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[Bug] Issue with Unity ARfoundation drift on Android 13. Seems fine on Android 12 #1573

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ChristopheChevallier opened this issue Mar 24, 2023 · 3 comments
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@ChristopheChevallier
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When using Unity ARfoundation samples I have some serious drift on my Google Pixel phone running Android 13.
It seems fine on the Android 12 phones I tested so far.
I started working on my app end of Jan, I'm pretty much sure that it was working fine then, I suspect that an automatic update to the Google Play Services for AR update mid Feb created the problem but am not sure how to test that since it can't be rolled back.

Steps to reproduce the behavior:

Get any of the ARFoundation samples from Github (I tried it on version 4.1,4.2,5 and 5.1 with the same results)
Build the main scene for Android
Run the app on a Pixel phone and move the phone around
Expected behavior
Accurate tracking of the room with both tracking points and planes sticking to the ground.

Actual behavior
The phone has issues detecting planes and both the planes and tracking points drift as you move your phone around so it looks like your AR object is floating around.

Smartphone:

Device:
Does not work on: Pixel 4 with Android 13 (Google Play Services for AR 1.36.230390493), 2 Pixel 6 with Android 13 (Google Play Services for AR 1.36.230390493)
Works properly on: Pixel 3a with Android 12 (Google Play Services for AR 1.36.230390433), Iphone 8 with IOS 14.3, Samsung Note 9 with Android 10 (Google Play Services for AR 1.36.230390423)
OS: See above
Unity version: See below
ARFoundation version:
4.1.13 (Unity 2020.3.41f1)
4.2.7 (Unity 2021.3.3f1)
5.0.5 (Unity 2022.2.5f1)
5.1 (Unity 2023.1.30f1)
See attached a video of a working and non working phone side by side. Test done with ARFoundation 4.2.7
Left:
Google Pixel 3a with Android 12, Pixel 3a with Android 12 (Google Play Services for AR 1.36.230390433)
Right:
Samsung Note 9 with Android 10 (Google Play Services for AR 1.36.230390423)

Drift.Issue_1_1.mp4
@devbridie
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Hey, thanks for the report. We're still looking at root-causing this and this information will definitely help. Currently we're suspecting a bug in tracking when the 60FPS mode is enabled (I believe on Unity this is the default).

Will keep this thread updated.

@ChristopheChevallier
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Hi @devbridie ,

Any update on this?

Thanks!

Chris

@ChristopheChevallier
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Hi @devbridie ,

Has there been any progress on this?

Thanks

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