Augmented Reality (AR) tutorial for beginners using Unity 2022

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Playful Technology

Playful Technology

Күн бұрын

Пікірлер: 580
@loadcartoons
@loadcartoons Жыл бұрын
Heres the code, exactly as it is in the video. using System; using System.Collections.Generic; using UnityEngine; using UnityEngine.XR.ARFoundation; using UnityEngine.XR.ARSubsystems; [RequireComponent(typeof(ARTrackedImageManager))] public class PlaceTrackedImages : MonoBehaviour { // Reference to AR tracked image manager component private ARTrackedImageManager _trackedImagesManager; // List of prefabs to instantiate - these should be named the same // as their corresponding 2D images in the reference image library public GameObject[] ArPrefabs; //Keep dictionary array of created prefabs private readonly Dictionary _instantiatedPrefabs = new Dictionary(); void Awake() { // Cache a reference to the Tracked Image Manager component _trackedImagesManager = GetComponent(); } void OnEnable() { // Attach event handler when tracked images change _trackedImagesManager.trackedImagesChanged += OnTrackedImagesChanged; } void OnDisable() { // Remove event handler _trackedImagesManager.trackedImagesChanged -= OnTrackedImagesChanged; } // Event Handler private void OnTrackedImagesChanged(ARTrackedImagesChangedEventArgs eventArgs) { // Loop through all new tracked images that have been detected foreach (var trackedImage in eventArgs.updated) { // Get the ame of the referance image var imageName = trackedImage.referenceImage.name; // Now loop over the array of prefabs foreach (var curPrefab in ArPrefabs) { // Check wether this prefab matches the tracked image name, and that // the prefab hasn't already been created if (string.Compare(curPrefab.name, imageName, StringComparison.OrdinalIgnoreCase) == 0 && !_instantiatedPrefabs.ContainsKey(imageName)) { // Instantiate the prefab, parenting it to the ARTrackedImage var newPrefab = Instantiate(curPrefab, trackedImage.transform); // Add the created prefab to our array _instantiatedPrefabs[imageName] = newPrefab; } } } // For all prefabs that have been created so far, set them active or no depending // on whether their corresponding image is currectly being tracked foreach (var trackedImage in eventArgs.updated) { _instantiatedPrefabs[trackedImage.referenceImage.name] .SetActive(trackedImage.trackingState == TrackingState.Tracking); } // If the AR subsystem has given up looking for a tracked image foreach (var trackedImage in eventArgs.removed) { // Destroy its prefab Destroy(_instantiatedPrefabs[trackedImage.referenceImage.name]); // Also remove the instance from our array _instantiatedPrefabs.Remove(trackedImage.referenceImage.name); // Or, simply set the prefab instance to inactive //_instantiatedPrefabs[trackedImage.referenceImage.name].SetActive(false); } } }
@Twilightminded
@Twilightminded Жыл бұрын
Thanks, this works!
@chickenbug1199
@chickenbug1199 Жыл бұрын
god bless you human
@lukiisxd2803
@lukiisxd2803 11 ай бұрын
lol its not
@World_of_Legends597
@World_of_Legends597 5 ай бұрын
hi, where can I get strong knight folder
@valentinkiriwang6526
@valentinkiriwang6526 4 ай бұрын
god bless you, kind human being
@aron_hoffman1521
@aron_hoffman1521 2 жыл бұрын
using System; using System.Collections.Generic; using UnityEngine; using UnityEngine.XR.ARFoundation; using UnityEngine.XR.ARSubsystems; [RequireComponent(typeof(ARTrackedImageManager))] public class PlaceTrackedImages : MonoBehaviour { // Reference to AR tracked image manager component private ARTrackedImageManager _trackedImagesManager; // List of prefabs to instantiate - these should be named the same // as their corresponding 2D images in the reference image library public GameObject[] ArPrefabs; private readonly Dictionary _instantiatedPrefabs = new Dictionary(); // foreach(var trackedImage in eventArgs.added){ // Get the name of the reference image // var imageName = trackedImage.referenceImage.name; // foreach (var curPrefab in ArPrefabs) { // Check whether this prefab matches the tracked image name, and that // the prefab hasn't already been created // if (string.Compare(curPrefab.name, imageName, StringComparison.OrdinalIgnoreCase) == 0 // && !_instantiatedPrefabs.ContainsKey(imageName)){ // Instantiate the prefab, parenting it to the ARTrackedImage // var newPrefab = Instantiate(curPrefab, trackedImage.transform); void Awake() { _trackedImagesManager = GetComponent(); } private void OnEnable() { _trackedImagesManager.trackedImagesChanged += OnTrackedImagesChanged; } private void OnDisable() { _trackedImagesManager.trackedImagesChanged -= OnTrackedImagesChanged; } private void OnTrackedImagesChanged(ARTrackedImagesChangedEventArgs eventArgs) { foreach (var trackedImage in eventArgs.updated) { // var imageName = trackedImage.referenceImage.name; //foreach (var curPrefab in AreaEffector2DPrefabs) // { // if (string.Compare(curPrefab.name, imageName, StringComparison.OrdinalIgnoreCase) == 0 // && !_instantiatedPrefabs.ContainsKey(imageName)) // { // var newPrefab = Instantiate(curPrefab, trackedImage.transform); // _instantiatedPrefabs[imageName] = newPrefab; // } // } // } _instantiatedPrefabs[trackedImage.referenceImage.name].SetActive(trackedImage.trackingState == TrackingState.Tracking); } foreach (var trackedImage in eventArgs.removed) { // Destroy its prefab Destroy(_instantiatedPrefabs[trackedImage.referenceImage.name]); // Also remove the instance from our array _instantiatedPrefabs.Remove(trackedImage.referenceImage.name); // Or, simply set the prefab instance to inactive //_instantiatedPrefabs[trackedImage.referenceImage.name].SetActive(false); } } }
@bceg3961
@bceg3961 2 жыл бұрын
Ty!
