AR Foundation Plane Tracking - Hiding Tracked Planes - Unity Augmented Reality/AR

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  • เผยแพร่เมื่อ 23 ต.ค. 2024

ความคิดเห็น • 12

  • @DevEnabled
    @DevEnabled  4 ปีที่แล้ว

    In this video, we take a look back at the plane tracking functionality and see how we can hide and show the tracked planes as well as looking at how the PlaneManager works.

  • @key9582
    @key9582 4 ปีที่แล้ว +2

    Thanks for these videos, seemed other videos and forum threads have been going out of date too fast since the XR changes, Good to get back into it.

  • @ZacharyAghaizu
    @ZacharyAghaizu 4 ปีที่แล้ว

    Great series thank you! Very interested in the fade you spoke about

  • @inzert3d933
    @inzert3d933 4 ปีที่แล้ว +1

    Thanks a lot for the video! How would you do the same (enable/disable) for image tracking? I watched your 2 video's on that and searched the internet but it seems to be that AR foundation on Android doesn't loose tracking when the image marker is outside the view. Do you know how to solve this? Would love to see a video tutorial on this one, thanks!

  • @hoanoannguyen7936
    @hoanoannguyen7936 4 ปีที่แล้ว

    Great video. I have a question, is it possible to save the tracked plane?
    like when tracking planes around me, I want to save the plane that has been tracked so when I reopen the app, it will load those tracked planes. I'm new to AR so I don't know if this is a silly question or not. I hope there a tutorial for that, thanks!

  • @fareedtahir9665
    @fareedtahir9665 2 ปีที่แล้ว

    nice

  • @wesnguyen1331
    @wesnguyen1331 4 ปีที่แล้ว

    Hey, question! How would I go about indicating to the user the largest square they can have within the detected plane (also hoping to have the user be able to scale this)? And is it possible to find out how big the detected plane is, so that once I place the square and the prefab goes away, that the user would be able to not expand the square any larger than the previous detected plane?

  • @GeospatialTechnologies
    @GeospatialTechnologies 3 ปีที่แล้ว

    Please, I am trying to build an AR app using Unity. I have ten images and ten URL links to websites; I need to link the ten images with those ten URL links. Simply, when I scan the image with the phone's camera, I want the URL to open directly. Could you help me by sending to me such as a tutorial, video or code to follow it? Thanks in advance!

  • @bighti33947
    @bighti33947 4 ปีที่แล้ว

    is it possible to toggle visibility of a certain prefab

    • @DevEnabled
      @DevEnabled  4 ปีที่แล้ว

      Yep, any prefabs we're spawning here are still just standard Unity GameObjects so anything you can do with them in a standard project you can do in an AR project. How you go about that though is only as complicated as you want your project to be. You could include a single toggle button that toggles the most recently placed object, this just means you'd need to track a reference to the objects you place. Alternatively, you could allow the user to touch the prefab they want to toggle. Or create some form of dynamic UI system that lists all placed objects and allow you to select from them and toggle them. It will all come down to using the standard unity SetActive(false/true) though.

  • @HausCoding
    @HausCoding ปีที่แล้ว +5

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UnityEngine.UI;
    using UnityEngine.XR.ARFoundation;
    [RequireComponent(typeof(ARPlaneManager))]
    public class PlaneDetectionToggle : MonoBehaviour
    {
    private ARPlaneManager planeManager;
    [SerializeField]
    private Text toggleButtonText;
    void Awake()
    {
    planeManager = GetComponent();
    }

    public void TogglePlaneDetection()
    {
    planeManager.enabled = !planeManager.enabled;
    string toggleButtonMessage = "";
    if (planeManager.enabled)
    {
    toggleButtonMessage = "Disable";
    SetAllPlanesActive(true);
    }
    else
    {
    toggleButtonMessage = "Enable";
    SetAllPlanesActive(false);
    }
    toggleButtonText.text = toggleButtonMessage;
    }
    private void SetAllPlanesActive(bool value)
    {
    foreach (var plane in planeManager.trackables)
    {
    plane.gameObject.SetActive(value);
    }
    }
    }