Which scene are you using? Do you have old or new input system enabled?
#β¨-ar-simulation
π¦ : https://github.com/needle-tools/ar-simulation
under player settings: Input system Package (new), was trying the BasicARPlane and BasicARPlane 2
Whaaa ok, i didn't use RMB while manouvring... (on laptop).. all works like a charm, sorry to waste your time, and thanks!!!
No worries, glad you got it working!
<@272528485732450305> <@519636239658385605> Does AR simulation supports Face Tracking? Would be amazing!
Just following up on that! π
Hello <@698987666922012722>, sorry for the delay. no sorry it doesn't support face tracking. A list of supported features can be found here: https://assetstore.unity.com/packages/tools/utilities/ar-simulation-173443
Hello, I have some questions. I just bought the AR Simulation for my Unity 2021. Project, but I think it is not working like intended. Why is the background blue? and why It seems only the basic plane tracking sample is working... I tried this https://www.youtube.com/watch?v=RLLoR3mZ_fg Tutorial but nothing happend
Can you select the simulated environment manager gameobject in your scene? Does it have environments for selection in the inspector?
This one?
I use URP maybe thats the problem
I also cannot upgrade the materials of the environment prefabs
that shouldn't be necessary - why are you trying to upgrade it?
Just for testing
so the BasicARPlane_2 is working fine
Yes - what happens if you select another environment in edit mode. Look around in the scene - maybe it is not where your camera is for some reason? In the screenshot it looks like it's in the scene
Its there and also the ar camera seems to work
Ah but not rendered/visible in device sim?
yes
does it work when you set this to game view?
unfortunately not
and can you check the culling mask of your main cam? Maybe try settings it to none for testing. Can you send a screenshot of what's setup there?
but still you can see the tracked planes
Yea its there but not being rendered because of culling I think. Just not sure why
You just installed the latest package in a 2021.3 project right? which URP version is installed?
I have activated default, transparent, ignore raycast and water
12.1.6 URP
ah everything else is disabled? did you change that deliberately?
I just opened the scene and changed nothing
and like i said the basicplane2 scene is working fine, so the global urp settings should be also ok
but thx for the help man π
Yes - just environments are being rendered differently to simulate on-device behaviour (like a real camera image would be rendered).
so I found a workaround: When you use the RaycastPlanes.Scene - which is working perfectly fine - you can just change the Environment Prefabs with the prefabs in package folder and then build your own scene, the environments will be rendered right π
What do you mean exactly with "change the environment prefabs with the prefabs in package folder" ? You drag them into the scene?
yes
can you select your URP Renderer asset and check if the AR Simulation camera background renderer feature is there?
its is missing
Ok doing so works of course but beware that rendering will look different on device (e.g. on device a camera image doesnt have occlusion by default, your object's wont cast shadows by default, environment light dont affect your virtual objects by default... those are some of the things why simulated environments are being rendered separately - to match behaviour on device more closely and avoiding fooling yourself when testing in editor)
ok adding it should solve the problem
this should work then
Yes now its working! Thank you man!
You can only call cameraDepthTarget inside the scope of a ScriptableRenderPass. Otherwise the pipeline camera target texture might have not been created or might have already been disposed. UnityEngine.Rendering.Universal.ScriptableRenderer:get_cameraDepthTarget () Needle.XR.ARSimulation.Compatibility.ARSimulationCameraBackgroundRendererFeature:AddRenderPasses (UnityEngine.Rendering.Universal.ScriptableRenderer,UnityEngine.Rendering.Universal.RenderingData&) (at Library/PackageCache/[email protected]/Runtime/Compatibility/ARSimulationCameraBackgroundRendererFeature.cs:150) UnityEngine.Rendering.RenderPipelineManager:DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset,intptr,System.Collections.Generic.List`1<UnityEngine.Camera/RenderRequest>,Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle)
this error Message is bopping up, but it doesnt affect anything in the scene
ok - only once on adding it? π€ thanks for reporting
999+
ok that's bad, thanks
ah yea i get that here as well, will check
Please try upgrading to 1.3.6 (just published) - it should stop the depthTarget warnings <@822427550616780800>
It's working great oh yes π
version 1.3.7
## [1.3.7] - 2022-06-13
- Fix RaycastHit pose rotation
Is there going to be an updated version for ARFoundation 5.0? 2022.2 makes 5.0 mandatory. They introduce their own XR Simulation but that is a long way from AR Simulation
hi everyone, i'm new to needle. So AR simulation features that support for safari on iOS ?
Hi <@505197878218719234>, ARSimulation supports most of the features in ARFoundation version 4.x. You can see a list of features here in the description π https://assetstore.unity.com/packages/tools/utilities/ar-simulation-173443
ARSimulation is editor tooling so it doesnt directly run on your mobile device. It is used to simulate augmented reality in the Unity Editor to make development easier and faster
oh thank u.
Hello <@244434805196849152> sorry for the late reply. Unfortunately we dont have immediate plans to support ARFoundation 5 right now
<@272528485732450305> So basically ARSimulation won't support 2022.2+ in the foreseeable future? What about when 2022.3 becomes the next lts version?
