Home › Forums › WebGL & WebXR Troubleshooting › Augmented Reality stock demo not working in AR
Tagged: AR, augmented reality, iOS, webar, webxr
- This topic has 17 replies, 7 voices, and was last updated 2 years, 11 months ago by Bert Abbink.
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2021-09-03 at 4:21 pm #44266vernCustomer
When I run the Augmented Reality demo in Verge3D (3DS Max version) on my iPhone XS Max or iPad Pro, it says ‘AR unavailable’ when I tap the ‘Enter AR’ button. (I’m using the Safari browser like normal).
Is there something I’m doing wrong?
Vern
2021-09-04 at 9:40 am #44274crantiszCustomerYep, AR in Verge based on AR Core, developed for Android. But in iOS, there is an AR Kit, developed by Apple, so it would not run on Apple devices. So we need AR Kit support from Verge developers.
2021-09-06 at 8:18 am #44311Yuri KovelenovStaffHi,
Apple’s mobile Safari does not support WebXR yet (technology behind web-based AR). But you can still use the USDZ puzzle to show your model on iOS.
2021-09-09 at 7:00 am #44425vernCustomerI followed the AR demo and it’s confusing how to setup the link and button for it to work properly. It says AR isn’t available when I run my app on iOS/iPadOS.
The AR demo does work I just can’t get AR to work in my project. Could you explain more on how to set up the export USDZ part a little more please?
2021-09-09 at 7:30 am #44427Yuri KovelenovStaff2021-09-09 at 4:50 pm #44474vernCustomerI’m currently using the 3.8 build. The part that’s confusing is where are the actual puzzles for the buttons that were created in the AR demo so I can see how that was done?
2021-09-10 at 3:37 am #44483Yuri KovelenovStaff2021-09-10 at 6:25 am #44487vernCustomerI meant I wanted to see the puzzles that were used to create the ‘Enter Ar’ HTML button for example because it isn’t in there it seems.
I replicated everything that was shown in the AR demo exactly but I just cannot get it to activate AR.
I think the issue has to do with the ‘AR’ button because I can’t tell how it was created exactly.
Any advice would really help.
2021-09-10 at 7:33 am #44496Yuri KovelenovStaff2021-09-10 at 10:16 am #44503vernCustomerOk. Also I noticed that the ‘Check AR’ returned false, but AR still activated in the AR demo.
Also the saved USDZ name, does it matter what it is named?
I’m trying to replicate everything exactly so I can get it to work.
2021-09-13 at 10:13 am #44582Alexander KovelenovStaff2021-09-14 at 1:29 pm #44640sirhcCustomerfound this:
maybe someting??:
https://developer.apple.com/forums/thread/124558Hi Yuri & Alex,
Been waiting for this!!!
Awesome work, guys!!
Checked it on IOS devices and it works!!
Is there anyway to disable the scaling option in the USDZ version??Greetz
ChrisTechnical Artwork Specialist@TBL.nl
2021-09-15 at 6:30 am #44666Yuri KovelenovStaff2021-09-15 at 9:04 am #44671sirhcCustomerHu Yuri,
checked ur sugestion.
Doesn’t work
see attachmentsAttachments:
You must be logged in to view attached files.Technical Artwork Specialist@TBL.nl
2021-09-15 at 10:22 am #44678Yuri KovelenovStafflooks like it’s a bit more complicated – see attaches.
But unfortunately this won’t work either – there is a bug in Safari that prevents adding parameters to blobs.
So the only way for now is to create .usdz files manually and deploy them with your app (if you want to add parameters). You can use the same export to USDZ puzzle for making these files.
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