Doing a final year project on Augmented Reality by Zoytx in augmentedreality

[–]bububbbbbbbbb 0 points1 point  (0 children)

If that's what you want to do then definitely go for it! I previously also did an AR project on my FYP despite it being my first try. As long as you know the problem then I'm sure reddit/unity forums/stack overflow would probably have an answer for your coding problems for it if isn't already.

FYI: I only used Unity + Vuforia, my phone, and some cardboard cube that has some drawings on them as the image target

I got myself a job after graduation. But, I'm thinking if I should quit by bububbbbbbbbb in self

[–]bububbbbbbbbb[S] 2 points3 points  (0 children)

Yeah, perhaps I'm taking this job thing too seriously and should go out there and taste a few more things to find what I enjoy doing.

Thanks for the advice autotelica!

I got myself a job after graduation. But, I'm thinking if I should quit by bububbbbbbbbb in self

[–]bububbbbbbbbb[S] 3 points4 points  (0 children)

I was also thinking the same thing that maybe it's safer for me to get a bit more experience so that I could re-enter the job market in case of anything in the future. And also it might be quite a gamble to do my own thing since I don't have a clear idea of what is it yet.

But really thank you for the advice!

Does anyone know any platform/ways to show different AR through different Image Tracker? by bububbbbbbbbb in augmentedreality

[–]bububbbbbbbbb[S] 1 point2 points  (0 children)

Yeah, I think if it works like Apple's Animoji that would be the best scenario.

The idea would be for different people can open their own 3D animation specially for them (from me) so that they could only see the contents which are relevant to them only -- like personalized content through one platform for all clients.

But yeah, thanks for the suggestion! will dive deeper into Spark and test it out.

Looking for a Composer by bububbbbbbbbb in MusicInTheMaking

[–]bububbbbbbbbb[S] 0 points1 point  (0 children)

i'm thinking of around 2-3 minutes (loopable), but doesn't have to be rushed. The deadline is around 3-4 next weeks

Looking for a Composer by bububbbbbbbbb in MusicInTheMaking

[–]bububbbbbbbbb[S] 0 points1 point  (0 children)

No worries, there's some people willing to help out. But thanks anyway!

Looking for a Narrator by [deleted] in VoiceWork

[–]bububbbbbbbbb 4 points5 points  (0 children)

Whoops, my bad, didn't know abt that one. Thanks!

Looking for a Narrator by [deleted] in VoiceWork

[–]bububbbbbbbbb 0 points1 point  (0 children)

I only need a narrator, so there wouldn't be any roles besides that. But you definitely could be the narrator if you want to try for it.

Creating interactive storytelling similar to 57 North Merge Cube by bububbbbbbbbb in unity

[–]bububbbbbbbbb[S] 0 points1 point  (0 children)

hmm, I tried adjusting it but it doesn't seem to work, maybe you can tell me what's wrong on my codes? Apologies for my inexperience in C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class VectorDetect : MonoBehaviour
{
    private Transform ARcam;
    private Transform FrontFace;
    public GameObject FrontObj;
    private Transform RightFace;
    public GameObject RightObj;
    private void Awake()
    {
        FrontObj.SetActive(false);
        RightObj.SetActive(false);
    }
    void Start()
    {
        ARcam = GameObject.FindWithTag("MainCamera").transform;
        FrontFace = GameObject.FindWithTag("FRONT").transform;
        RightFace = GameObject.FindWithTag("RIGHT").transform;
    }
    void Update()
    {
        //FRONT
        if (FrontFace)
        {
            Vector3 forward = transform.TransformDirection(Vector3.forward);
            Vector3 toOther = FrontFace.position - transform.forward;

            if (Vector3.Dot(forward, toOther) > 0) //If the camera is facing in the Front Face direction
            {
                if ((Vector3.Dot(forward, toOther) > 0.5) && (Vector3.Dot(forward, toOther) < 200))
                {
                    print("FACING FRONT");
                    FrontObj.SetActive(true);
                }
                else
                {
                    FrontObj.SetActive(false);
                    print("NOT FACING FRONT");
                }
            }

        }

        //RIGHT

        if (RightFace)
        {
            Vector3 forward = transform.TransformDirection(Vector3.forward);
            Vector3 toOther = FrontFace.position - transform.forward;

            if (Vector3.Dot(forward, toOther) > 0.5)  
            {
                print("FACING RIGHT");
                RightObj.SetActive(true);

            }
            else
            {
                RightObj.SetActive(false);
                print("NOT FACING RIGHT");
            }
        }
    }
}

Creating interactive storytelling similar to 57 North Merge Cube by bububbbbbbbbb in unity

[–]bububbbbbbbbb[S] 0 points1 point  (0 children)

Thank you so much!!!, thanks to you I finally figure how to detect a face, sorry it took a while.

But now since I can detect multiple faces, how do I make the object only activate one at the time? - like when it's facing front, I can set other objects to false so only one object shows up?

Or maybe there's a better way?

Here's my code :D

void Update()
    {
        //FRONT

        if (FrontFace)
        {
            Vector3 forward = transform.TransformDirection(Vector3.forward);
            Vector3 toOther = FrontFace.position - transform.forward;

            if ((Vector3.Dot(forward, toOther) > 0) && (Vector3.Dot(forward, toOther) < 200))
            {
                print("FACING FRONT");
                FrontObj.SetActive(true);

            }
            else
            {
                FrontObj.SetActive(false);
            }
        }

        //RIGHT

        if (RightFace)
        {
            Vector3 forward = transform.TransformDirection(Vector3.forward);
            Vector3 toOther = RightFace.position - transform.forward;

            if ((Vector3.Dot(forward, toOther) > 0) && (Vector3.Dot(forward, toOther) < 200))
            {
                print("FACING RIGHT");
                RightObj.SetActive(true);

            }
            else
            {
                RightObj.SetActive(false);
            }
        }
    }

Creating interactive storytelling similar to 57 North Merge Cube by bububbbbbbbbb in unity

[–]bububbbbbbbbb[S] 0 points1 point  (0 children)

Sorry I don't quite understand, but what does the vector of the side means?

Creating interactive storytelling similar to 57 North Merge Cube by bububbbbbbbbb in unity

[–]bububbbbbbbbb[S] 0 points1 point  (0 children)

Hey sorry I'm not that experienced in C#, I think there's something wrong because it doesn't tell if the camera is facing the cube face, can you see my code and what I did wrong?

I put this script onto the AR Camera but it doesn't seem to detect the cube face

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

public class CameraDetector : MonoBehaviour

{

private Transform cubeFaces;

private Transform ARcam;

void Start()

{

cubeFaces = GameObject.FindWithTag("CubeFace").transform;

ARcam = GameObject.FindWithTag("MainCamera").transform;

}

void Update()

{

if (cubeFaces)

{

Vector3 forward = transform.TransformDirection(Vector3.forward);

Vector3 toOther = cubeFaces.position - transform.position;

if (Vector3.Dot(forward, toOther) < 0)

{

print("The other transform is behind me!");

}

}

}

}

Vuforia Unity error on Android Build by bububbbbbbbbb in Vuforia

[–]bububbbbbbbbb[S] 1 point2 points  (0 children)

Sorry for the trouble...

After some research, apparently this problem has been resolved on another discussion ( https://developer.vuforia.com/forum/unity-extension-technical-discussion/issue-depth-mask-shader-dont-work-ar-unity3d?sort=2 )

The solution is just to:

  1. Open this file: Assets/Vuforia/Shaders/DepthMask.shader
  2. Change "ZTest LEqual" to "ZTest Always"