Community
Topic: Unity 3D Plugin
Error when importing sdk into Unity
Hi there-
Using Unity 5.5.0f3 and have just downloaded the Unity plugin and imported into a blank project.
I can't even begin to start testing as I get two errors straight away:
Assets/PikkartAR/Scripts/RecognitionManager.cs(85,54): error CS0117: `UnityEditor.PlayerSettings' does not contain a definition for `applicationIdentifier'
Assets/PikkartAR/Scripts/PikkartMain.cs(209,54): error CS0117: `UnityEditor.PlayerSettings' does not contain a definition for `applicationIdentifier'
Any idea on how to fix this?
Thanks
Hi,
Officially only Unity 5.6 is supported.
The SDK does run on Unity 5.5/5.4 but you have to change every instance of PlayerSettings.applicationIdentifier
with PlayerSettings.bundleIdentifier
at line 224 of PikkartMain.cs
at line 85 of RecognitionManager.cs
at line 88 of RecognitionManager.cs
Best regards,
Thanks! I've upgraded to the latest Unity (2017), and I can't seem to get the Cloud service to work. I've followed all of the instructions but get an error when searching for the target:
http://i.imgur.com/x6BASTe.jpg
I want to be able to test the cloud AR service and compare to the sdk I currently use (vuforia) to see if it will match performance/ integration with my project etc before I commit to purchasing.
Thanks
Hi,
the current version of PikkartAR SDK does not support unity 2017.
We are working hard to release the next RC at the end of august which will, among other things, also support Unity 2017.
Okay thanks. What version of Unity does the current sdk support? I've downloaded and installed Unity 5.6.3f1 and the same error...
Bummer cause I'd like to test it, and if it works and tracks as well as Vuforia then I'll definitely purchase.
Hi there - I've managed to get it working with the cloud reco now.
Is the process limited to having to put the cloud marker Ids in? This means that I'll have to build everything with the app, or have to use a workaround such as creating 100 or so blank markers at a time, inputing the IDs, and then be able to dynamically change the images at runtime.
With Vuforia, once the images are uploaded to the database, it will pick them up anyway. Does pikkart have such a function like this?
Thanks
Hi mitch,
You don't really need a marker or cloud marker object to show augmentations.
You can just rewrite the MarkerFound callback function in the example MainScript.cs
The function public void MarkerFound(MarkerInfo marker) receive in input the details of the
recognized marker, both local or cloud.
Inside this function you can dinamically enable, disable or create object etc.
The (0,0,0) coordinate in the unity scene always corresponds to the top left corner of the found marker.
The dimension of the cloud marker you set during cloud marker creation corresponds to Unity units.
Hey - thanks for the reply.
Cool, i'll try that. Am I able to access the name of the tracker picking up? or a string written in the 'extra code' bit of the uploaded cloud marker? Just so I can use that to differentiate the augmented assets to the exact marker instead of creating hundreds of CloudMarkers in Unity and linking up all the corresponding IDs.
Hi,
The MarkerInfo object passed to the MarkerFound function contains both the marker id (the cloud marker id if it's a cloud marker) and the custom data field that can be set when you create the cloud marker on the web app. It also contains additional info on the cloud database such as database id and the database wide custom data field that can be set on cloud database creation.
The MarkerFound function is called at the same time the marker start being tracked.
Ah yeah - I see. Cool.
Is there anyway to get around the fact I can't add public Gameobjects or anything that will show in the inspector? I want to simply be able to turn a gameobject on and off and can't seem to get anything to work properly.