This tutorial explains how to set up VisionLib object tracking when using AR Foundation in a Unity scene. You should already be familiar with setting up VisionLib in a Unity scene without AR Foundation, as described in the UnitySDK Quick Start.
Note: The provided code for using AR Foundation (version 2.x) together with VisionLib was developed for Unity 2019.4 LTS
. Using VisionLib together with AR Foundation (version 4.x) in Unity 2020 is possible, but requires some additional configuration.
Note: The ARFoundation support requires a license file containing the AllowInjectingImage
feature.
Window > Package Manager
) to install the VisionLib SDK
and the VisionLib SDK - ARFoundation
package (from the Extensions
folder) that we provide as a tarball.VisionLib.SDK.ARFoundation.Examples-Unity.unitypackage
file that is contained in the same download.StreamingAssets/VisionLib/
reference it in the TrackingConfiguration
component of the VLTracking
GameObject.Assets/VisionLib ARFoundation Examples/Scenes/
Importing the VisionLib SDK - ARFoundation
package in Unity 2020 will automatically install the AR Foundation version (2.1.18
) which is verified for Unity 2019 LTS via its package dependency. As that version is not compatible with Unity 2020, a bunch of compiler errors will appear. To fix this, follow these additional steps:
4.1.7
(verified version)Note: When using Android, make sure to use the ARCore package version 4.0.12
. Do not use version 4.1.x
or higher as this will currently cause a black screen when deployed. This behaviour might change in future versions.
Project Settings > Player > Other Settings > Script Compilation > Scripting Define Symbols
add the entry ENABLE_ARFOUNDATION_4
to the text field and press Apply
AR Foundation is currently only supported on Android
and iOS
. Our implementation has been tested on Android 10
, Android 11
, iOS 13
and iOS 14
.
It is not possible to test scenes in the editor when using AR Foundation. Please deploy them to a device in order to test them.
File > Build Settings
select iOS
or Android
and click on Switch Platform
if it is not already selected.Project Settings > XR Plugin Management
, install the XR Plugin Management.Note: When the XR Plugin Manager causes errors, try restarting the Unity Editor.
In the following sections, Player Settings
will refer to Edit > Project Settings > Player > Settings For (Android / iOS)
.
ARKit XR Plugin
by checking the ARKit
toggle in the XR Plugin Management.Note: There are implicit dependencies between the ARKit XR Plugin
version and the specific version of the Unity Editor.
ARKit XR Plugin
(2.1.18) worked with the current LTS version of Unity (2019.4.20)ARKit XR Plugin
version 2.1.9
.Player Settings > Other Settings
Camera Usage Description*
to any value, e.G. Augmented Reality
Target minimum iOS version
to at least 11.0
Architecture
to ARM64
ARCore XR Plugin
by checking the ARCore
toggle in the XR Plugin Management.Note: There are implicit dependencies between the ARCore XR Plugin
version and the specific version of the Unity Editor.
ARCore XR Plugin
(2.1.18) worked with the current LTS version of Unity (2019.4.20)ARCore XR Plugin
version 2.1.8
.At Player Settings > Other Settings
Minimum API Level
is at least set to Android 7.0 Nougat (API level 24)
. Otherwise you will get the following error message: Auto Graphics API
. If you want to disable Auto Graphics API
, make sure Vulkan graphics API
is not on top of the list of Graphic APIs
. Otherwise you will get the following error message when trying to build: Vulkan
is not supported by ARCore
.At Player Settings > XR Settings
, make sure that ARCore Supported
and Virtual Reality Supported
are unchecked. Otherwise you will get the following error message:
XR > ARCore
, create the configuration asset for AR Core
by clicking Create
and store it in the Assets
directory of your project. (Unity will suggest to store it there). ARCore
to Optional
. In the AR Foundation Example, we use the tracking configuration in StreamingAssets/VisionLib/Examples/ARFoundation/ModelTracking/ARFoundationModelTrackingConfiguration.vl
. You can use that as a starting point for your own configuration file as described in the UnitySDK Quick Start. Please copy the file instead of modifying the existing file to prevent issues when updating to new versions of VisionLib.
The VLTracking
GameObject itself contains the Tracking Configuration
component, where you can set the path to your tracking configuration file.
Since Unity sets the position of the AR Foundation camera in meters, your model also has to be scaled accordingly. Please also set the metric to "m"
in your tracking configuration file.
The components that connect AR Foundation with VisionLib are placed on the GameObject called VLXRTracker
.
The parameters have the following effects:
Max Tracking FPS
to a lower value - or increase it to trigger object tracking more frequently.Use Pose From Tracking Config
, the initial position will be read from the tracking configuration file instead of the VLInitCamera
.Keep Upright
, the initial position of the tracking content will not be geared to the world up vector.Smooth Time
is the time in seconds that the tracking content will take to go to the position of the object tracking result. Higher values will make the transitions smoother but the updates will be less immediate.To enable VisionLib object tracking in an existing AR Foundation scene, select Game Object > VisionLib > Add XR Tracking
. This will add all necessary GameObjects and Components under a parent object called VLTracking
to your scene. It will also try to connect them automatically to the AR Foundation GameObjects.
Once the VLTracking
GameObject is created, set your tracking configuration in the public parameter of the object's Tracking Configuration
component.
Adjust the Transform of the VLInitCamera
, so that the camera is pointing to the tracking target from the point that should be used to start tracking from.
Finally, you have to set the Content
property of the XR Tracker
component of the VLXRTracker
to the GameObject that should be placed as an augmentation on the tracked object. The example uses the Scene Content
GameObject for that purpose.