i'm new on vuforia and i need some help with this topic.
Can someone tells me if its possible use vuforia with a webcam on a pc application?
I got webcam frames on a plane texture and i tried to pass those textures to vuforia but i have not got it work.
I used WebCamTexture to get frames of webcam.
I'm not familiar with Vuforia (although it looks interesting, I'm going to try that out myself this weekend!), I might have a suggestion.
Is it possible Vuforia doesn't know what to do because of the images being WebCamTexture instead of something like Texture2d?
WebCamTexture is a Texture (Texture2D, WebCamTexture, RenderTexture all extend from Texture but they aren't exchangeable).
So, try to convert your texture and pass that on to Vuforia?
var tx2d = new Texture2D();
tx2d.SetPixels((go.renderer.material.mainTexture as WebCamTexture).GetPixels());
EDIT: What I found here, under the section Running in the editor:
There is a specific Web Cam Behaviour script.
To use Play Mode for Vuforia in Unity Pro, simply select the attached,
or built-in, webcam that you want to use from the Camera Device menu,
and then activate Play Mode using the Play button at the top of the
Editor UI.
You can also use the standard Unity Play Mode with non-Pro Unity
versions and by setting ‘Don’t use for Play Mode’ in the Web Cam
Behaviour component.
To use standard Play Mode, adjust the transform of the ARCamera object
to get your entire scene in view, and then run the application in the
Unity editor. There is no live camera image or tracking in standard
Play Mode, instead all Targets are assumed to be visible. This allows
you to test the non-AR components of your application, such as scripts
and animations, without having to deploy to the device each time.
Have you tried the $250 plugin at http://holographi.space/ ? I haven't paid $250 for it yet.
Related
Currently I am working on development of an Interactive standalone application in Unity 2020.3.30f1.
Here I am using VLC player (https://assetstore.unity.com/packages/tools/video/vlc-for-unity-windows-133979#description) for streaming external device through Makito Haivision.
Application runs on Dell r7610 Graphic Card : Nvidia K5000 , it has 6 display screen which are combined through Mosaic to create single display.
Unity Sprite, texture, video player works perfect, expect VLC player.
It shows green texture in some screen and works fine in others.
I have attached the issue image.
Output Image
Upgrading Mosaic driver solved the issue.
But the application becomes slow.
I am having problems with setting up Vuforia to work with Hololens (1st gen). Hololens doesnt seem to track imagetargets or object targets in unity and therefore wont display my AR content. I am using the newest version of MRTK and Unity 2018.4.2 LTS. I have already tried with different guides, but none of them seem to work.
I guess your problem is the clipping plane. Combine both cameras and set the clipping value to 0.0001 Look here:
Using MRTK and Vuforia in Unity - What Camera to choose?
I am developing an augmented reality application using Vuforia(8.1.10) in Unity.
Everything is working perfectly fine but the video is flickering very often. In fact, every time when the camera moves slightly the video is wavering like anything. It is shaking quite often. This is reducing the augmented reality experience.
I am attaching quad to ImageTarget. And in the quad, I am attaching the video player. The video is a chroma key video. To remove chroma, I am using the shader.
What should I do to make the video playback more stable? Any help or suggestion would be much appreciated. Thanks!
You need to change Your ARCamera Clipping Planes Near and Far options.
Try 0.05 for Near and 2000 for Far
I hope that helps and if it doesn't I'd suggest you to tinker around with the Clipping Plane values until it stops buffering.
Updating the Vuforia Engine to 8.1 is also recommended in case of bug fixes.
Try to change Vuforia Configuration like this,
ARCamera --> Open Vuforia Engine Configuration --> Device Tracker --> Track Device Pose = checkmark (True) and Tracking Mode = Positional
I'm very new to Unity and C#. I'm creating an application which can stream the camera output in Unity desktop to a web browser with RebRTC. I'm using this solution:
Unity camera → Syphon → CamTwist → broadcast client → smart phone.
First, I've sent a window size from smart phone to Unity (done). Then, I have to stream a video with the resolution that matches the smart phone one from Unity to Syphon.
My question is that How can I adjust a resolution of Syphon from Unity? Is there another good system?
I know I have to think the way to change a resolution in CamTwist, so I'm looking forward to another system .
I found a solution in Klack Syphon test project.
Setting camera size in Klack Syphon is a little bit tricky than other version such as Funnel or Syphon for Unity.
If you want to set the camera size for Klack Syphon,
Create Render Texture and set size
Add Camera Object
Set Render Texture at Target Texture field in Camera Object
Add Empty, attach Syphon Server(script) component and set Render Texture at Source texture field
Everyone.
Vuforia Camera does not work, but only black screen on Android 6.0+ versions.
Vuforia Version is 6.2.2 and Unity version is 5.4.4
But vuforia camera works on less than android 5.0
How can I fix this issues?
I hope you to teach me about this.
This is an interesting problem I have and there is an unacceptable temporary fix I am using while testing this system out. For the iPhone 7, to get past this suspend the app and then return to it. After about 2 seconds the camera will work. I am guessing it will work similar for android. I will update with a better fix if I come by a real fix after my testing if I decide to use this system.
Edit:
Short answer:
Delete the meta data for any pre-existing custom camera controller script. If you are using your own camera controller you need to disable the vuforia one and delete the meta for that. You are basically hijacking the camera feed after it starts.
long: I began this application by building out my own system and to test vuforia I disabled these items (like the camera feed). I went through the logs and saw that even with these items disabled the camera feed was still running and this feed started AFTER the vuforia camera so basically my own start() methods (even though they were disabled) were hijacking the camera from vuforia. It turns out that my meta data for my camera controller script was still poised to run the script even though everything was disabled. After deleting my camera controller script meta data it worked fine. You can also just delete the camera controller and it will delete the meta. By camera controller I mean my custom written camera controller that was built before I added in vuforia. This is a hard to find fix because it works fine in unity, but not when you build out to a device. The meta doesn't seem to update for the device, just the unity engine.
If you are using the vuforia camera make sure you either use the vuforia plane that comes as a child of the camera or delete the meta data to whatever camera script you wrote. You should get camera feed in a new empty project just by dropping in the vuforia camera, there is no need to build your own script and if you do, make sure one isn't overriding the other like mine was.
If you want to simply test to make sure it isn't your device or code create a NEW empty unity project, import vuforia (no need to import the database, just the sdk) and then drop the vuforia camera into the project and test it. Don't add anything extra or do any image recognition. If this works, it's your code somewhere.
I am using Vuforia 6.2.10, Unity 5.4.4.f(64 bit) and a Nexus 7 Android 6. I had the same issue where the camera was black. I started over, adding one component at a time. The AR Camera alone worked fine. Adding a Target Image also worked. I added a plane and image to the TI and the camera failed to work. Setting the image texture type to Sprite 2d and ui seemed to help.
I discovered that by deleting the app from the device and creating a apk file each time it worked.
I am not sure I'd count on Vuforia in the near term.