Skip to content
This repository has been archived by the owner on Oct 26, 2023. It is now read-only.

Why can't we use AugmentedFaces with Back camera? #54

Open
SeyelentEco opened this issue Mar 8, 2019 · 8 comments
Open

Why can't we use AugmentedFaces with Back camera? #54

SeyelentEco opened this issue Mar 8, 2019 · 8 comments

Comments

@SeyelentEco
Copy link

I was excited about the release of AugmentedFaces but I don't understand the limitation around it only supporting the front camera in Unreal? What limitations exist with the back camera that the front camera solves?

I'm building from source with v1.7, so if there's a small change I can make for prototyping (even though not supported for production) , I'd be willing to do it.

@bopangzz
Copy link
Contributor

bopangzz commented Mar 8, 2019 via email

@SeyelentEco
Copy link
Author

Is this a feature coming soon or not on the roadmap? I would like faceboxes at least like ARKit.

@timneill40
Copy link

timneill40 commented Apr 29, 2019

I wish the same on Unity too.
Why is the back camera not enabled? The option is present in Unity but when running the app error message "ARCore encountered a problem connecting. Please restart the app" appears. Restarting yields same result.
I think it is to do with GPU and CPU camera configurations.

Building on Galaxy S8

@greatAznur
Copy link

may 2020 i have tested with unreal change cam front to back and ..... always front camera

@timneill40
Copy link

May 2020. Thank you! Will look at that.

If I am not mistaken: So far face tracking for Android in Unity : AR Core (and therefore AR Foundation) only working on front/selfie camera. Back/world camera not enabled yet.

@timneill40
Copy link

greatAznur- did you have to do anything special to get Unreal to track from back/world cam? What device were you building to? Cheers

@greatAznur
Copy link

@timneill40

there is an option in the project to say which camera we choose but in any case it doesn't work for "augmented face project" ..
uebacktofront

@timneill40
Copy link

thanks - yes it seems that is the limitation most development environments (Unreal, Unity, etc) are faced with when using ARCore.

Sign up for free to subscribe to this conversation on GitHub. Already have an account? Sign in.
Labels
None yet
Projects
None yet
Development

No branches or pull requests

4 participants