Looking at this plugin and hope to adjust it for AR ❤
Will instead stage it with Vuforia or ARfoundation image targets if can’t get it to quite work
Move to an AR session & AR session origin
- so that you can see the camera feed live behind the current game object
- try for 1 image, and then adjust for more gameObjects / texture loads later
Looking at Original Plugin
Items to consider how they’re functioning in Full Sample Scene:
- Cube
- Main Camera
- Point Light
- Assets
Items in Assets
- Sample Scene (Full)
- Unity Full Sample scene
- Materials
- Textures
- C# Script – ChangePhoto
Cube
- Transform = slight rotation allows us to see that its a 3d shape from the camera perspective
- Cube (Mesh Filter) =
- Box Collider
- trigger – unchecked
- material – no physic material
- Mesh Renderer
- Materials
- size 1
- Element 0 = PhotoTexture
- Lighting
- Cast shadows = on
- Receive shadows = checked
- Probes
- light probes = off
- reflection probes = blend probes
- anchor override = none (transform)
- Additional Settings
- motion vectors = per object motion
- Materials
- Change Photo Script
- Target Material = photo texture
- Default Texture = photo texture
- Overlay Texture = cameraOverlay Texture
- Is Save To Local file = checked
- photo Texture = legacy shaders / diffuse
- Main Color
- select image
Camera
Main Camera
tag = main camera / layer = default
- Plugins (look at more closely?)
- IOS ->
- ImagePickerLib
- Assets/Plugins/iOS/ImagePickerLib.h
- ImagePickerLib
- Assets/Plugins/iOS/ImagePickerLib.mm
- ImagePickerUtil
- Assets/Plugins/iOS/ImagePickerUtil.mm
- ImagePickerLib
- IOS ->
Tried adding in new ARfoundation Packages:
- AR subsystems (3.0.0)
- ARkit XR Plugin (3.0.1)
- AR Foundation (3.0.1)