android-augmented-reality

TGLAugmentedRealityView like library FOR ANDROID? (Locations on camera preview)

北城以北 提交于 2019-12-03 13:33:50
问题 So I would like to use a very similar library for Android just like TGLAugmentedRealityView It's pops view's to the camera preview based on your and the target's location. I hardly find anything useful for Android. Please help if you can. 回答1: What about that open source experiment LandMarker. Well written and you have access to the source code. 回答2: Intro In my opinion the best software for cross platform augment reality that do what you asked for was Metaio, but Metaio has been acquired by

ARCore Compatible devices

微笑、不失礼 提交于 2019-12-03 12:16:29
What are the next Android smartphones to be compatible with ARCore? Is there a known list of future compatible devices yet? Maybe a general project schedule? We are about to purchase some units for AR development assessments, at first we thought about trying one of the Tango devices out there (we already had a good experience with Tango), but our current bet is that the ARCore platform will beat it in terms of market share. Currently, the compatible devices are only: Google Pixel Samsung Galaxy S8 (the non-plus version) But obviously, we would prefer to choose from a wider variety (e.g. S8+,

Google ARCore Domain Model by Example

拈花ヽ惹草 提交于 2019-11-30 17:34:02
问题 I'm trying to read and make sense of Google ARCore's domain model, particularly the Android SDK packages. Currently this SDK is in " preview " mode and so there are no tutorials, blogs, articles, etc. available on understanding how to use this API. Even Google itself suggests just reading the source code, source code comments and Javadocs to understand how to use the API. Problem is: if you're not already a computer vision expert, the domain model will feel a little alien & unfamiliar to you.

Unity (Vuforia) project integrated in Android project shows a black screen on startup

喜你入骨 提交于 2019-11-30 10:54:18
My situation: I created an Android app and an AR Unity app that makes use of Vuforia 7.0.47. The Android app has lots of features, one of the features is the augmented reality made with Unity and Vuforia. In order to easily include and later on replace the Unity project in the Android project, I exported the Unity app to an Android Studio project and made it a library. After that I added the .aar file inside my Android project. All of this seems to be working as my Android project is able to detect the UnityPlayerActivity and is able to start an Intent. I now use the following code (a normal

Unity (Vuforia) project integrated in Android project shows a black screen on startup

一个人想着一个人 提交于 2019-11-29 15:46:57
问题 My situation: I created an Android app and an AR Unity app that makes use of Vuforia 7.0.47. The Android app has lots of features, one of the features is the augmented reality made with Unity and Vuforia. In order to easily include and later on replace the Unity project in the Android project, I exported the Unity app to an Android Studio project and made it a library. After that I added the .aar file inside my Android project. All of this seems to be working as my Android project is able to

ARCore + Unity + Augmented Images - Load different prefabs for different Images

走远了吗. 提交于 2019-11-29 05:19:38
How do I assign different prefabs to different images? right now, I have all my prefabs loading in on top of each other but how do I get it so each prefab loads in only once on top of one image so each image has a different prefab? I've modified the sample code (the frame corners) to load in my own prefab and used a dictionary to pair the prefabs with images from the database but when the program runs it instatiates all the prefabs in the same place rather than putting one prefrab on each image it puts all the prefabs on every image - this is the code I've been using: public GameObject obj1,