@madcowboy5700
@madcowboy5700 Жыл бұрын
legend
@phananhvu1930
@phananhvu1930 Жыл бұрын
legend
@leifdavisson6409
@leifdavisson6409 Жыл бұрын
Unity.Tutorials.Core.Editor.BuildStartedCriterion must be instantiated using the ScriptableObject.CreateInstance method instead of new BuildStartedCriterion. UnityEngine.ScriptableObject:.ctor () Unity.Tutorials.Core.Editor.Criterion:.ctor () Unity.Tutorials.Core.Editor.PreprocessBuildCriterion:.ctor () Unity.Tutorials.Core.Editor.BuildStartedCriterion:.ctor () UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) Unity.Tutorials.Core.Editor.BuildStartedCriterion must be instantiated using the ScriptableObject.CreateInstance method instead of new BuildStartedCriterion. UnityEngine.ScriptableObject:.ctor () Unity.Tutorials.Core.Editor.Criterion:.ctor () Unity.Tutorials.Core.Editor.PreprocessBuildCriterion:.ctor () Unity.Tutorials.Core.Editor.BuildStartedCriterion:.ctor () UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) [ServicesCore]: To use Unity's dashboard services, you need to link your Unity project to a project ID. To do this, go to Project Settings to select your organization, select your project and then link a project ID. You also need to make sure your organization has access to the required products. Visit dashboard.unity3d.com to sign up. UnityEngine.Logger:LogWarning (string,object) Unity.Services.Core.Internal.CoreLogger:LogWarning (object) (at Library/PackageCache/com.unity.services.core@1.5.2/Runtime/Core.Internal/Logging/CoreLogger.cs:15) Unity.Services.Core.Editor.ProjectUnlinkBuildWarning:OnPreprocessBuild (UnityEditor.Build.Reporting.BuildReport) (at Library/PackageCache/com.unity.services.core@1.5.2/Editor/Core/Build/ProjectUnlinkBuildWarning.cs:29) UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) MissingTextureException: Exception of type 'UnityEditor.XR.ARCore.ArCoreImg+MissingTextureException' was thrown. UnityEditor.XR.ARCore.ArCoreImg.CopyTo (UnityEngine.XR.ARSubsystems.XRReferenceImage referenceImage, System.String destinationDirectory) (at Library/PackageCache/com.unity.xr.arcore@4.2.7/Editor/ArCoreImg.cs:147) UnityEditor.XR.ARCore.ArCoreImg+d.MoveNext () (at Library/PackageCache/com.unity.xr.arcore@4.2.7/Editor/ArCoreImg.cs:156) System.String.Join (System.String separator, System.Collections.Generic.IEnumerable`1[T] values) (at :0) UnityEditor.XR.ARCore.ArCoreImg.ToImgDBEntry (UnityEngine.XR.ARSubsystems.XRReferenceImage referenceImage, System.String destinationDirectory) (at Library/PackageCache/com.unity.xr.arcore@4.2.7/Editor/ArCoreImg.cs:163) UnityEditor.XR.ARCore.ArCoreImg.ToInputImageListPath (UnityEngine.XR.ARSubsystems.XRReferenceImageLibrary library, System.String destinationDirectory) (at Library/PackageCache/com.unity.xr.arcore@4.2.7/Editor/ArCoreImg.cs:171) UnityEditor.XR.ARCore.ArCoreImg.BuildDb (UnityEngine.XR.ARSubsystems.XRReferenceImageLibrary library) (at Library/PackageCache/com.unity.xr.arcore@4.2.7/Editor/ArCoreImg.cs:97) UnityEditor.XR.ARCore.ARCoreImageLibraryBuildProcessor.BuildAssets () (at Library/PackageCache/com.unity.xr.arcore@4.2.7/Editor/ARCoreImageLibraryBuildProcessor.cs:37) Rethrow as Exception: - - - Error building XRReferenceImageLibrary Assets/ReferenceImageLibrary.asset: XRReferenceImage named '' is missing a texture. - - - UnityEditor.XR.ARCore.ARCoreImageLibraryBuildProcessor.Rethrow (UnityEngine.XR.ARSubsystems.XRReferenceImageLibrary library, System.String message, System.Exception innerException) (at Library/PackageCache/com.unity.xr.arcore@4.2.7/Editor/ARCoreImageLibraryBuildProcessor.cs:16) UnityEditor.XR.ARCore.ARCoreImageLibraryBuildProcessor.BuildAssets () (at Library/PackageCache/com.unity.xr.arcore@4.2.7/Editor/ARCoreImageLibraryBuildProcessor.cs:41) UnityEditor.XR.ARCore.ARCoreImageLibraryBuildProcessor.UnityEditor.Build.IPreprocessBuildWithReport.OnPreprocessBuild (UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.xr.arcore@4.2.7/Editor/ARCoreImageLibraryBuildProcessor.cs:74) UnityEditor.Build.BuildPipelineInterfaces+c__DisplayClass16_0.b__1 (UnityEditor.Build.IPreprocessBuildWithReport bpp) (at :0) UnityEditor.Build.BuildPipelineInterfaces.InvokeCallbackInterfacesPair[T1,T2] (System.Collections.Generic.List`1[T] oneInterfaces, System.Action`1[T] invocationOne, System.Collections.Generic.List`1[T] twoInterfaces, System.Action`1[T] invocationTwo, System.Boolean exitOnFailure) (at :0) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&) Error building Player: MissingTextureException: Exception of type 'UnityEditor.XR.ARCore.ArCoreImg+MissingTextureException' was thrown. Build completed with a result of 'Failed' in 0 seconds (429 ms) UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002da] in :0 at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in :0 UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
@abhijiths7907
@abhijiths7907 Жыл бұрын
Thankyou my man
@monster_in_the_dark
@monster_in_the_dark Жыл бұрын
using System; using System.Collections.Generic; using UnityEngine; using UnityEngine.XR.ARFoundation; using UnityEngine.XR.ARSubsystems; [RequireComponent(typeof(ARTrackedImageManager))] public class PlaceTrackedImages : MonoBehaviour { // Reference to AR tracked image manager component private ARTrackedImageManager _trackedImagesManager; // List of prefabs to instantiate - these should be named the same // as their corresponding 2D images in the reference image library public GameObject[] ArPrefabs; // Keep dictionary array of created prefabs private readonly Dictionary _instantiatedPrefabs = new Dictionary(); void Awake() { // Cache a reference to the tracked image manager component _trackedImagesManager = GetComponent(); } void OnEnable() { // Attach event handler when tracked images change _trackedImagesManager.trackedImagesChanged += OnTrackedImagesChanged; } void OnDisable() { //Remove event handler _trackedImagesManager.trackedImagesChanged -= OnTrackedImagesChanged; } // Event handler private void OnTrackedImagesChanged(ARTrackedImagesChangedEventArgs eventArgs) { // Loop through all new tracked images that have been detected foreach (var trackedImage in eventArgs.added) { // Get the name of the refrence image var imageName = trackedImage.referenceImage.name; // Now loop over the array of prefabs foreach (var curPrefab in ArPrefabs) { // Check whether this prefabs matches the tracked image name, and that // The prefabs hasn't already been created if (string.conpare(curPrefab.name, imageName, StringComparison.OrdinalIgnoreCase) == 0 && !_instantiatedPrefabs.ContainsKey(imageName)) { // Instantiate the prefab, parenting it to the ARTrackedImage var newPrefab = instantiate(curPrefab, trackedImage.transform); // Add the created prefab to our array _instantiatedPrefabs[imageName] = newPrefab; } } } // For all prefabs that have been created so far, set them or not depending // on whether their corresponding image is currently being tracked foreach (var trackedimage in eventArgs.updated) { _instantiatedPrefabs[trackedImage.referenceImage.name] .SetActive(trackedimage.trackingState == TrackingState.Tracking); } // If the AR subsystem has given up looking for a tracked image foreach (var trackedImage in eventArgs.removed) { // Destroy its prefab Destroy(_instantiatedPrefabs[trackedImage.referenceImage.name]); // Also remove the instance from our array _instantiatedPrefabs.Remove(trackedImage.referenceImage.name); // Or, simply set the prefab instance to inactive //_instantiatedPrefabs[trackedImage.referenceImage.name].SetActive(false); } } }
@luketechco
@luketechco 2 жыл бұрын
Can you continue with this series? This is the very first Unity ARFoundation tutorial I have followed that isn't insanely awful. This was great, it worked, its up to date, its logical, and it goes from beginning to end without skipping steps. Signed up for your Patreon.
