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Eek shotpro
Eek shotpro












eek shotpro

Upgraded to Xcode Beta 5/Unity ARKit Plugin for Beta 5 and now I am getting a crash on device as well as in the editor right when I enable AR. How would I go about that? This is kind of related to my first question as well - would I assume that the first anchor is the ground? you wouldn't be able to see the tip of an arrow stuck in the ground a few centimeters. I'd like for the plane to receive shadows, appear infinite to the player, and occlude any virtual objects underneath it, i.e. I want to program the plane so that when the arrows hit it, they stick in place, like an actual arrow.

  • I want to swap out the debug plane for a custom one.
  • I've read Apple's docs through several times but don't understand if the precision of world tracking is coupled with having plane detection on.
  • Should I leave ARKit plane detection on after getting the first anchor? Does leaving it on decrease the chance of scene/localization drift? In the video I'm turning it off after getting the first anchor (using the nWithConfig, with the plane detection parameter as UnityARPlaneDetection.None).
  • How does Unity define y=0 for the AR scene? Is it the origin of the device when the AR world tracking starts? Is it the first anchor detected? I have every balloon being created at y=0, but many of them look like they appear at eye level.
  • eek shotpro

    I'm working on the animations for that so it's visual.Ī couple of my biggest questions right now are: Releasing your finger releases the arrow. Touching down and swiping "pulls back" the arrow.

    eek shotpro

    The arrows are being shot when swiping the screen. I got the pop particle effect working today, which was a really satisfying milestone. I'm happily surprised with how good they look with just 1 tweak in Unity.

    eek shotpro

    I made the models in VR using Google's Blocks program. I actually talked through the whole thing explaining what I'm doing, I would have made it shorter if I'd known it would be muted. YouTube & Google Photos seem to be stripping the audio from videos made with the new iOS 11 screen recording feature ¯\_(ツ)_/¯. I realize this is a little early in ARKit's development. Question #2: We should be going with Unity's mobile shaders all the way right (this is our first metal project) or are their more optimized "Metal Unity Shaders"? Question #1: Does anybody know of such a method that we can access in Unity to queue player to "take a break" and let their device cool down? We obviously don't want to damage players devices (Yikes)! I am willing to add a method that times out the game with a friendly UI (unlike the shut down I've experienced with other IOS products) based on sustained performance or, better yet, high temperature readings. We've talked to other teams that (using different AR methods the ARKit) melted processors doing SLAM (3 years ago on a pre iPad Air 2). older phones will heat upend must be shut down. We are concerned that our characters (2500 polis/tris) which will eventually become fairly numerous (up to 30) will limit game play time - i.e. We love Unity's ARKit implementation! That being said, we anticipate releasing a game this September/October and wanted to ask/bring up the device heating up issue.














    Eek shotpro