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ARCore with Cardboard causes objects to not appear to move the proper amount (incorrect FOV) #134
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Could you please provide a video of the issue you are seeing? That'll make it so we can investigate and diagnose. Thanks! |
Here is a video. The device is a Samsung S8, with ARCore alone it works great, tho. Thanks. |
We're in the middle of a hack-a-thon, hoping to win the AR category, and have the same issue :( |
Thanks for the video! It looks like Cardboard's lens-driven FOV is conflicting with ARCore's camera-driven FOV setting. This causes objects to move an incorrect amount and appear to not be tracking. This is expected, you'll need to place the ARCore camera image on a plane in 3D to have the rendering appear correct. I'm updating the title to reflect this. I'm happy to help you out with placing a plane, which is the best you'll be able to do. |
@chaosemer So you're saying that i need 2 cameras:
TIA. |
You only need the Cardboard camera. You would put the texture for the ARCore Camera image texture on a plane you position in the world. The size of the plane would be such that the FOV for the image is correct in Cardboard. We don't expose the FOV directly, you'd have to deduce it from the projection matrix returned from Frame.CameraImage.GetCameraProjectionMatrix. |
Can you please elaborate more on how to add this plane in Unity, and the deduction of the FOV? Thanks in advance. |
Hi,
Notes. |
@JulianCortes Thanks for the detailed reply. I am a bit confused about the first point. I do not see Target Display option in the camera. This option disappears when I switch build settings to Android platform. Is there a Cardboard camera object in Unity? I only have camera with ARCoreBackgroundRenderer? Sorry if my questions are too naive, I am a newbie. |
You have to activate the VR part... take look at this, it explains how to implement Google Cardboard on a Unity project. |
@chaosemer, @JulianCortes - trying to make this solution work. Check out https://youtu.be/KFUErLyLrbQ |
@jondyne IIRC even solving the FOV issue, i had the same "issue". The project i was working on was halted and that issue wasn't a gamebreaker. |
@JulianCortes - thanks for listing your methodology. Would it be possible to list exactly what you did to alleviate the issue? TIA |
We developed a work around in Unity which allows for ARcore experiences to be used in a headset see the implementation here - https://github.com/jondyne/ARcore_mobileVRHeadset/ |
@jondyne thanks for that project. It works pretty well. I have an AR project that uses Augmented Images and we want to use VR glasses to be hands-free. |
@jondyne thanks, works well, any ideas how on how to get this working on GearVR? |
@JulianCortes Im using Google ARCORE and GVR. I could not be able to find an option with Target Display option. Could you please suggest me how I can enable it? |
@Zumbalambo Sorry no, it's been a while since I worked with Unity projects so I'm a bit outdated. |
@JulianCortes Could you please share with us the code that you have been working on so as to help us understand the underlying method? |
@Zumbalamambo I don't have access to that solution anymore. |
Anchored objects doesn't have the same precision when built for Cardboard.
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