@scar3-ie237
@scar3-ie237 2 жыл бұрын
I wish he would continue too !
@feitingschatten1
@feitingschatten1 Жыл бұрын
Most of what you'd do isn't specific to AR. Physics triggers, scenes, raycasts, all basic Unity stuff.
@Tropicaya
@Tropicaya Жыл бұрын
@@feitingschatten1 exactamundo
@timeforrice
@timeforrice 8 ай бұрын
Would love to see more of this as well.
@sairapabraham4251
@sairapabraham4251 2 жыл бұрын
where can I get the C#script for place tracked image ?
@fin4314
@fin4314 2 жыл бұрын
Go to the Patreon of the channel - you can find the code there even if you're not a supporter
@alguembonitinho
@alguembonitinho Жыл бұрын
Scripity of the video above is here :] using System; using System.Collections.Generic; using UnityEngine; using UnityEngine.XR.ARFoundation; using UnityEngine.XR.ARSubsystems; [RequireComponent(typeof(ARTrackedImageManager))] public class PlaceTrackedImages : MonoBehaviour { // Reference to AR tracked image manager component private ARTrackedImageManager _trackedImagesManager; // List of prefabs to instantiate - these should be named the same // as their corresponding 2D images in the reference image library public GameObject[] ArPrefabs; private readonly Dictionary _instantiatedPrefabs = new Dictionary(); // foreach(var trackedImage in eventArgs.added){ // Get the name of the reference image // var imageName = trackedImage.referenceImage.name; // foreach (var curPrefab in ArPrefabs) { // Check whether this prefab matches the tracked image name, and that // the prefab hasn't already been created // if (string.Compare(curPrefab.name, imageName, StringComparison.OrdinalIgnoreCase) == 0 // && !_instantiatedPrefabs.ContainsKey(imageName)){ // Instantiate the prefab, parenting it to the ARTrackedImage // var newPrefab = Instantiate(curPrefab, trackedImage.transform); void Awake() { _trackedImagesManager = GetComponent(); } private void OnEnable() { _trackedImagesManager.trackedImagesChanged += OnTrackedImagesChanged; } private void OnDisable() { _trackedImagesManager.trackedImagesChanged -= OnTrackedImagesChanged; } private void OnTrackedImagesChanged(ARTrackedImagesChangedEventArgs eventArgs) { foreach (var trackedImage in eventArgs.updated) { // var imageName = trackedImage.referenceImage.name; //foreach (var curPrefab in AreaEffector2DPrefabs) // { // if (string.Compare(curPrefab.name, imageName, StringComparison.OrdinalIgnoreCase) == 0 // && !_instantiatedPrefabs.ContainsKey(imageName)) // { // var newPrefab = Instantiate(curPrefab, trackedImage.transform); // _instantiatedPrefabs[imageName] = newPrefab; // } // } // } _instantiatedPrefabs[trackedImage.referenceImage.name].SetActive(trackedImage.trackingState == TrackingState.Tracking); } foreach (var trackedImage in eventArgs.removed) { // Destroy its prefab Destroy(_instantiatedPrefabs[trackedImage.referenceImage.name]); // Also remove the instance from our array _instantiatedPrefabs.Remove(trackedImage.referenceImage.name); // Or, simply set the prefab instance to inactive //_instantiatedPrefabs[trackedImage.referenceImage.name].SetActive(false); } } }
@DindaArt
@DindaArt Жыл бұрын
Thanks! I couldn’t find it anywhere! I was feeling scammed haha
@eproyectos7730
@eproyectos7730 Жыл бұрын
Thanks!
@NotFlan
@NotFlan Жыл бұрын
Just curious, why is everything after private readonly Dictionary _instantiatedPrefabs = new Dictionary(); and OnTrackedImagesChanged commented out, whereas its not in the video?
@anastasiaporunova7440
@anastasiaporunova7440 Жыл бұрын
@@DindaArt is this script working?
@esmeemarch612
@esmeemarch612 Жыл бұрын
I love you. Thanks!
@benbehar7397
@benbehar7397 Жыл бұрын
the right scrip ( from his developer channel) using System; using System.Collections.Generic; using UnityEngine; using UnityEngine.XR.ARFoundation; using UnityEngine.XR.ARSubsystems; [RequireComponent(typeof(ARTrackedImageManager))] public class PlaceTrackedImages : MonoBehaviour { // Reference to AR tracked image manager component private ARTrackedImageManager _trackedImagesManager; // List of prefabs to instantiate - these should be named the same // as their corresponding 2D images in the reference image library public GameObject[] ArPrefabs; // Keep dictionary array of created prefabs private readonly Dictionary _instantiatedPrefabs = new Dictionary(); void Awake() { // Cache a reference to the Tracked Image Manager component _trackedImagesManager = GetComponent(); } void OnEnable() { // Attach event handler when tracked images change _trackedImagesManager.trackedImagesChanged += OnTrackedImagesChanged; } void OnDisable() { // Remove event handler _trackedImagesManager.trackedImagesChanged -= OnTrackedImagesChanged; } // Event Handler private void OnTrackedImagesChanged(ARTrackedImagesChangedEventArgs eventArgs) { // Loop through all new tracked images that have been detected foreach (var trackedImage in eventArgs.added) { // Get the name of the reference image var imageName = trackedImage.referenceImage.name; // Now loop over the array of prefabs foreach (var curPrefab in ArPrefabs) { // Check whether this prefab matches the tracked image name, and that // the prefab hasn't already been created if (string.Compare(curPrefab.name, imageName, StringComparison.OrdinalIgnoreCase) == 0 && !_instantiatedPrefabs.ContainsKey(imageName)) { // Instantiate the prefab, parenting it to the ARTrackedImage var newPrefab = Instantiate(curPrefab, trackedImage.transform); // Add the created prefab to our array _instantiatedPrefabs[imageName] = newPrefab; } } } // For all prefabs that have been created so far, set them active or not depending // on whether their corresponding image is currently being tracked foreach (var trackedImage in eventArgs.updated) { _instantiatedPrefabs[trackedImage.referenceImage.name] .SetActive(trackedImage.trackingState == TrackingState.Tracking); } // If the AR subsystem has given up looking for a tracked image foreach (var trackedImage in eventArgs.removed) { // Destroy its prefab Destroy(_instantiatedPrefabs[trackedImage.referenceImage.name]); // Also remove the instance from our array _instantiatedPrefabs.Remove(trackedImage.referenceImage.name); // Or, simply set the prefab instance to inactive //_instantiatedPrefabs[trackedImage.referenceImage.name].SetActive(false); } } }
@AbhirajGulati
@AbhirajGulati Жыл бұрын
Hi, I've built the app on my phone but no matter what i do it doesnt seem to be placing any objects at all. As far as i can tell i've done everything as per the video but when i open the app the camera opens but it either doesnt detect or doesnt place objects(Which one i cant tell) Are there any steps i can take to debug this?
