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chrisbibb's avatar
chrisbibb
Honored Guest
12 years ago

Integrating OVR Camera + Vuforia AR in Unity 4

Has anybody integrated the Vuforia sdk for augmented reality with the OVR camera warping in Unity?

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  • I've had a pretty good amount of success building rigs and getting AR, gestures and Oculus all working together. The effect is pretty solid and very playable. There are some framerate issues, and I'm sure there are tons of optimizations I can do on the live feed rendering side to make it cheaper. My current rig is a single camera (I have 2 very different quality webcams and they don't work well for binocular vision with different resolutions and focus etc.). That said, I know how to build a 2 camera rig and got it working, but 1 camera works fine and the effect is pretty good. I'm using a stereoscopy hack which duplicates and offsets the single camera image to emulate a 2 camera rig, and it works well for the visual effect, and for recognition of AR targets etc.

    Now, the problem is there is a build issue with Oculus and Vuforia in the same Unity build. It will compile fine, but it dies when loading either the Windows exe, or the web player version. There is some conflict in the dlls or loading up the video streams etc. So I'm guessing some manipulation on the OVR and QCAR dlls needed to make this happy. You can prototype and test in the full screen play mode within the editor and it works fine, but it's not ideal. Really need to be able to build standalone demos and dragging my project folder everywhere is a bit clunky, so hoping either Vuforia or Oculus can find a solution here. In the mean time, I downloaded a bunch of other AR toolsets and am going to experiment to see if I can publish with any of them and Oculus.

    Here's a link to my thread in the Vuforia forums with pics etc of some of my progress: https://developer.vuforia.com/forum/unity-3-extension-technical-discussion/oculus-vuforia#comment-2040051
  • I have since ported a good chunk of my Oculus AR prototyping to Metaio toolkit, the main reason is that it publishes to Windows, so I can make standalone demos/prototypes. Vufroia is limited to viewing your work in the "play" mode only on the PC, and publishing to android or IOS is not helpful for the Rift. My link above has a couple shots in Metaio, and I've since got it working even better with convergence for both video stream in background and for 3D objects. I'm in the process of building a better rig for AR with 2 cameras and more resolution to get a 1:1 ratio of video to my own perception and also filling out the viewable area of the rift without zoom, but otherwise everything seems to work great.
    • hey , I am working on project where i need to do image tracking like in vuforia in unity. I am using meta all in one sdk . I am building a MR application. since vuforia is not supported in meta quest 3. My idea is to use two cameras one for vuforia and one for meta .can you please guide me how to do it? I am facing lot of issues.