How to Setup Unity AR Foundation 4+ in URP

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Dilmer Valecillos

Dilmer Valecillos

3 жыл бұрын

AR Foundation 4+ released in the package manager and many of you reported issues with getting it to work with Universal Rendering Pipeline, today I walk you through the steps needed to convert the standard pipeline to URP, add ar background renderer feature, add an URP material, add ar environment probe manager, and build to an iPhone device for testing.
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Пікірлер: 45
@mohammadrasoulfard-habibi3066
@mohammadrasoulfard-habibi3066 3 жыл бұрын
Brilliant as always big man. Thanks Dilmer.
@BUdJohnson242
@BUdJohnson242 2 жыл бұрын
Dimer, you crack me up changing that material name twice lmao. Love your videos man. THANKING THE GODS that we have you and your creativity!
@dilmerv
@dilmerv 2 жыл бұрын
Hehehe thanks man and yes naming is something I always fight with ;) I appreciate your time and feedback, best to you !
@bhanutejag
@bhanutejag 3 жыл бұрын
Amazing. 👏 Thanks for uploading this. Please create more videos related to ARCore also.
@dilmerv
@dilmerv 3 жыл бұрын
I will thank you for your suggestion !
@teichoscopy5596
@teichoscopy5596 3 жыл бұрын
Awesome! Just what I needed
@dilmerv
@dilmerv 3 жыл бұрын
Cool I am glad this helped you ! Thanks for your feedback
@studentofthecraft
@studentofthecraft 3 жыл бұрын
Again great content. Thanks
@dilmerv
@dilmerv 3 жыл бұрын
Thank you my friend !
@acwestmountain
@acwestmountain 3 жыл бұрын
Dilmer, thanks for the video! Any idea how to get Occlusion to work properly? I saw you commented on a shader floating around that showed a gray cube instead of occluding properly.
@remains7209
@remains7209 2 жыл бұрын
Thank you this helped me. I had made AR project through URP template and found the setting for AR background in ForwardRenderer settings. Had to add "New Renderer Feature" and there was an option for AR background.
@dilmerv
@dilmerv 2 жыл бұрын
I am glad this helped thanks for your feedback.
@simonazzz
@simonazzz 2 жыл бұрын
Thanks for this comment, I was getting black BG and this solved it! :) Was about to give up on URP for my project.
@devagans2201
@devagans2201 2 жыл бұрын
Gokil Abis kang dilmer
@dilmerv
@dilmerv 2 жыл бұрын
Thanks
@theotherscientist
@theotherscientist 2 жыл бұрын
I know this is old, but I can't seem to find a solution. Your door behind the spheres gets "reflected" as if it was behind you. That happens to me, too and I consider this to be wrong. Also your (and my) objects are very dark, there are even black areas. Your Windows to the right should be visible in the reflections, but it's just black. Even filming the entire room does not make the black areas go away and they can even re-appear on update. Any hints?
@luismunozsanz585
@luismunozsanz585 3 жыл бұрын
Hi! I have 2 problems the first one the unity Console print this: Library\PackageCache\com.unity.xr.management@4.0.1\Editor\XRGeneralBuildProcessor.cs(83,52): error CS0117: 'BuildPipeline' does not contain a definition for 'GetBuildTargetName' The second one is that XR Plug-in Management disapeared of my Unity thanks for all
@ricardojaviergarnicapena6749
@ricardojaviergarnicapena6749 2 жыл бұрын
Nice video! Is it the same process for Android? Thank you
@mepaul7016
@mepaul7016 2 жыл бұрын
Hi Dilmer, thank you so much for the tutorial you provided here. I recently applying a job for AR programmer position take the challenge and just found this channel, for ARKit and iOS development, do you need Apple Developer Certification to build your project in XCode ? thanks
@dilmerv
@dilmerv 2 жыл бұрын
I think you can build to your device locally with just an apple account, check the benefits here and welcome :) developer.apple.com/support/compare-memberships/
@hanson251985
@hanson251985 3 жыл бұрын
AR core will be so cool please do, and if you can UE4 AR core will be so unique content in youtube ;) Cheers
@dilmerv
@dilmerv 3 жыл бұрын
Awesome thanks as well for your feedback ! Will do 🤩
@shreeshind8388
@shreeshind8388 3 жыл бұрын
It will work for laptop camera
@beingalitaheri
@beingalitaheri 3 жыл бұрын
Hi, Thank you for the awesome video. I followed your instruction just instead of ARKit I went with ARCore and I got the black screen for the camera background! Is there anything in the "other" section of Android that I should change to make this work?