@ericowususarpong3063
@ericowususarpong3063 Жыл бұрын
I am having the same issue, any resolution??
@elverrepolska
@elverrepolska Жыл бұрын
I've got the same issue. I do everything step by step, but camera not detect my reference image :( Samsung S21
@shanonfrancis5071
@shanonfrancis5071 2 ай бұрын
Sorry for necroposting. Did you get it to work? At first I thought it wasn't working but then I noticed the tip of a gray cube in the corner of the screen. Then after some moving around the image I managed to get the cube to come to the screen but it's still kinda floaty and not centered.
@henrikjorgensen6850
@henrikjorgensen6850 Жыл бұрын
Hello Playful Technology Great dowen to earth video, perfekt tempo. I made the app and it runs perfectly, the camera it's starting normally on the app at my mobile device (Samsung s21), but when I point it to the anchor image, nothing happends, the 3D object does not appear above it. Can you help me/us
@thiago_vball
@thiago_vball Жыл бұрын
same
@ED-nj9uo
@ED-nj9uo Жыл бұрын
ave you found a solution by any chance? The same thing happens to me
@leifdavisson6409
@leifdavisson6409 Жыл бұрын
using System; using System.Collections.Generic; using UnityEngine; using UnityEngine.XR.ARFoundation; using UnityEngine.XR.ARSubsystems; [RequireComponent(typeof(ARTrackedImageManager))] public class PlaceTrackedImages : MonoBehaviour { // Reference to AR tracked image manager component private ARTrackedImageManager _trackedImagesManager; // List of prefabs to instantiate - these should be named the same // as their corresponding 2D images in the reference image library public GameObject[] ArPrefabs; // Keep dicationary array of created prefabs private readonly Dictionary _instantiatedPrefabs = new Dictionary(); void Awake() { _trackedImagesManager = GetComponent(); } private void OnEnable() { _trackedImagesManager.trackedImagesChanged += OnTrackedImagesChanged; } private void OnDisable() { _trackedImagesManager.trackedImagesChanged -= OnTrackedImagesChanged; } private void OnTrackedImagesChanged(ARTrackedImagesChangedEventArgs eventArgs) { // Loop through all the new tracked images that have been detected foreach (var trackedImage in eventArgs.added) { // Get the name of the reference image var imageName = trackedImage.referenceImage.name; // Now loop over the array of prefabs foreach (var curPrefab in ArPrefabs) { // Check whether this prefab matches the tracked image name, and that // the prefab hasn't already been created if (string.Compare(curPrefab.name, imageName, StringComparison.OrdinalIgnoreCase) == 0 && !_instantiatedPrefabs.ContainsKey(imageName)) { // Instantiate the prefab, parenting it to the ARTrackedImage var newPrefab = Instantiate(curPrefab, trackedImage.transform); // Add the created prefab to our array _instantiatedPrefabs[imageName] = newPrefab; } } } // For all prefabs that have been created so far, set them active or not depending // on whether their corresponding image is currently being tracked foreach (var trackedImage in eventArgs.updated) { _instantiatedPrefabs[trackedImage.referenceImage.name] .SetActive(trackedImage.trackingState == TrackingState.Tracking); } // If the AR Subsystem has given up looking for a tracked image foreach (var trackedImage in eventArgs.removed) { // Destroy its prefab Destroy(_instantiatedPrefabs[trackedImage.referenceImage.name]); // Also remove the instance from our array _instantiatedPrefabs.Remove(trackedImage.referenceImage.name); // Or, simply set the prefab instance to inactive _instantiatedPrefabs[trackedImage.referenceImage.name].SetActive(false); } } }
@ArtyLX
@ArtyLX Жыл бұрын
hero
@sivamurugan9132
@sivamurugan9132 2 жыл бұрын
Hi can any one assist me. When I done with coding I am receiving error in Script component in Unity as " Associate Script cannot be loaded. Please fix any compile errors and assign a value to script". But there is not error showing in Visual studio
@jjaylee6095
@jjaylee6095 Жыл бұрын
I have the same problem, did you solve it
@optimus6858
@optimus6858 Жыл бұрын
thanks but my apk installs normally on android pie when i open it , it closes instantly
@Clicks_And_Flicks
@Clicks_And_Flicks 7 ай бұрын
using System; using System.Collections.Generic; using UnityEngine; using UnityEngine.XR.ARFoundation; using UnityEngine.XR.ARSubsystems; [RequireComponent(typeof(ARTrackedImageManager))] public class PlacedTrackedImages : MonoBehaviour { private ARTrackedImageManager _trackedImagesManager; public GameObject[] ArPrefabs; private readonly Dictionary _instantiatedprefabs = new Dictionary(); private void Awake() { _trackedImagesManager = GetComponent(); } private void OnEnable() { _trackedImagesManager.trackedImagesChanged += OnTrackedImagesChanged; } private void OnDisable() { _trackedImagesManager.trackedImagesChanged -= OnTrackedImagesChanged; } private void OnTrackedImagesChanged(ARTrackedImagesChangedEventArgs eventArgs) { foreach (var trackedImage in eventArgs.added) { var imageName = trackedImage.referenceImage.name; foreach (var curPrefab in ArPrefabs) { if (string.Compare(curPrefab.name, imageName, StringComparison.OrdinalIgnoreCase) == 0 && !_instantiatedprefabs.ContainsKey(imageName)) { var newPrefab = Instantiate(curPrefab, trackedImage.transform); _instantiatedprefabs[imageName] = newPrefab; } } } foreach (var trackedImage in eventArgs.updated) { _instantiatedprefabs[trackedImage.referenceImage.name] .SetActive(trackedImage.trackingState == TrackingState.Tracking); } foreach (var trackedImage in eventArgs.removed) { Destroy(_instantiatedprefabs[trackedImage.referenceImage.name]); _instantiatedprefabs.Remove(trackedImage.referenceImage.name); } } }
@Jordansj-lf8dc
@Jordansj-lf8dc Жыл бұрын
where can i get the code??? Thanks for the the great tutorial for my first experience approaching in AR.
