Originally posted by Taurustar
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Augmented Reality for UE4
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The Android version of the MotorBike AR DEMO (apk and obb files) is available for download on the link below:
https://docs.google.com/uc?export=do...VVFbkZNczloZk0
1 .Before installing make sure your android device is connected with adb devices command.
2. Extract it's contents to a directory and run the .bat file
3. Run the ARSampleAndroid app when finished
4. Works with Hiro, and tarmac NFT markers (included in the zip)
Please help me to test it on as many android devices as possible!
Thanks,
Adam
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is there any doc about how to make my own Image Target to deploy an AR?
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Originally posted by Taurustar View Postis there any doc about how to make my own Image Target to deploy an AR?
http://www.artoolkit.org/documentati...arker_training
NFT:
http://www.artoolkit.org/documentati...r_nft_training
Once you have your new marker files copy them into your AR project's Content/ARToolkit/Data or DataNFT directory, and add them to Markers or MarkersNFT enumerations
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Originally posted by Baesky View PostHi, I bought your item but when I download it, show up: Sorry, you have reached your download limit for this file Go to homepage.
Please send me an email to info@unreal4.com with your order details.
Thanks,
Adam
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OMG! This is awesome! I'll buy it definitely
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How can you change the actually behaviour after detection? because I see with NFT it doesn't ask you about if the AR is visible or not... I want to show a UI with my AR target, any clues about how to achieve that?
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I am sorry but I still can't seem to find the UE4 Sample Project (Chairs demo) anywhere in the commercial link I was sent.
Also I am experiencing the following when double clicking either the Harley or Fighting Demo...
"AR Toolkit is not properly initialized; Possible Wecam Init Error; Webcam init error"
This has happened with my laptop camera as well as my desktop Logitec 1080.
I am an program newbie, so please forgive me and thanks in advance.
My AR Toolkit demo worked without issue.
Thanks
-how
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Originally posted by blksrfc View PostI am sorry but I still can't seem to find the UE4 Sample Project (Chairs demo) anywhere in the commercial link I was sent.
Also I am experiencing the following when double clicking either the Harley or Fighting Demo...
"AR Toolkit is not properly initialized; Possible Wecam Init Error; Webcam init error"
This has happened with my laptop camera as well as my desktop Logitec 1080.
I am an program newbie, so please forgive me and thanks in advance.
My AR Toolkit demo worked without issue.
Thanks
-how
Also please make sure there are no special characters in the path. For example try to run one of the executable demos from c:\ARDemo
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Hi guys I have a few questions! Android run fast?? Artoolkit unity3d to run for very long so I gave it up. Could you upload your test project in the Play Store to seamlessly download and watch? and whether it is possible to integrate with the network so that the file is somewhere in the cloud?? you need to make a version with a watermark but with the export of any platform so that people did not arise of such stupid questions XD yet would make video Tutorials (sorry for my English =) )Last edited by Bairock; 01-19-2016, 07:10 AM.
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Originally posted by Bairock View PostHi guys I have a few questions! Android run fast?? Artoolkit unity3d to run for very long so I gave it up. Could you upload your test project in the Play Store to seamlessly download and watch? and whether it is possible to integrate with the network so that the file is somewhere in the cloud?? you need to make a version with a watermark but with the export of any platform so that people did not arise of such stupid questions XD yet would make video Tutorials (sorry for my English =) )
- ARToolkit runs fine on android, but the overall speed depends on the phone hardware. Motorbike demo project (with post processing , antialiasing, with static shadows) on Samsung S4 mini / LG Leon / LG L90 runs around 40-50FPS )
IOS
- iPhone 5S ~ 60FPS running very smoothly with post processing, anti-aliasing, dynamic shadows.
App Store / Play Store
You are right, I'll prepare and upload mobile demos to each stores.
Watermakerd mobile demos
Unfortunately it won't work. UE4 cannot package / run projects with plugins, without the full C++ source code.
Tutorials are coming soon. I start documenting everything this week.
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Originally posted by Midu1995 View PostHi,
1 How can i change meshes? It is possible in Example version(Free)?
2 How can i change resolution?
3 How can i make plugin read more than one QR code?
2. On windows -> edit ARToolkitBase blueprint -> Find the Init node and check "Show Pin". It will display a resolution selector window when you play the project. For optimal tracking performance use 4:3 resolutions like 640x480 or 960x720 at minimum of 30FPS
3. The demo project loads 4 markers by default. If you want more, then add the name of the new marker to the Markers enumeration. (Blueprints/Markers)
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