We'll evaluate support again at that point. But most likely the answer is "no" since basically Unity went ahead and implmented similar simulation capabilities into AR Foundation 5 - finally, I must say, they should have from the start. Haven't looked into how extensible Unity's solution is, but the business reality is that whenever Unity starts implementing something like this on their own, even if it only has a subset of features, that's what people use (unless it's so crappy that they start looking for alternatives).
I had a great run with AR Sim at my old job and even bought a copy myself to play around with which I still use in old Editor versions. Thanks for the great workflow tool while it lasted π
Thats great to hear. Thank you! π
yeah it helped me too! and saved a lot of hours ;). thanks
Hi there ! I'm going to try to create my first AR experience using Needle.
Is there any preferences between VUFORIA or ARfoundation process (regarding compatibilities with Needle) ?
Not sure where I have to place the ARcamera and the "image target" inside the project's hierarchy. I assume I can not replace the original prefab camera by the AR one ... Does anyone have a kind of protocole to perform this ?
Any help will be appreciated π΅
Hi Jonathan, Thanks for asking.
ARSimulation simulates data for ARFoundation 3 and 4.
Have you had a look at the samples that come with ARSimulation? They contain an example on how to use tracked images. You can import it via the Package Manager
Hi <@272528485732450305> , Thanks for your answer. I did not know about the demo, I will check that and cet back to you. Cheers !
<@&722002295084023861>
@here
Hey, please don't start by pinging people.
Is anyone else having trouble reaching https://packages.needle.tools/ ?
Hello, thanks for letting us know, same here. We will take a look
I can hereby also confirm the provided link is not working
If marcel says he will take a look, he's one of the only people where I truly believe he will asap. We need more like marcel & herbst π
Hi can you try again? It should be working again
Yep, all good now π
How can i test my scene in ios
Hi, are you asking about AR Simulation or Needle Engine? ARSimulation is Unity editor only tooling for, well, simulating AR in Unity
But perhaps you're asking about <#918959857091088464> - then you should ask in the <#1024686103598477383>
Okay thanks
I just build the sample box scene, and it all works fine except I don't see the buttons on the browser to run it in ar / vr. Any ideas why?
Hey, I think you want to ask in <#1024686103598477383>
Isn't there a proper guide or tutorial on how to use AR VR with Needle in Unity?
I want to create a basic webXR app
Hi this is the wrong channel <@744239951998222436> please post in <#1024686103598477383>
Hello all, I'm looking for a general chat to discuss any top really. But Can't really find it
I was wondering if others are also trying to make AR applications for IOS. I feel like quicklook is a bit limiting, how do you handle this? Avoid quicklook at all?
What is the future for Web Xr for IOS? is it stupid to try and make quicklook work?
Hi this is a channel for our unity package to simulate ar inside the unity editor. Please ask this question in a separate post in <#1024686103598477383> π thank you
<@365574199844274177>
Hi, meshing fail on silicon mac, or i'm doing it wrong?
Hi, what error do you get exactly? And which versions are you using (Unity, ARFoundation, ARSimulation)
<@272528485732450305> i've tested right now the same meshing scene on unity 2022.3.19 (intel) AR Foundation 5.1.2 and it works fine on an Apple Silicon M2. The same Unity version with Silicon native , meshing does not produce any mesh and the ARMeshManager component is self disabled in editor play. AR simulation is 1.3.7
Please note that we don't support ARFoundation 5.x since ARFoundation now has their own simulation since version 5: https://docs.unity3d.com/Packages/[email protected]/manual/xr-simulation/simulation-getting-started.html
Hello, Can an object instanced by image tracking be interactible?
Hi, did you maybe want to post in <#1024686103598477383> ?
Hello everyone! I'm trying the Image Tracking from the samples (https://engine.needle.tools/docs/everywhere-actions.html#samples) What do I have to do in order to scan the image with my phone? "Then enter AR and scan with your camera". What does it mean "enter AR"? I have android with AR Core installed
Hi, you are posting in the AR simulation unity package channel - but are asking about Needle Engine. Please ask in https://forum.needle.tools for Needle Engine specific questions. Thank you
Sorry Marcel, I thought I had the right channel π¦
Hi all! I'm checking out The Unity/Needle combo and I have a couple of questions. 1.) Even if we self host the files on our server, there is no reason we can't use the AR features of Needle? In other words, it doesn't need to be hosted on the Needle Cloud after exporting from Unity for AR to work? 2.) I've seen plenty of examples of room scale and image tracking AR using needle on the site, but was curious if Needle can do face tracking/deformation like 8th wall can? 3.) If #2 is not an option directly within Needle itself, could Needle Unity Exports somehow be combined with 8th wall 3js/A-frame for the face tracking stuff?
The demos I saw were very impressive, and I'm stoked to be able to export to 3js flavor WebGL from Unity.
Hey this channel is for a different tool (AR simulation is a unity package for simulating/testing AR in the Unity Editor) and not Needle Engine.
Could you post the questions again in https://forum.needle.tools or <#1166424502008303696> ? Thank you!
Yep, sorry!