@henrikjorgensen6850
@henrikjorgensen6850 Жыл бұрын
gist.github.com/alastaira/92d790ed09330ea7a45e7c3a2a4d26e1#file-placetrackedimages-cs
@elisabologni7481
@elisabologni7481 Жыл бұрын
Thank you very much for this tutorial. Unfortunately I got the following error when I build the project on Android: "The application requires last version of Google Play for AR". Everything seems ok. I also tried several devices without success. Any suggestions? Thanks
@bambinoesu
@bambinoesu 2 жыл бұрын
sorry when i copy and paste the cs script. it keeps saying "associated script can not be loaded, please fix any compile errors and assign a valid script". help please. update: fixed issue. the script name has to be spelt the exact same on the cs code
@danielegiomigraphicdesigner
@danielegiomigraphicdesigner Жыл бұрын
thank you so much man! I was freaking out 😵
@bambinoesu
@bambinoesu Жыл бұрын
@@danielegiomigraphicdesigner you're welcome, so was I 😅
@user-el5jg3wo9b
@user-el5jg3wo9b Жыл бұрын
Everything built successfully but when I open the AR app it’s having a hard time recognizing the image marker, the cube object just randomly appears and disappears does anyone know how to fix this?
@GBart
@GBart Жыл бұрын
Slightly cleaner version of the script: public class TrackedImageManagerAddon : MonoBehaviour { private ARTrackedImageManager _tim; private Dictionary _trackers = new Dictionary(); public TrackerModel[] TrackerModels; private void Awake() { _tim = GetComponent(); } private void OnEnable() { _tim.trackedImagesChanged += OnTrackedImagesChanged; } private void OnDisable() { _tim.trackedImagesChanged -= OnTrackedImagesChanged; } private void OnTrackedImagesChanged(ARTrackedImagesChangedEventArgs args) { AddTrackers(args.added); UpdateTrackers(args.updated); RemoveTrackers(args.removed); } private void AddTrackers(List images) { foreach (ARTrackedImage trackedImage in images) { string imageName = trackedImage.referenceImage.name; TrackerModel model = TrackerModels.FirstOrDefault(p => p.ImageName == imageName); // TODO: Handle null??? if (model == null) continue; _trackers[imageName] = Instantiate(model, trackedImage.transform); } } private void UpdateTrackers(List images) { foreach (ARTrackedImage trackedImage in images) { string imageName = trackedImage.referenceImage.name; if (!_trackers.ContainsKey(imageName)) continue; _trackers[imageName].gameObject .SetActive(trackedImage.trackingState == UnityEngine.XR.ARSubsystems.TrackingState.Tracking); } } private void RemoveTrackers(List images) { foreach (ARTrackedImage trackedImage in images) { string imageName = trackedImage.referenceImage.name; if (!_trackers.ContainsKey(imageName)) continue; Destroy(_trackers[imageName].gameObject); _trackers.Remove(imageName); } } } public class TrackerModel : MonoBehaviour { public string Name; public string ImageName; } This way, the prefab and the image don't have to have the same name. Btw, thanks for this!
@mairem
@mairem 11 ай бұрын
why does the unity version switch halfway through? many things are not compatible in the 2022 version and that's not mentioned
@pix3ls53
@pix3ls53 2 жыл бұрын
Does anyone else have a problem where when deploying the program in a device, the object keeps flickering in and out when scanning?
@user-el5jg3wo9b
@user-el5jg3wo9b Жыл бұрын
I have the same issue!! Have you find the solution to that?
@abcdefg-hq6my
@abcdefg-hq6my Жыл бұрын
@@user-el5jg3wo9b I saw someone else with same issue in comments and again I know it's a bit late but I've had this issue and managed to resolve it by simply changing 0 to 1 in the AR Tracked Image Manager component that is attached to the AR Session Origin.
@tadeoac4416
@tadeoac4416 4 ай бұрын
I got a popup with this message, "Tap to place Touch surfaces to place objects" Someone knows how to remove it?
@manofculture8666
@manofculture8666 2 жыл бұрын
It baffles me as to how this channel is the only one with good and easy to understand Unity Augmented Reality tutorials. I remember watching your Vuforia tutorial about 3-4 years ago. Great stuff!
@jodexcreates
@jodexcreates 2 жыл бұрын
For those having an issue with the script compiling, try making sure the class name in the CS file is the same exact name as the CS file, casing and all.
@bruhbeat3047
@bruhbeat3047 2 жыл бұрын
.cs on the name to??, it didn't let me add it, got an error saying,"The associated script can not be loaded. Please fix any compile error and assign a valid script"
@jodexcreates
@jodexcreates 2 жыл бұрын
@@bruhbeat3047 no, don't include the ".cs" part in the script class name. Just put the name that's in front. If you still have an error, then it's probably a different syntax error so go through the code again and see if you have anything missing or in a wrong format.
@user-rj1hx3gw2b
@user-rj1hx3gw2b Жыл бұрын
how I can get the script file please
@bruhbeat3047
@bruhbeat3047 Жыл бұрын
@@user-rj1hx3gw2b if you open the description of the video you'll see the link to his paterion, hit that and scroll down to the thumb nail of this video it's linked there, Btw I've just been helping people in the comments just look around and you should be able to find other people's that I helped with 👍
@lste1868
@lste1868 Жыл бұрын
king
@jayaxell
@jayaxell Жыл бұрын
im having an issue where the object that im placing keeps floating everywhere... anyone knows why?
@daniamohammad1596
@daniamohammad1596 Жыл бұрын
hello sir, I hope you do not mind, but is it possible that you could share the C# script, please
@pedrodavid2599
@pedrodavid2599 Жыл бұрын
Hi, everyone. I have an issue. I made the app and it runs perfectly, the camera it's starting normally on the app at my mobile device, but when I point it to the anchor image, nothing happends, the cube does not appear above it. Does anyone knows how I fix that, pls?
@henrikjorgensen6850
@henrikjorgensen6850 Жыл бұрын
Hello Pedro I have the same problem, I just opdt. to the new version (2022.1.20f1) Have you solved your problem?
