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Using ARToolkit 5.4 with Unity #162
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Hi @chuen1118, first of all, I'd like to point out that there is a significant API change from ARToolKit6 to ARToolKit5, there is a tutorial pointing out the steps involved to merge from 5 to 6 (http://augmentmy.world/migratetoartoolkit6) maybe that helps in reverse too. Regarding your question, if you only target iOS devices with your Unity3D app you can use the precompiled ios library from other versions given that the external API didn't change. However, as you say that you can run your project inside the Unity3D editor successfully I assume that you updated all API changes or there haven't been any. From your log I can see that that projection matrix returns NAN, however, that seems to occur before there was even an open camera stream as the line Also, I'm missing a line that I believe should be indicating that a trackable was recognized inside the video stream. As of now, I'd ask you if you could wait a bit longer until there is an official release of arunityX. |
Thanks for your reply. I thought the line As for not recognizing a trackable, I had assumed that the NAN projection matrix caused problem with the calculation of recognizing process. If this is not the case, then I might need to look into other possibilities. Also, I would be happy to try out the official release of ARUnityX. Do you have an estimated release date of that? |
My project was originally built with ARToolkit6 + Unity 5.6.5.
However the camera calibration server was down, so I tried to upgrade to v5.4 to fix that. And since there is no v5.4 for Unity yet, I got the libARWrapper.a from ARToolkit 5.4 for iOS.
After some work, the project works fine in the editor, however when run on iPad, nothing can be detected.
When I looked into the log, the NFT pages were loaded successfully, but the projection matrix returns an array of NaN, and I suspect this is what caused the issue.
In Bulk_Assembly-CSharp_0.cpp
After the line
value of ____matrix0_marshaled became NaN
And unfortunately I don't know how to trace further.
Then I tried replacing with library from v5.3.2 for Unity, and it works.
I have no idea what is causing this. Could someone please help with this?
Is it okay to use libARWrapper.a for iOS directly in Unity? Or do I need to re-build one? If yes, how can I do so? Is there a tutorial for that? Or did I miss some other libraries needed to make it work?
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