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Yes, I was guessing something like that. But can it be sorted? I was working on it for days now, without a clue. I have also raised an issue on...
I'm not changing anything. That was just the demo UnityARkitScene with Unity native VR enabled. The only coding there is to switch to VR mode with...
Hi @christophergoy , If you have seen the earlier posts. We have used Unity native VR to get it working with ARKit but there's a lot of drift on...
Say, we have to enable stereo view for cardboard or others. Currently the native cardboard sdk for Unity does badly for tracking (ARkit bug, I...
Oh that was the cardboard profile. Thanks for your input man :) Keep us posted if you get to solve the drift issue. I'm looking into it too. It...
It was indeed a unity bug. I was on 2017.2.0b8 and it had problems with GVR / XR I guess. Now I got it to run on the iphone. But the results are...
I'm currently running the iOS GM version with the existing plugin and have no issues.
I'm using build and run, that supposedly opens the xcworkspace by default. I have also tried opening the xcworkspace file manually, still got the...
You have a camera array? Did you add another camera for the stereo view? If so, where did you add it? Did you also attach UnityARVideo script to...
Thanks for your response. I tried what you have said, but I get Mach O linker errors on Xcode. The errors outline Vuforia which is not even being...
This won't work inside update() since Time.time - TouchTime will always be 0.
Did you tick VR supported in XR settings? Can you switch back and forth between Stereo and Mono view? What do you mean by "related setting" ?
You seem to have a better result than mine. Can you tell us how you added stereo?
I was wondering pretty much the same thing. By the way, how did you render stereo? Are you using a rendertexture? Could you post your results, so...
@jimmya I get "Apple mach-o linker error" when I disable strip engine code. How do I get around this? I want to disable code stripping since I'm...
Did you manage to solve this problem? I'm stuck in this too.
Did you try compiling it with Xcode beta 3? And by the way, I was referring to both IOS 11 beta 4 and Xcode 9 beta 4 with ARKit.
Hey all. Just curious to know what directory structure do you maintain for your ARkit projects? I'm having some scripts inside the plugins folder...
@DominiqueLrx I'm in the same situation as @jmdeb. Our release is postponed because of this issue as well. Apart from that, I'm having trouble...
Thanks for answering. I'm sticking to the quad render method for now. Hoping for a better solution in the near future. Keep us posted if you guys...