ARCore: Problems with the Object Manipulation Example Scene - c#

I have some Problems with the Object Manipulation Example Scene, using Unity 2018.3.1 and ARCore 1.7.0.:
In general the Scene works, but I can only manipulate the last placed Object, no previously placed Objects.
Apart from that, I cant translate/move Objects in the x/z area, only the height (y-Axis) can be changed. I cant find any reasons inside the scripts why those things don't work.
Did anyone else experience similar Problems or knows some solutions?

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Prefab is not direct copy of original

I'm making a 2D platformer and we did all the movement tweaking in a sample scene, so we figured we could make a prefab of the player and just drag it into each other scene when we're designing the levels. But for some reason, the prefab jumps significantly higher than the original and I can't figure out why. As far as I can tell, prefabs should always be an exact duplicate right?
I know public references are easily messed up when using them in a prefab. Have you tried looking through them if you have any? Also anything you set in a serialized field but not in the script itself might have changed as well.

Surface light flickering on android devices

I have a problem with surface light flickering on android devices. I have tried everything I found online including changing near/far clipping planes of the camera, changing some quality settings like cascade shadows, turning shadows off/on, limiting to just one light source but I always get this problem. Everything looks OK in the editor.
Models in my game are made of multiple smaller 3d objects and it is always few of them that get this glitch.
This is how it looks:
You say that your models are made from multiple smaller models. Are you sure this is a lighting issue and not a z-fighting issue?
This can happen when two planes are in the exact same place, and which one is in the front can randomly change from frame to frame giving a flickering effect.
I could not find a credible Unity source explaining this issue, but here's a link to the Wikipedia on Z-fighting
As far as I know the only solution is to change your models to make sure the overlapping doesn't happen. Either my moving one of the planes down or deleting one of them.

How to use Humanoid Model : Animator(property) in scripts using Unity Scriptable API

I'm newbie at unity animations and stuff and I want to create a game scene in which at run time I would be able to move a humanoid 3D model and save the movement as an animation (.anim) file.
I may move the parts of the model by mouse or by mapping scrolling bars to animation property values, somehow.
To do all this I decided to go for the animators (properties) of a model. Kindly look at the picture in the link below to know exactly what I am talking about. (Wasn't able to post image since I'm new to stack overflow too)
I searched the unity Scriptable API for this but wasn't able to find the documentation on how to use the above mentioned property directly in your scripts so that animation curves can be generated from them.
Is it possible to do this?
Is there a better way to record animations of humanoid models at runtime (in-game mode) or a better property for humanoid models to use?
Note: The whole animation process is to be handled through code.

How to always get the AR design in front of the spatial walls Unity HoloLens

I am building an app for the HoloLens gen 1 device using Unity 2018.3.13f and MRTK V2 RC1. I got a simple AR design with 2 text objects and 1 rawimage object. After building the project and deploying it to the HoloLens the AR objects ends up behind the spatial mesh (you know all those spatial triangles), but I want all the objects to be in front of the wall.
How do I accomplish this?
The canvas is set to be on the main camera
I have the original settings for the DefaultMixedRealityconfiguraitonProfile if there is something there that needs to be changed.
This is how it looks through the hololens with the app when it does not show the mesh of the wall (sorry for the bad quality)
and this is how it looks when it falls behind the mesh
Do I need to add some mesh renderer or something on the MainCamera to make this possible?
Any help is appreciated, thanks!
I don't believe that the MRTKv2 as of 2019/5/9 has code that will auto-ensure that a specific object is positioned in between the camera and other arbitrary meshes and colliders (i.e. the spatial awareness is one such mesh, though you could imagine just having an arbitrary box or plane in the scene that would occlude that object, in which case, maybe you'd want your "in between" object to stay in between both those two types of potentially occluding things).
There used to be a script in the HTK called Tagalong.cs that would do something like this by doing raycasts from the camera to collidable object:
https://github.com/microsoft/MixedRealityToolkit-Unity/blob/htk_release/Assets/HoloToolkit/Utilities/Scripts/Tagalong.cs
This single large script I think got broken up into smaller scripts (i.e. specific behaviors in the solvers here:)
https://github.com/microsoft/MixedRealityToolkit-Unity/tree/mrtk_release/Assets/MixedRealityToolkit.SDK/Features/Utilities/Solvers
However, from what I can tell, the specific interaction of "keep things automatically between the camera and whatever collidable object" wasn't preserved. Someone else can correct me here if I'm wrong, it looks like this wasn't a behavior that got preserved in V2.
Going forward, there are a couple of possibilities:
1) Probably file an issue on Github here (https://github.com/microsoft/MixedRealityToolkit-Unity/issues) to request this feature be ported over.
2) Use the code in Tagalong.cs to add your own solver that would accomplish this (i.e. the code looks to be all there, there's just some work needed to get done to reorder it to handle what you want)
If you use a sprite renderer, set order in layer (into 0 or -1).
If you use a mesh renderer, try to deactivate dynamic occluded.
Try to change the hierarchy of the sorting layers under Edit-> Project Settings -> Sorting Layers

Adding collision to .tmx

i recently downloaded "Tiled Map Editor" - because i heard it was a great tool for making maps. I also got a .tmx "compiler", well, something that made the .tmx usable in XNA.
I've created a map and imported it and it worked fine, but now the tricky part comes...
If i add a collision layer in "Tiled" and adds a tile that indicates block part, how would i get data and values, and how would i be able to use it in XNA? And how would i make so that the player spawns in a certain location, and also, how do i add things as events, and movable objects?
You don't have to tell me everything that, but it would be cool if you could give me an idea on how to get data and values from the .tmx and convert it into rectangles or such things^^
Thanks in advance!
I know nothing about tmx file but a little about collision.
I'm going to take a punt that your ".tmx "compiler"" is something that allows files of this type to be included in the content pipeline. Somewhere in this build process will be the vertex data that you can use to construct the collision primitives (shapes) for collision detection later.
ASIDE: it took me ages to get my head around the content pipeline - not for the faint hearted but the way to go. They are samples on the XNA website to get you going

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