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4.1.1 Verge3D’s AR does not work with iOS 16

Home Forums Bug Reports and Feature Requests 4.1.1 Verge3D’s AR does not work with iOS 16

Viewing 15 posts - 1 through 15 (of 38 total)
  • Author
    Posts
  • #55933
    NaxosCG
    Customer

    Hello there,
    The simple farmer AR app works on iOS 16, but as soon as i upgrade it (the round green arrow in the app list), it does not work anymore.

    Not updated farmer’s app (with extra teapots for tests) :
    https://v3d.net/b14

    Updated farmer’s app :
    https://v3d.net/aht

    Did someone tested with 4.2 pre release ?

    "1+1=3... for large values of 1"

    #55934
    kdv
    Participant

    Both apps are working. And in the case of iOS AR it doesn’t matter what version of Verge3D is used. It depends only on the USDZ exporter in puzzles.min.js and its code hasn’t been updated for a long time )))

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #55935
    NaxosCG
    Customer

    Both apps are working. And in the case of iOS AR it doesn’t matter what version of Verge3D is used. It depends only on the USDZ exporter in puzzles.min.js and its code hasn’t been updated for a long time )))

    Very strange indeed : one is working, the other one isn’t.
    Only change is app update within the verge3D app manager.

    iOS 16 was installed 2 days ago on my phone. I’ll try to find another iPhone still in iOPS 14.x or 15.x to test.

    "1+1=3... for large values of 1"

    #55985
    kdv
    Participant

    You were right: after re-saving the AR demo app in v3d 4.2.0 it becomes completely unusable ))) Just remove v3d.js from the demo app folder and replace it by v3d.js from some other app or from verge_3d/build folder (prefered). This should eliminate the issue…

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #55986
    NaxosCG
    Customer

    Well, another issue here :
    The export to USDZ works with a mesh, not with a group, nor with a list of objects (direct create list with, and using a variable).

    The iPhone tells me that :
    “the object require a more recent release of iOS” (translated from french)
    Problem is that i have iOS16 installed, very new one.
    Is that a known limitation ?

    And also, the puzzle for material changing does not let us change bitmap file when used with a gltf material from 3dsmax.
    A workaround would be to create as many shaders as choices, and not to change bitmap / color.

    "1+1=3... for large values of 1"

    #55987
    kdv
    Participant

    The export to USDZ works with a mesh, not with a group, nor with a list of objects (direct create list with, and using a variable).

    To export several objects use the Scene object as a target. In this case the exporter will find only visible objects in the app scene and all of them will be exported. Groups are not supported, the exporter ignores such targets.

    he puzzle for material changing does not let us change bitmap file when used with a gltf material from 3dsmax

    It’s strange. In my demo app I use the replace texture puzzle and it works good with standard material…

    https://v3d.net/9e4

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #55988
    NaxosCG
    Customer

    Thanks for infos. The material replace texture did not work with gltf material.
    Now i’m using 3dsmax’s USD material, and i can change it.

    "1+1=3... for large values of 1"

    #55989
    NaxosCG
    Customer

    Another one :
    USDZ export only accepts UVmaps channel 1 i guess.
    That will make me bake every choice for every object… sad.

    "1+1=3... for large values of 1"

    #55991

    Indeed, there is an issue with demos from the App Store being incompatible with pre1 (already fixed!). You can either update these in the App Manager by clicking on the “Update” icon for corresponding app or remove/download fixed version from the Store.

    Soft8Soft Tech Chief
    X | FB | LinkedIn

    #55993
    NaxosCG
    Customer

    Indeed, there is an issue with demos from the App Store being incompatible with pre1 (already fixed!). You can either update these in the App Manager by clicking on the “Update” icon for corresponding app or remove/download fixed version from the Store.

    Many thanks.

    "1+1=3... for large values of 1"

    #55994
    kdv
    Participant

    USDZ export only accepts UVmaps channel 1 i guess.

    it’s a limitation of MeshStandardMaterial. it uses only one UV map, the first one. the other ones are ignored.

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #55995
    NaxosCG
    Customer

    USDZ export only accepts UVmaps channel 1 i guess.

    it’s a limitation of MeshStandardMaterial. it uses only one UV map, the first one. the other ones are ignored.

    ok, not really good to read, but ok.

    So i can tell that : (for future guys needing help)
    – 3dsMax’s physical material are not exported in USDZ format
    – 3dsmax’s “gltf materials” are not good because they don’t let Verge3D change any texture, “USD preview surface” does.
    – Channel 1 only (so not good for separate diffuse from AO)
    – Use “Scene” as selection for USDZ export, as lists / groups are not supported
    – On android, Verge3D is still managing the scene, so color changes and channel 2 are available, even in AR mode
    – On iOS, USDZ format is used : quality of camera tracking is better, but no material change, and if one material was changed within Verge3D, it exports with the first default material.
    >>> I think that this can be solved with kdv77kdv’s plugin, to be verified.

    Question : can we force iOS to use the same system than android, and not USDZ export ?

    "1+1=3... for large values of 1"

    #55998
    kdv
    Participant

    but no material change, and if one material was changed within Verge3D, it exports with the first default material.

    That’s because the demo app exports models only once, on the app loaded. You can tap Enter AR mode button several times but you’ll get the same .usdz file every time. Use this set of puzzles to export on demand.

    can we force iOS to use the same system than android, and not USDZ export ?

    You can use WebXR Viewer from the AppStore. It uses the same teqnology.

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #55999
    NaxosCG
    Customer

    Use this set of puzzles to export on demand.

    So i put all that into the “else if Apple USDZdo” ?

    You can use WebXR Viewer from the AppStore. It uses the same teqnology.

    I’ll give a try, but it is not good for end user.

    "1+1=3... for large values of 1"

    #56000
    kdv
    Participant

    So i put all that into the “else if Apple USDZdo” ?

    Yeap, exactly. Remove all puzzles from there and put this puzzle set.

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

Viewing 15 posts - 1 through 15 (of 38 total)
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