@dilmerv
@dilmerv 3 жыл бұрын
Interesting, let me test it with my android device and I will get back to you.
@pixelvolcanostudio8757
@pixelvolcanostudio8757 3 жыл бұрын
Hi, I am having the same black screen background . I tried changing camera settings to skybox but just got the standard unity skybox and camera in the build.
@deborahlebert6018
@deborahlebert6018 3 жыл бұрын
Hey I had the same problem, I found this comment under a previous video and it works for me (unity 2020.1.7f1): video: kzbin.info/www/bejne/h5S8nX9_abCNhdU from juicyHummus il y a 2 semaines (modifié) Finally managed to get this working, so posting the recipe that worked for me, first of, I was building for IOS using Unity 2019.4.0f1, 1. Make sure you have all the latest XR packages installed, try testing with only a camera and session origin. 2. Remove ALL the example assets from the scene and from the assets 3. Definitely make sure you switch to a universal rendering pipeline like shown in the video here, and create, and set those URP assets like shown in the vid. 4.Make sure you add a camera description in the project settings 5.XR plugin management check only ARKit and/or ArCore uncheck everything else 6.Some of the features work only with new ios devices like the ipad pro with A12Z Bionic chip and 64-bit architecture - so check what device are you using. 7. In project settings change the Architecture to ARM64
@pouyaparsaie
@pouyaparsaie 3 жыл бұрын
I don't think this feature is available for android I have tried it a few months ago it only works in A12 Bionic chip
@deborahlebert6018
@deborahlebert6018 3 жыл бұрын
@@pouyaparsaie It works for me (Galaxy S8)
@lukastomasek8038
@lukastomasek8038 3 жыл бұрын
Hello I want to start with AR and unity but I’ve seen on this channel that most of the tutorials require MacBook and Xcode , can somebody recommend some tutorials for AR using desktop pc ? Thanks .
@threemr01
@threemr01 3 жыл бұрын
You would have to target ARCore (i.e. build for a high-end Android device) for that. Unfortunately, Unity’s ARFoundation does not offer augmented reality with just the PC by itself; at least not yet. There are third party packages on the Asset store which implement some level of AR using OpenCV, or what seems to be their own proprietary SDKs, but no idea what level of support you could expect from them. If you don’t own an Android device, but an Apple one (iPhone X or newer), another option is to rent a Mac over the cloud. This isn’t cheap ($50 to $60/month), but at least it is cheaper than having to buy your own Mac and there are “pay as you go” options. I just recently started testing the services of “MacInCloud” (Google it like that), and they’ve been alright. You access the rented machines remotely from your PC, using Microsoft’s Remote Desktop (it’s free). It is a PITA to install the built apps on your phone this way but, again, compromises.
@lukastomasek8038
@lukastomasek8038 3 жыл бұрын
threemr01 thanks for the overview and explanation I do own Mack book and iPhone but I do all my work mostly on pc . I did hear about vuforia engine recently , is that valid option for learning ar with pc ?
