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visionCustomer
thank you, it works!
visionCustomerWhat option do you mean?
I mean the camera button that appears when in AR mode and tapping on the screen. At least in iOS it works this way. I understand that this is purely the apple quick look proces. But how to get something like this on Andoid.
So what I am looking for is in Android the camera button in AR mode. So I see your puzzle, thank you for that. But it requires a button.
I like to use the default camera button. For AR the camera is used, so can the puzzle above be linked to the camera button?visionCustomerok, thxs Did not know what to do with the x and y but apparently they can be left empty.
visionCustomerYes, that is what I thought. But the default farmer app has screenshots disabled.
In iOS it is possible to make screenshots in AR.So apparently it is an android thing.
In Android the farmer app still has no screenshot option, screenshot enabled or disabled in init tab.visionCustomerI used attachment as puzzle setup, so input from get position camera puzzle. And added 30degrees.
Attachments:
You must be logged in to view attached files.visionCustomerYes, I found it! An extra “e” in “Eelement”. Removed it and now it is working.
visionCustomerthanks for the update !
I understand the iOS part.
And for the Android part I have been thinking: Supose you stand by the wall at an angle.
The wall surface has been detected. The camera position is detected.
What if these two data can be combined. Maybe it is possible to get the angle (z-rotation) from camera to wall. With this angle the rotation of object against the wall can be corrected (turned away from camera on z rotation. Then object should be parallel to wall.For another AR app, the object chair is placed full-frontal in AR view. So with the front towards the camera.
However it is better to see the chair from a 30 degree angle (more from the side). So I am also trying to figure out how to extract the z rotation from camera and add 30 degrees in the set position puzzle for the object.visionCustomerBut in this case your farmer will always look in one direction. So you’d better just keep your phone parallel to the wall…
I removed the set direct puzzle, but indeed the object is only parallel to the wall when you stand parallel to the wall when clicking the cross in android.
In iOS the object is placed parallel to the wall. But in the iOS part there is no puzzle “set direction” that could be removed. So how does it know?
There must be a way to make a work-around in the android proces ?visionCustomerthe problem is my object is not clinging to the wall like the farmer in your example. Thats why
I think my wall surface detection is not working. Strange but true…visionCustomerYou’d better make the pointer as a simi-transparent sphere to look as a circle at any angle.
When detecting wall the pointer should rotate so it is parallel to the wall surface and very well visible. But, indeed sphere pointer is more general.
Or add the camera tracking constraint.
but this constraint only helps after detection of (wall)surface, or not?
visionCustomerThe floor scan works ok.
But I do want to use the object on the wall. So hence the wall scan I am searching for. It seems that iOS is better in wall-scan then Android in this setup.
Can this be some difference in puzzle setup for Android?
I think the smooth option is for overall surface detection with more slack/margin. Not specifically to increase wall detection, but why not, I will give it a try.
Better wall detection is what what I believe is the last hurdle in my app.visionCustomerCorrect condition
Ahh, I see, thank you, the height now works!
I have no Android phone at the moment, only iOS. Maybe I test in iOS in Chrome if that is possible.
So I am now testing with a galaxy tab s3 on Chrome browser. It supports ARcore.
I have had it working on the floor in very bright light. But on the wall with normal clear bright light the message “move=around” keeps showing. It will not show the cross-circle. In iOS the message “more light needed” will appear. Not in Android, or is it something else?visionCustomerThanks, now the AR view is working in android. Your help is very apreciated!
But I notice 2 things in the view
1. when I tap the “cross-circle” when it is on the wall, the cube is made visible but too high. I set the Z to” floorcoordinates+1″. So it should be at 1 meter above the floor.
2. the cube is slightly turned in Z-rotation. So it is not parallel to the wall. And also a little scaling issue cube to small/large for room dimentions.Maybe it is the cross-circle function I am not using correctly on the wall.
On the floor with the farmer app the cross-cicle is placed on the floor, you tap it, the farmer is placed.
So I gues with the wall, when the cross-circle is placed against the wall, you tap it, the cube is placed. But it has z-rotation, and is to small.
For some reason the cross-circle has trouble finding a right scale, it is getting smaller/bigger while scanning the wall and floor.
It is not clear to me why this is happening.
I shall test some more…visionCustomerZip your app, upload somewhere and give the link.
posted in verge3d network https://v3d.net/nes
This looks very suspicious. Especially the word “iframe”…
This was the first solution I tried, it was already a problem before the iframe insert.
This answer I found in verge forum which was answered by S8S guys and with working result. But my situation is al little different I gues.visionCustomerI build it first for iOS, never tested it on Android until now.
No changes made in the .htmlBut it looks like Android sets the app full screen when clicking the “start-AR” and then AR does not start so the full screen is black/empty. But maybe it is the puzzle section although I don’t see anything weird in that.
I also tested the farmer demo for comparison, it also starts with a full screen black, very short. After that it immediately show camera view and “move=arround” text.
So it seems that my AR app stops right after going full screen, before move-arround text.
Any idea what could cause a black screen?
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