@user-rj1hx3gw2b
@user-rj1hx3gw2b Жыл бұрын
using System; using System.Collections.Generic; using UnityEngine; using UnityEngine.XR.ARFoundation; using UnityEngine.XR.ARSubsystems; [RequireComponent(typeof(ARTrackedImageManager))] public class PlaceTrackedImages : MonoBehaviour { // Reference to AR tracked image manager component private ARTrackedImageManager _trackedImagesManager; // List of prefabs to instantiate - these should be named the same // as their corresponding 2D images in the reference image library public GameObject[] ArPrefabs; private readonly Dictionary _instantiatedPrefabs = new Dictionary(); void Awake() { // Cache a reference to the Tracked Image Manager component _trackedImagesManager = GetComponent(); } void OnEnable() { // Attach event handler when tracked images change _trackedImagesManager.trackedImagesChanged += OnTrackedImagesChanged; } private void OnDisable() { // Remove event handler _trackedImagesManager.trackedImagesChanged -= OnTrackedImagesChanged; } // Event Handler private void OnTrackedImagesChanged(ARTrackedImagesChangedEventArgs eventArgs) { // Loop through all new tracked images that have been detected foreach (var trackedImage in eventArgs.added) { // Get the name of the reference image var imageName = trackedImage.referenceImage.name; // Now loop over the array of prefabs foreach (var curPrefab in ArPrefabs) { //AreaEffector2DPrefabs // Check whether this prefab matches the tracked image name, and that // the prefab hasn't already been created if (string.Compare(curPrefab.name, imageName, StringComparison.OrdinalIgnoreCase) == 0 && !_instantiatedPrefabs.ContainsKey(imageName)) { // Instantiate the prefab, parenting it to the ARTrackedImage var newPrefab = Instantiate(curPrefab, trackedImage.transform); // Add the created prefab to our array _instantiatedPrefabs[imageName] = newPrefab; } } } // For all prefabs that have been created so far, set them active or not depending // on whether their corresponding image is currently being tracked foreach (var trackedImage in eventArgs.updated) { _instantiatedPrefabs[trackedImage.referenceImage.name] .SetActive(trackedImage.trackingState == TrackingState.Tracking); } // If the AR subsystem has given up looking for a tracked image foreach (var trackedImage in eventArgs.removed) { // Destroy its prefab Destroy(_instantiatedPrefabs[trackedImage.referenceImage.name]); // Also remove the instance from our array _instantiatedPrefabs.Remove(trackedImage.referenceImage.name); // Or, simply set the prefab instance to inactive //_instantiatedPrefabs[trackedImage.referenceImage.name] .SetActive(false) ; } } }
@VictorNiebla
@VictorNiebla Жыл бұрын
The real hero in the entire comments section! 🙏
@Moki314
@Moki314 Жыл бұрын
I need some help. I was able to build & run the app, but when I point the camera at the reference, my object doesn't show up. The reference I'm using is an 8x8 grid of black & white squares which should be pretty easy to recognize, and is about 180 x 180mm for the entire grid, so decently large. I'm using a Samsung Galaxy S8.
@shivanibhardwaj9988
@shivanibhardwaj9988 Жыл бұрын
same issue with my S20
@shivanibhardwaj9988
@shivanibhardwaj9988 Жыл бұрын
did u find any solution?
@Moki314
@Moki314 Жыл бұрын
@@shivanibhardwaj9988 no sadly
@ab_obada5012
@ab_obada5012 Жыл бұрын
it was better to code explain instead of copying code
@IlanPerez
@IlanPerez 6 ай бұрын
after watch the first 2 minutes of this video I am so excited to dig in.
@annexgroup6878
@annexgroup6878 2 жыл бұрын
This is so amazing. I can't thank you enough for providing an updated tutorial. I was getting so frustrated with my projects. Good luck to everyone!
@junjun3987
@junjun3987 Жыл бұрын
have you got it?
@ab_obada5012
@ab_obada5012 Жыл бұрын
@@junjun3987 he does not because it is dumb to copy code without to write it and explain it at same time
@digisvgenix7236
@digisvgenix7236 2 жыл бұрын
Plz tell or give description link it is my earliest request
@andreasilvestri4745
@andreasilvestri4745 2 жыл бұрын
Hi, thank you to share this amazing video. I have the black screen when i run the app on my smartphone (Galaxy S8 - Android V.9). I do not why the camera not working. Unity Editor version used: 2021.3.7f1
@yi8634
@yi8634 2 жыл бұрын
I have the same problem! Don't know how to resolve it.
@lucasfellipemondinipereira1099
@lucasfellipemondinipereira1099 2 жыл бұрын
@@yi8634 you have forgot to anable the arcore
@qisthial882
@qisthial882 Жыл бұрын
@@lucasfellipemondinipereira1099 hi I already did that but it still doesn't work for me. any other suggestion?
@nuelaenebechi6861
@nuelaenebechi6861 Жыл бұрын
@@qisthial882 please did you solve this? I am having the same problem
@noahberlanger9316
@noahberlanger9316 2 жыл бұрын
ty for the vid but where is the script link?
@davesage6743
@davesage6743 2 жыл бұрын
I just posted his link for it
@x2blader
@x2blader Жыл бұрын
I got the app to build, but it doesn't seem to recognise the images...the video it's supposed to play won't play. Please help
@theguanche
@theguanche 2 жыл бұрын
Sa
@Allopedia
@Allopedia 2 жыл бұрын
I watched tNice tutorials 18 minute video for like 2 hours.
@pelagato
@pelagato Жыл бұрын
La solución para quienes no les arroja error y aun así el cubo no se ve, desde el min 9:22 en la parte super, donde sale la versión de Unity 2022.1.51f, esta cambia a Unity 2021.3.4f1. Hice el cambio de versión con los mismos pasos y logre ver el cubo en el marker. _ The solution for those who do not get an error and even so the cube cannot be seen, from min 9:22 in the super part, where the version of Unity 2022.1.51f comes out, it changes to Unity 2021.3.4f1. I did the version change with the same steps and I managed to see the cube in the marker.
@sgt328
@sgt328 Жыл бұрын
you might be correct, trying this
@DeafStud
@DeafStud 11 ай бұрын
@@sgt328 did it help?
@davefrancis4970
@davefrancis4970 3 ай бұрын
That's a fantastic explanation and thanks very much !
@henryqng
@henryqng 2 жыл бұрын
I watched many AR tutorial on KZbin, but most of them were outdated or hard to understand. Thanks for this detailed Unity AR tutorial. I have just liked and subscribed to your channel. Would you please create a tutorial on how to rotate and scale different objects after instantiating the 3D models in the AR scene? Cheers!
@annexgroup6878
@annexgroup6878 2 жыл бұрын
This is exactly what I was thinking
@Popstudioztuts
@Popstudioztuts Жыл бұрын
@@annexgroup6878 did you find it?
@loreleipepi3389
@loreleipepi3389 Жыл бұрын
Thanks for the excellent tutorial! Like many others, I use iOS and have had the black screen and Unity crashing issues. Some people suggest that it's resolvable with activating and updating the ARKit /ARCore. Mine were already in place and updated, and it wasn't until I downloaded and imported the entire Unity AR Foundation package that I was able to do image tracking and have the camera work. They have samples built in to the Foundation package. There are a lot more scripts!
@AhimsaCreative
@AhimsaCreative 2 жыл бұрын
so how does one find the script? I even joined the patreon nut it was impossible to find - seems very strange that there are no direct links
@NafiurRahmanYT
@NafiurRahmanYT Жыл бұрын
hey, the code is not in the video description...
@batvanio
@batvanio Жыл бұрын
Here is the code. I got it from a forum. Turns out it doesn't work with android under version 7, and my phone is version 6. drive.google.com/file/d/1N6Txdtq8pCGTEndZImSdNOowvY4nBAs1/view?usp=sharing
@bonkeronline
@bonkeronline 11 ай бұрын
thank you@@batvanio
@bennguyen1313
@bennguyen1313 2 ай бұрын
Any changes to the AR Tool landscape since this video was made? For example, Flutter , ARLoopa, or Flet/ARCore ? I'd like to make an Android application that can find components from a circuit board! Just use your camera and it will overlay a marker on the component... however, not sure if there is a minimum marker size , and if it can be overlayed with such high precision. For example, if you have a sheet of paper with a grid of squares, say 50x50.. if A4 is said/entered, could AR use a fiducial on the paper to calculate how far into the grid it needs to place a marker (scaling it based on the the angle and how close the camera is to the sheet).