@threemr01
@threemr01 3 жыл бұрын
You are welcome! Regarding the question for Vuforia... yes and no. Allow me to explain: What happens (not just for Vuforia, but all AR options) is you will ultimately need to install what you developed on your phone, for you to test the AR features. Since you are using an iPhone, Apple screws you by forcing you to use a Mac for that step. There’s really no way around that restriction (you can try to work around it using virtual machines or hackintosh, but in essence you’d still be using a “Mac”, and those options are cumbersome in their own right). Fortunately, you already own one, so at least it won’t be an extra expense! The compilation cycle for mobile platforms with Unity is a two-step process: - First, Unity will compile (“build”) the code you write, their engine and installed modules/plugins, and your assets (audio, 3D models, textures... everything that makes up your application), into an intermediate representation that is appropriate for the target platform (e.g. iOS or Android). In the case of iPhone, the result of that step is a very large folder with a complete Xcode project. You can perform everything up to this step on any platform (PC, Mac, etc.). - Second (for the iPhone), you have to take this project into a Mac “as is”, open it with Xcode, and compile it for your iPhone. In the simplest way, when you have physical access to both the Mac and the iPhone and can connect your phone to the Mac with a USB or wirelessly, this step will also install it on your phone. That’s when you will finally be able to test the actual AR capabilities. Sounds simple, right? Unfortunately, in practice, it becomes very cumbersome to switch platforms back-and-forth, and you have to wonder “why not do the whole thing on the Mac, to start with?” Please keep in mind there are many things that are non-AR related, which can be developed just using the PC and somewhat tested using Unity’s “Unity Remote 5” app on your phone (it’s free). Unity has been working for years on an update to this app which will supposedly allow you test the full AR capabilities without having to do the complete compilation, but there’s no telling when this will be available. For what is worth, my Mac is very slow to handle both Unity and Xcode running at the same time, so my most common setup is: - Develop on a PC, testing as much as possible without having to go to the Mac. - Use version control (git) for what it is, and also to push my code to a repo that’s shared between the PC and the Mac. Using cloud services such as Dropbox also works, but I like to use git because it is more predictable, and I can also make small changes on the Mac and feed them back to the shared repo. - Whenever I can no longer avoid testing on the phone, I pull the latest version of my project from the shared repo into my Mac, and open it in Unity there. - Compile (step 1) for iOS on the Mac. - Compile (step 2) using Xcode, install, and test on my phone. Yep, it is very cumbersome, but even that beats the speed of trying to do the whole thing on the Mac, at least until I decide to bite the bullet and buy a newer and more powerful Mac. It also allows me to do my development on the PC. Last, but not least, Vuforia is not free. There is a free limited tier which lets you learn how to use it, but you’ll have to pay for it once you move into a commercial venture. There’s nothing intrinsically wrong with that, but keep it in mind.
@lukastomasek8038
@lukastomasek8038 3 жыл бұрын
threemr01 wow thanks for full explanation! I thought working with augmented reality and unity would be much easier but I guess not hah. I guess I will have to use my Mack book instead of going through all that hustle . I try to not use my Mack book for any kind of development work because it is super tedious and slow . I mentioned vuforia because I watched official unity tutorials where they tested ar features with desktop webcam instead of smart phone device but I did not know that vuforia has paid tier which is not problem but it’s good to know . Thanks again you helped me a lot because I was confused how to actually start with ar and unity .
@sadiqabbaszade4789
@sadiqabbaszade4789 3 жыл бұрын
Hi. Thanks for the tutorial! I wanna ask a question if u dont mind. We (me and a friend) are pretty new to AR, in fact we are just watching tutorials for now. We wanna know if AR is supported in all modern android phones or not. Because my friend says that even if the phone has required android version, most of the devices today do not have AR libraries (?) and gyroscope and stuff to support AR games and apps. Is it really the case?
@dilmerv
@dilmerv 3 жыл бұрын
Take a look at this document and it provides you with all phones that support ARCore today which is many developers.google.com/ar/discover/supported-devices
@KingShresthaManffs
@KingShresthaManffs 3 жыл бұрын
can u make source control tutorial thxs ur videos are great .
@dilmerv
@dilmerv 3 жыл бұрын
Thank you 🙏 I will !
@MichaelSchubertPhoto
@MichaelSchubertPhoto 3 жыл бұрын
Sadly I did everything you did in the video but for Andriod. At the end I get an Build Error :(
@dilmerv
@dilmerv 3 жыл бұрын
Michael Schubert everything is supported except for AR environment probes, did you try without them ? URP should work.
@MichaelSchubertPhoto
@MichaelSchubertPhoto 3 жыл бұрын
@@dilmerv Thank you. My bad I forgot to remove VULKAN from the Graphic settings. Everything works but the AR environment Probes seem not to update the environment. Is there a Limitation on the Plugin or on the Hardware side of Android?
@dilmerv
@dilmerv 3 жыл бұрын
It is not supported by ARCore, I am glad you got it to build :)
@MichaelSchubertPhoto
@MichaelSchubertPhoto 3 жыл бұрын
@@dilmerv Do you know if there will be a support in future updates?
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