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4

See if you can fix this by flipping V coordinate of the UV map: V = 1 - V It is very common that UV gets vertically flipped in different programs/engines. Also note that different image formats (and loaders) could also store/flip images vertically.


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

First, you should try to replicate the issue in the Editor. The Editor runs the assemblies in debug, which should provide more information in the stacktrace you copied (like the line number, and all). You can use the code formatter, which gives the current stacktrace: ArgumentNullException: Argument cannot be null. Parameter name: format at System.Type....


2

Vuforia 5.0 supports the 32bit version of the Unity Editor on Windows, and the 64bit version on Mac. So, There are two possible solutions: you just need to install and use the Unity 5 32bit Editor, on Windows. OR Create a new folder "x86" inside Assets>>Plugins inside your unity project structure Then move the following files from "Plugins" to newely ...


2

One of the fastest ways would be to add a Start script like so: void Start () { string path = gameObject.name; Transform parent = transform.parent; while(parent != null) { path = parent.gameObject.name + "/" + path; parent = parent.parent; } Debug.Log('Here I am!\n" + path); } Run your project and wait for the "Here I ...


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 to me like you want to change this line: transform.position = new Vector3(x, y, z); to use localPosition instead: transform.localPosition = new Vector3(x, y, z); This says "place me here relative to my parent's coordinate system," so as Vuforia moves the parent around, this object will track that motion, while also layering its own motion on ...


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

Thanks you for every thing. So what I did is resize the models until light was showing and used the model import setting tab to reduce the size scale from 1 to something low like 0.6 resizing model but keeping it lit.


1

Always try to scale your fbx kind of item outside unity. You may also encounter light mapping issue if you do that inside unity.For your current problem we need more info.


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

My guess would be, that your camera "Clipping Planes" are not set up correctly. For most image targets you have to increase the "far" field. I set the far field most of the times to 10000 and everything works fine. I hope, that that can fix your problems :)


1

If you are running the x64 bit version of unity on a PC you will need to run the x86 version for your webcam to work correctly in the editor. You may also have to set some of the plugin files to run x86 also for your project to run correctly.


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, ...


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