@rekiallard77
@rekiallard77 3 ай бұрын
Hi Sir, I am very new to SDK and AR. I am confused about determining the SDK, which device is suitable for it. I always encounter errors when I want to build an application. I hope you make a tutorial about SDK and Unity 2017 because this version is the best in my opinion and the beginning of AR being implemented in unity.
@SuperFunCentral
@SuperFunCentral Ай бұрын
How do you deploy the app if you are using an iPhone with iOS?
@deedd4401
@deedd4401 3 ай бұрын
given how fast everything changes.... i would like to ask , is the most of the information still relevant ? I'm sure the process might have stayed somewhat same, but unity could have changed, plugins, detection algoriddims .. etc etc .... so not questioning the validity of the advice provided , just wondering on how rather applicable it is - given the tools are up to date.
@hariswidianto2416
@hariswidianto2416 Жыл бұрын
BROTHER, YOU ARE THE BEST!!! You oooh really helped me!! THANK YOU VERY MUCH!
@Ta-nw9cj
@Ta-nw9cj 4 ай бұрын
The associated script cannot be loaded. Please fix any compile errors and assign a valid script. in Play Tracked Images
@statixbolt
@statixbolt Жыл бұрын
App kept crashing I have no idea why, pls help
@hackur4659
@hackur4659 Жыл бұрын
yes dude
@hackur4659
@hackur4659 Жыл бұрын
what did you do ??
@statixbolt
@statixbolt Жыл бұрын
@@hackur4659 Idek
@hackur4659
@hackur4659 Жыл бұрын
@@statixbolt so basically you left?🙄
@statixbolt
@statixbolt Жыл бұрын
@@hackur4659 Nah Instead I just used ARCore, I'm working on an OS for AR glasses and just thought this would be an easier approach, but it didn't work
@JuneMendoza-q1r
@JuneMendoza-q1r 20 күн бұрын
Johnson Michael Brown Robert Lewis Mark
@Br4d327
@Br4d327 2 жыл бұрын
Hi, does it work with multiple pictures? It is only recognizing the first image.
@nuruluin9840
@nuruluin9840 Жыл бұрын
did you fix this? im loosing my mind with the same issue
@justshortstoday
@justshortstoday Ай бұрын
i am beginner to everything and i made it all the way to end of the video. i am having troubles on how to run it in the device and also the saved apk is not showing up on my pc. Instead when I search, it says file not found/cant open.
@WalrusesAreTheOne
@WalrusesAreTheOne 2 жыл бұрын
You said you would paste a link for the code, but I don't see it.
@get_seb
@get_seb 2 жыл бұрын
I wanna ask for the tracking of the images, is there any limitation where by the colour must match? lets say the image library we gave a colour image but we track a monochrome image. Does it work?
@trexnfabianndenis
@trexnfabianndenis 11 ай бұрын
I started out with an escape room and now i'm back in school studying electronics-IT.. All thanks to your videos my friend 🙏
@PlayfulTechnology
@PlayfulTechnology 10 ай бұрын
Oh wow - that's so awesome to hear!
@HumbleHustle101
@HumbleHustle101 Ай бұрын
Hi, Nice video, Can you demonstrate a case where the augmented reality game uses objectron object detection to sense the direction of the object with respect to the movement of the object. A usecase can be there is a car toy and based on the objectron users can see certain effects like turbo and smoke based on the object velocity at the correct position i.e. at the rear always.
@mystro1112
@mystro1112 4 ай бұрын
Love your videos but to be honest this one is a little too technical as i am not a coder and want to create an AR app for my college Treasure hunt the one which you released a few years ago i could follow that and create a simple AR app this one is way more confusing and technical
@paulmiddleton705
@paulmiddleton705 Жыл бұрын
I had an issue with the Android phone not putting the 3D image over the anchor. Not sure what helped exactly. But potentially it might have been due to the size of the cube being too large to fit within the screen area. It was 1m3 and worked after I adjusted to be 0.1m3. Hope that helps someone else
@lulupont
@lulupont 8 ай бұрын
this is amazing, great tutorial. but what if I dont want to depend on a single device? what if I want to make it web based? working for android and IOS?
@matb5_g458
@matb5_g458 2 жыл бұрын
How can I get the code
@engcisco
@engcisco 2 жыл бұрын
Many thanks for the great video, is it possible to export it for web using WebGL? is it supported?
@Yo-bh5vm
@Yo-bh5vm 5 ай бұрын
Is there a way to enable the record button in the app when the image shows?
@amarprakash7403
@amarprakash7403 Жыл бұрын
getting a particular error while build ad run -->>> UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors
@kristapsspatsirk
@kristapsspatsirk 10 ай бұрын
Great video! Im stuck at this moment... How can I use image tracking in XR Enviroment simulation? Now I get error from line of code "_instantiatedPrefabs[trackedImage.referenceImage.name].SetActive(trackedImage.trackingState == TrackingState.Tracking);" in foreach update
@diositoop1355
@diositoop1355 Жыл бұрын
Hi guy where is the code? i write letter for letter and have a error, i want see if is my unity or my code
@diositoop1355
@diositoop1355 Жыл бұрын
@@henrikjorgensen6850 ty man
@World_of_Legends597
@World_of_Legends597 5 ай бұрын
hi, where can I get strong knight folder
@jmjb67
@jmjb67 2 жыл бұрын
Really great instructional video. It is up-to-date (Oct 2022), thorough, comprehensive, well-paced and concise. (and look, Ma: no vuforia!) :)
@davestr2046
@davestr2046 7 ай бұрын
Is this the beginning of the end of that horrible, over-priced Vuforia? Like that clunky Wikitude. One can only rejoice.
@samrat_malisetti
@samrat_malisetti 3 ай бұрын
Can we develop this application in Mac? Does Mac support Unity development?
@PlayfulTechnology
@PlayfulTechnology 3 ай бұрын
Yes, it does.
@getpc-us8ib
@getpc-us8ib Жыл бұрын
where is the code ??
@decayingsofacinema-relaxin6072
@decayingsofacinema-relaxin6072 Жыл бұрын
dear boss, when I follow your guide, when in "install" step, I install the "Unity 2022.3.2f1", but there are only 3 topic under that: they are "editor application""documentation""webgl build support"... there is no "android" or "ios build" option... strange...
@saqbsaq9002
@saqbsaq9002 9 ай бұрын
is unity 2022.3.13f1 version is not available for developing android?
@muhammadyusoffsulaiman6903
@muhammadyusoffsulaiman6903 Жыл бұрын
Im just a regular language teacher trying to help my students who have difficulties in basic reading and writing. I have no basic in programming. kzbin.info/www/bejne/rqPbqnuujautjq8 This card i tried using free version of online site. But its limited since it is free version. Im trying to learn on creating AR Phonics Card to help my students. How can i adjust the Video on the Card so that the video will only play on top of the students image only like my video in the link, by using Unity 2022?
