experience is virtual content? At one end of the spectrum is an entirely virtual world. At the ...


4

According to Peter Patterson (XR Architect / Developer), Unity officially stands by the Consumer Technology Association definition of the terms which read as follows. Virtual Reality creates a digital environment that replaces the users real-world environment. Augmented Reality overlays digitally created content into the users real-world environment. ...


3

Deriving the transformation Note that the transformation of the QR code captured by the camera is a perspective transformation. As such, no amount of affine transformation can emulate it (translating, scaling, rotating, shearing, and reflecting are not enough). From the surface where the QR code is to the image, a perspective transformation is applied. ...


2

The main difference in concept is also the main difference from a software engineering perspective: AR needs a view of the real world, VR does not. Thus AR has the challenge of overlaying graphics onto a live view, while VR has the challenge of completely replacing the environment around the viewer.


2

This guide from Vuforia gives some advice on marker design: Image Target Guide Specifically the section named "Designing Target Images" However I've had success with image markers down to approx. 2x2 cm, using custom marker graphics in good conditions. Since marker size is critical in your situation I would also look at alternative solutions, such as ...


2

As others have already explained, your question is based on a false premise: that most 3D games don't allow you to move. I think what you actually meant is "Why do you control movement in most VR-first games with a controller, rather than with your body?". The answer is not to do with technical limitations, but human factors. For most games, it's completely ...


2

Caveats I recommend anyone using LineRenderer to look into Vectrosity on the Unity asset store. I use it for any line drawing I do in any of my projects, period. It's great. Before you implement a convoluted solution to address the performance impact of your current solution, prove that it's a problem with profiling. AR/VR is new, unfamiliar, and ...


2

There isn't one: Human eyeballs are round and heads pivot, so they don't have a flat projection plane. When rendering, the proper Field Of View (FOV) angle for projecting into the flat screen plane depends on the human eyeballs distance from the screen and the size of the screen. You can let the users change the FOV angle to match their gaming setup if ...


2

What you are referring to what is usually referred to as the "field of view" angle. The concept of FOV angle approaches the issue from the opposite direction, though. It defines how much width is visible at what distance. At a distance of d, the vertical width which is visible on the screen is d * tan(fov / 2) * 2. That means the screen-width of a circle of ...


2

Do you need a VR camera for a VR game? No. Absolutely not. A VR camera is for recording stereoscopic video and has no bearing on using a 3D engine to create stereoscopic views. This is basically like asking "do I need a 360 degree camera in order to use Google Earth?" No, that would be silly. Could you combine the two? Sure. The Microsoft HoloLens is doing ...


1

It looks like the code that manipulates the blend shapes is here, in the aptly-named BlendshapeDriver class: SkinnedMeshRenderer skinnedMeshRenderer; Dictionary<string, float> currentBlendShapes; // ... void FaceUpdated (ARFaceAnchor anchorData) { currentBlendShapes = anchorData.blendShapes; } void Update () { if (currentBlendShapes != ...


1

According to another tutorial, based on the same git repo's sample, after the creation of the resource, there also needs to be an Azure Cosmos DB resource to create the base sharing URL. For anyone reading this that got stuck this is where you get the three values you need for demo config: Under your azure portal, locate the spatial anchors resource from ...


1

using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class Calibrate : MonoBehaviour { public Vector2 Current_2D_TouchscreenPosition; public GameObject PointingFingerTip_DummyPosition; private Vector3 CalibrationPos_3D_1; private Vector3 CalibrationPos_3D_2; private Vector3 ...


1

Your camera has 0 fov in the second image which is why it isn't rendering anything. You may not have the project set up properly to use XR for the Hololens/Windows Mixed Reality as Unity sets the fov automatically for the device. (Source) Try checking that. I suggest also to use either the Holotoolkit or the MixedRealityToolkit from the Github page. (Both ...


1

I am guessing you are working within Unity? If I am guessing right then please check your Main Camera's Distance option on where it does cut off, this is one of the main reasons of this problem. Also can you give more information on your model? Are the texture maps baked? Is the lighting dynamic?


1

This is possible, but not easy. Here's the things that are very difficult: The monocular camera standard on smartphones. Ideally you'd want a 3D camera to provide depth information to assist in tracking movement. Markers can help with this, but you'll have very little flexibility in how you move around the room. Position tracking with a smartphone. ...


1

You should be a little bit more versatile, you should search resources from other people, maybe by using this it's a good start: https://github.com/bara3r/AR-Unity It says Unity 3.5.5 Pro, don't worry about this, because Unity 5 has all Plugins features from Pro lower versions. And the Unity Import Script API should translate it to the newest code! Maybe ...


1

Yes, this is certainly possible. You'd need to use a sphere with inverted normals or a shader that had backface culling disabled. Depending on the content you wanted to put on the inside, it could be fairly static information like would exist in a texture. Or you can even use Unity's UI by modifying the UI's mesh, first to tessellate it to add vertices, ...


1

Have you installed the utilities for Unity? According to the docs, the long click on the back button should always show the GearVr Menu. But, if it is not working, there is also a script (OVRPlatformMenu.cs) in the utilities that does that. You can find more info about the script here. Good luck


1

I would say that the object recognition is your best chance to get this working. I never read anything about LED recognition in Vuforia. For my experience I think small image targets work besser as coloured ones instead of black and white. You could create them with this tool http://www.brosvision.com/ar-marker-generator/ They worked pretty good for me ...


1

If you building your game for mobile, Unity does not support MovieTexture for mobile platforms by default. By the way, there are several assets on the Store, not free though.


1

You have multiple versions of the dll that are both set to be used for the same platform or cpu. Unity 5 introduced new plugin settings so that you can compile different versions of the same dll, but you need to specify which platform or cpu each version is for. Checkout this link for more info. http://docs.unity3d.com/Manual/PluginInspector.html (Note: I ...


1

You have by default the "DefaultTrackableEventHandler" attached to your Target. This script has a function called "OnTrackingLost()" which is doing exactly what you want to do. Maybe this functionality wasn't available as you asked this question.


1

I manage to get this to work by separating the target and the model so that the model is NOT a child of the target in the scene. I let Vuforia handle the calculation of where the target is located, and then created a script to calculate the transform of the model based upon the transform of the target. In this script, I forced the y-position, x-rotation, ...


Only top voted, non community-wiki answers of a minimum length are eligible