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vernCustomer
I’m still looking into this problem. It seems that USDZ files do not support morph targets. I’m looking to see if there’s still a way to send the morphed model to USDZ.
vernCustomerI’m going to test it fully tomorrow but I think I see the problem already.
It looks like you have the AR button set up twice, especially if you copied from the Augmented_Reality demo.In the meantime try this:
1. Save all of the puzzles you have in your test to the library.
2. Start a new project using the base template (Standard Light template for example)
3. Add the saved puzzles to that new project and export your model from Blender to Verge3D.
4. See if it works as intended now.
Let me know your results.
vernCustomerI get an error when trying to open or when trying to unzip your AR Test 2 folder that you sent.
Can you send it again as a .zip instead of a .rar folder?
Also be sure to check that you can download it from here once you add it because if you can’t than that means no one else can either.
vernCustomerOk yeah you did set the ‘after seconds’ puzzle correctly.
If you’re ok with sending your project or a sample of it that replicates the issue I would be more than willing to check it to figure out why it isn’t updating.
vernCustomerTry putting all of the puzzles below the 2 morph puzzles in a ‘after seconds’ puzzle from the Time tab. I’d say try 2 or 3 seconds just to test and make sure it doesn’t have to do with the morph targets not being finished when the USDZ is exported. Let me know if it’s still the same issue.
vernCustomerSo is ‘1’ the scale you want when going into USDZ or are you changing that number again somewhere else?
vernCustomerOk awesome! Also are lights/shadows from the real environment (light estimation) possible on 3D models in AR for Android in Verge3D?
vernCustomerAlexander Kovelenov wrote
Indeed the issue is that WebXR Browser does not work good with iframe-d applications. Use one-level HTML without iframes to make your app compatible or use USDZ for Safari.
Does AR for Android (WebXR) work fine on Android devices when using iframes though?
vernCustomerThank you!! @kdv77kdv
I saw nodeTextures before but didn’t have the correct calls to it so thanks a ton! I’ll check it out.
vernCustomerYuri Kovelenov wrote:
Can it be that some other puzzle like “check iOS” are still present in your scenario?
I deleted all of the check iOS feature puzzles so it must be something else. Is there anything else to try other than rewriting my entire scenario maybe?
Edit:
Also, I started a new app just using the Standard Light template and the checkAR mode puzzle has the same issue (the ‘if available’ option always returns false on the WebXR browser for iOS.I’m not certain if it’s the issue but the main difference between the apps that work and the ones that don’t are the ones that don’t work are using the normal ‘Verge3D app inside an iframe method’ that’s used a lot.
The ones that work 100% correctly like the Augmented_Reality demo, don’t use an iframe.Do you think that could be the issue?
Also I believe the checkAR puzzle has had this issue for a long time, way before pre5, if that helps.
vernCustomerAnother issue I’m seeing is the new checkAR puzzle doesn’t seem to update correctly in apps that I made before and updated fully to pre5.
The puzzle looks correct with the 3 options but when I use my app in the WebXR browser for iOS, (using it to test my AR functionality for Android) the ‘if available’ trigger always comes out false. That’s the only issue, everything else works as intended.
Now if I start a brand new app and use the checkAR puzzle it works 100% correctly.
Should I redo my entire app from scratch in pre5 (my puzzles scenario)?
vernCustomerSuper excited for this update!!
Thank you thank you!!!Bug Alert, in pre5:
When you update an app and include the HTML file to be updated, all of the HTML elements are no longer visible at all once you open the app.
I noticed this when trying the new Augmented_Reality Demo.Edit:
It looks like the HTML file for the Augmented_Reality Demo doesn’t have the code in it for the HTML elements once it’s updated.2022-06-07 at 4:20 pm in reply to: Textures Missing in Puzzles when image compression selected #52743vernCustomerAwesome!! I really could use that! :) About when do you think pre5 will be released?
vernCustomerThe ‘export to USDZ’ puzzle will automatically export only the visible objects in your scene. :)
So for example if you pick ‘Scene’ to export, it will export all of the visible objects only. @fred7vernCustomerYup! That’s exactly how to export multiple models. Remember if you want the exact configuration to be sent you’ll want to put those puzzles in a button click event puzzle that’s hit when the user is done setting the configuration. @pimmartens
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