@NoCodeFilmmaker
@NoCodeFilmmaker Жыл бұрын
Hey, do think this would work if I exported an AR app using this method as a WebGL project?
@АнтонийСердюков
@АнтонийСердюков 7 ай бұрын
My model appears and disappears but it looks to be connected to the phone not the image. Tried to update the packages, changing the API level. Any suggestions?
@zachheaven
@zachheaven 2 жыл бұрын
THIS IS TOTALLY AMAZING. Ive always wanted to start studying AR and this was the perfect jumping off point. One question i had was where could we find the script put into visual studio at the 16 min mark?
@zachheaven
@zachheaven 2 жыл бұрын
found it. theres a link to the description at the end which leads you to github. scroll down on that and youll find it
@pedrodavid2599
@pedrodavid2599 2 жыл бұрын
@@zachheaven do u still got it? I couldn't find it
@theharmont7390
@theharmont7390 2 жыл бұрын
@@pedrodavid2599youtube does not allow you to send links :(
@kinga.b.1709
@kinga.b.1709 Жыл бұрын
​@@theharmont7390 , Hello! Could you add this link to the description of your latest video on your channel?
@hellhxxoundss1930
@hellhxxoundss1930 10 ай бұрын
im making this for a project .. can u please send the link via any social media site .. i reall need that line of code .. thanks@@theharmont7390
@admovie86
@admovie86 2 жыл бұрын
touch with a financial adviser was how I was able to outperform the market during the pandemic and raise a profit of roughly $40
@ARafee
@ARafee 2 жыл бұрын
Very useful video and comments. I built the app -- works all the way, except when I point iphoneX on the card, the cube does appear but for a nano second and then disappears -- it does not stay. The app keeps trying to bring the cube, but cube never sticks. Any idea what I may be missing?
@gardendesignerapp
@gardendesignerapp 2 жыл бұрын
There appears to be an issue with ARTrackedImagesChangedEventArgs updated in ARKit. If you just remove the code for the foreach loop that covers eventArgs.updated then it should work fine.
@pretzelmunster
@pretzelmunster Жыл бұрын
@@gardendesignerapp Wow, that was a life saver on iOS, thanks a lot!!!
@PMOG
@PMOG 9 ай бұрын
i cant work on the old version, even tried redoing the same steps and even uninstalling and reinstalling didnt work, can you make a new video with the newest version?
@pascalmariany
@pascalmariany 2 жыл бұрын
This is awesome 👏🏼 As a XR teacher I will let my students make an AR gallery. Nice addition! As I planned to let them make a VR gallery already. Thanks a lot! I’ll support you.
@TripwithCharlien666
@TripwithCharlien666 Жыл бұрын
Hello, great tut!! now, how can we test/run our oriject thru the cellphone, mine says something regarding USB cable and Unity instructions u.u
@muhammadhafizh7863
@muhammadhafizh7863 2 жыл бұрын
understanding how everytNice tutorialng works. TNice tutorials is like my 10th ti watcNice tutorialng tNice tutorials lol I’m so basic!
@itohan_d_creator
@itohan_d_creator 2 жыл бұрын
videos on pretty much everytNice tutorialng. Feels like I can finally move forward with making soft.
@rsauchuck
@rsauchuck Жыл бұрын
The update event OnTrackedImagesChanged causes the placed prefab constantly Activate/deactivate because my prefab obscures the tracked image. How do i fix this?
@Roadrunner_KZSK
@Roadrunner_KZSK 10 ай бұрын
Works well until I get like half a meter (1.6ft) away from the image with my camera, in other words, the image has to take up at least like 20% of my camera video feed to work correctly. As soon as I "zoom out" the tracking is lost. Tested it with different markers and different light setups but that doesn't seem to be the issue. Is there a way to fix this? Perhaps a fundamental setting I'm missing? I've set the tracked images physicla size in my ReferenceImageLibrary asset but that did seemingly nothing.
@bedirhanyelkovanc5422
@bedirhanyelkovanc5422 2 жыл бұрын
both the GMS and softEX setup is very different from the one ur using.. why is it so.? GMS doesn't even soft like a app one... and the
@AhmadFaraz-bb9tp
@AhmadFaraz-bb9tp Жыл бұрын
As you have said ar session origin will be changed to xr origin they did exactly the same in the lattest version of 2022 LTS.
@rdvn_ckc
@rdvn_ckc Жыл бұрын
Hello friends, I am making an application with augmented reality in unity. When I build my application for windows, the pc min camera does not turn on, how can I solve it? can you help me?
@ThePsylogic
@ThePsylogic Жыл бұрын
Hi! I am getting the following error when i try to edit the custom script. "The document PlaceTrackedImages.cs could not be opened. You dont have permission." How do i reslove this?
@JeffreyReedy
@JeffreyReedy Жыл бұрын
Im done with Unity. Its just an incredible waste of time unless you want to dedicate the amount of time you would with a full time job. I was realy hoping this time it would work.
@binwang1798
@binwang1798 Жыл бұрын
Hi, guys, did you find the code from description? Why I cannot find it. thanks in advance for your feedback
@martinluterelectronics8619
@martinluterelectronics8619 2 жыл бұрын
I'm pretty sure I'm not gay, but tNice tutorials man with Nice tutorials damn handso voice is sure ly about to change that lmao
@mertkonti5428
@mertkonti5428 2 жыл бұрын
I'm pretty sure I'm not gay, but tNice tutorials man with Nice tutorials damn handso voice is sure ly about to change that lmao
@a.kandemir4342
@a.kandemir4342 2 жыл бұрын
With your videos my learning curve will shrink drastically. Thank you.
@Oh_Deardiary
@Oh_Deardiary Жыл бұрын
Tip : if you are doing it with him....then the code isn't available in the description.... slow down the video take pics and type everything.
@r.r.divanarindranidaniella3543
@r.r.divanarindranidaniella3543 2 жыл бұрын
Between Producer and Signature, wNice tutorialch SKU would you recomnd? Is Signature worth the 50% price bump? ItNice tutorialnk I want to have
@nuruluin9840
@nuruluin9840 Жыл бұрын
it wont work, for some reason it only works with the first object and image, I'm loosing my mind trying to make a simple ball appear, the cube is perfect but I cant get the ball to appear for my life
@simoncotroux7967
@simoncotroux7967 Жыл бұрын
I have a question about when you deploy the project. How to give it to end users? Because ok you can do a showcase with your phone, but after that ? The only way is to install the .apk on their (rooted/debug/dev mode active/jailbreak) devices ? :S (nobody know how or agreed to) Or there is another friendly way ? like "click this link and download this friendly project" or maybe something like apkpure etc... and what about apple :s ? ?
@Noah-uu2jl
@Noah-uu2jl 2 жыл бұрын
He's clicking everywhere and he knows what every button does. clicking by mistake " where did it go?!?!" Start pressing random keys
Creating an Interactive AR scene in Adobe Aero
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