Hi , any news about that tutorial?
Hi , i solved my problem, thank you for the attention
I deleted all LibPNG.a file in my engine folder and it worked.
Don’t know if this is right but i’ve managed to publish in the Google Play.
But now i have a second problem:
When i open the app, the screen is white and the camera does not work.
Do I need to “ask” permition to use it, change the Android Manifest, or something like that?
Thanks again and sorry to bother.
It is working great when i the app directly on the phone, 0 crashes.
The camera isn’t working right know, so i’ve posted a topic a few minutes ago. Hope to solve the problem soon.
Hi
I have an inconvenience,
When I test the application on the phone from Unreal Engine, everything works fine and the application is installed on the device and works well. but
The problem is that when I package the project for Android, and the APK and OBB files are generated. install them on the cell phone but do not load the markers and the camera does not work, it looks white.
I have modified the file
Plugins \ ARToolkitPlugin \ Source \ ARToolkitPlugin \ ARToolkitPlugin_APL.xml
(“/ Android / obb /”
but the screen remains white and does not load the markers on the Android device.
I’ve packed for Android ETC1
Please Help
Regards
Mauricio
Hi Mauricio,
The modification is only required before you upload your app to the google play store.
To troubleshoot your problem, please run the generated installation .bat file in a command prompt so you can see the output of the installation script.
Also try to remove sdcard from the phone, and try again.
Best Regards,
Hey ,
I’m sure you noticed ARkit and ARcore. Even though it’s still really early in development, are you planning to support these technologies, or even switching to them? Will we even need to have an implementation besides those of Google/Apple?
Also, Epic implemented a new functionality regarding realtime video compositing: 4.17 Release Notes - Image Plate Plugin - YouTube
I guess the same questions go for this as well.
Thanks for your time!
Hello
I have not been able to load the markers in a dynamic way to load them in parts in the same camera … but I have chosen to put a preloader.
The problem is that when I load the markers, everything freezes, does not allow to do any action, it would be ideal that the load of the markers did not take the whole process.
How can I perform other processes while loading the markers?
any solution??
stay tuned
regards
Mauricio
Hi
Other question
I see that the tracking of the marker is horizontal, ie the markers should be on a table, but when the marker are vertical, that is. for example glued to a wall. The models are seen in top view and that is logical.
My markers should be displayed vertically.
I’ve tried putting 3D models vertically, but this does not work very well as it does not match the tracking. so this should not be so.
My question, is … how can I change the meaning of the markers so that 3D models are seen in front position?
stay tuned
regards
Hi Mauricio,
I think you just need to rotate your model by 90 degrees. You can do that by using the combine rotators node.
Hello
Please
I have not been able to load the markers in a dynamic way to load them in parts in the same camera … but I have chosen to put a preloader.
The problem is that when I load the markers, everything freezes, does not allow to do any action, it would be ideal that the load of the markers did not take the whole process.
How can I perform other processes while loading the markers?
any solution??
stay tuned
regards
Mauricio
I am afraid it’s not possible with blueprints.
Hello
you should give a solution
please do not tell me what I can not do, please tell me what I can do and how to do it.
I appreciate you please help me with this. I bought the full version of your product. but it’s getting a headache.
Tell me where is the code in C ++ of the load of the markers?
tell me how I can do dynamic loading?
Your plugin should allow you to do these things …
to other users will do much good if you provide a solution.
Hello Mauricio,
I can’t give you a solution right now, as there is no solution for this at the moment, neither blueprint nor c++. Slow NFT marker loading speed is a know issue of ARToolkit, and there is no solution for it. Loading 30+ markers takes some time. As far as I know the loading time of NFT markers in the upcoming ARToolkit v6 will be way faster. I am going to upgrade once the source code will be available.
Loading markers in a different thread is not supported by the plugin. (I am not quite sure if loading markers in ARToolkit is thread safe or not. )
What you can do at the moment is to use a custom event to get notified if a marker is successfully loaded, so you can update your pre-loader progress bar accordingly.
You need to add some C++ code to the plugin source for this.
I’ll provide you details later today/tomorrow, once I got it working and tested.
Hi guys, has anyone had problem with the white screen on android or camera not working?
If yes, how did you manage to solve the problem?
Thanks
Hello Bruno,
I had the same problem as you, and already understood why this happens.
Remember that you must change the code of the plugin. ((( only when you are going to pack it to upload to google play …)))
this is from oficial documetnation
In SampleProject\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\ARToolkitPlugin_APL.xml locate this line:
String obbPath = Environment.getExternalStorageDirectory() + “/obb/”;
Change it to:
String obbPath = Environment.getExternalStorageDirectory() + “/Android/obb/”;
Hello
I’m sure users will want your plugin to have more and better features, and it’s good that you’re willing to improve your plugin every day.
I really appreciate your good attitude and that you take the time to make this adjustment to your plugin.
This will be very useful for all users of your plugin.
, I hope you can understand me… I have been trying to solve this problem for a few weeks now and my client is very angry with me and I would really be grateful if you could send me this solution as soon as possible.
I am also seeing a white screen. I made the change to the obbPath in ARToolkitPlugin_APL.xml as mentioned in the docs and have verified the obb file has been downloaded to the correct path on the device but I’m still getting the white screen when the app launches. Any other ideas?
Hello
Are you making the boot from unreal engine with the device connected?
or are you packaging the app and then installing it with the install…bat file?
hi im interested in buying your plugin… but i need some info.
does it works with VS 2013
does it requires c++ project or it works with Blueprint only project…
Thank you.
I’ve changed that, and only works when i upload the app on google play and install it from there. If i the app directly on the phone, i get hte white screen.
But it is working now