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Version: 2019.4
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Unity Manual
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Your search for "vuforia" resulted in 8 matches:Vuforia Engine ARVuforia Engine ARAndroid Player settingsVuforia removed in Unity 2019.3Standalone Player settingsVuforia removed in Unity 2019.3Universal Windows Platform Player SettingsVuforia removed in Unity 2019.3NewIn20193Verified packagesVuforia Engine AR: [com.ptc.vuforia.engine][] 2019.4 verified Packages by keywordsar [Vuforia Engine AR][] [ARCore XR Plugin][] [AR Foundation][] [ARKit XR Plugin][] [Google VR Android][] [Google VR iOS][] ...XRNote:** (1) The Vuforia Engine built-in package (Vuforia Engine AR) will no longer be natively distributed and directly support...System requirements for Unity 2019.4For Google Daydream/Cardboard, OpenVR, and Vuforia support options in Unity 2019.3+, see the XR plugin architecture page.

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Unity User Manual (2019.4 LTS)/Packages/Verified packages/Vuforia Engine AR
Vuforia Engine AR

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Vuforia Engine ARcom.ptc.vuforia.engine 2019.4 verified DescriptionVuforia Engine is the most widely used platform for AR development, with support for leading phones, tablets, and eyewear. Developers can easily add advanced computer vision functionality to Android, iOS, and UWP apps, to create AR experiences that realistically interact with objects and the environment.Version informationVerified for UnityPackage version 8.1.12 is verified to work with 2019.4.Compatible with UnityThese package versions are compatible with Unity version 2019.4:Documentation location:Versions available:com.ptc.vuforia.engine@8.58.5.98.5.8com.ptc.vuforia.engine@8.18.1.12

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Unity User Manual (2019.4 LTS)Platform development/Android/Android Player settings
Android Player settings

Unity User Manual (2019.4 LTS)Platform development/Standalone/Standalone Player settings
Standalone Player settings

Unity User Manual (2019.4 LTS)/Packages/Verified packages
Verified packages

Unity User Manual (2019.4 LTS)XR
XR
New to XR development? Start here.

Unity User Manual (2019.4 LTS)/XR/XR Plug-in Framework
XR Plug-in Framework

Unity User Manual (2019.4 LTS)/XR/Getting started with AR development in Unity
Getting started with AR development in Unity

Unity User Manual (2019.4 LTS)/Working in Unity/Installing Unity/System requirements for Unity 2019.4
System requirements for Unity 2019.4

About ARCore XR Plugin
Use the ARCore XR Plugin package to enable ARCore support via Unity's multi-platform XR API. This package implements the following XR Subsystems:

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About ARCore XR PluginUse the ARCore XR Plugin package to enable ARCore support via Unity's multi-platform XR API. This package implements the following XR Subsystems:SessionCameraDepthInputPlanesRaycastAnchorsFace trackingImage trackingEnvironment probesThis version of ARCore XR Plugin uses ARCore 1.17 and supports the following functionality:Device localizationHorizontal plane detectionVertical plane detectionPoint cloudsPass-through camera viewLight estimationAnchorsOriented feature pointsHit testingSession managementARCore APK on-demand installationImage trackingFace trackingEnvironment probesIt doesn't support the following subsystems:Object trackingParticipantInstalling ARCore XR PluginTo install this package, follow the instructions in the Package Manager documentation.In addition, install the AR Foundation package, which uses ARCore XR Plugin and provides many useful scripts and prefabs. For more information about this package, see the AR Foundation documentation.Using ARCore XR PluginThe ARCore XR Plugin implements the native endpoints required for building Handheld AR apps targeting Google’s ARCore platform using Unity's multi-platform XR API. However, this package doesn't expose any public scripting interface of its own. In most cases, you should use the scripts, prefabs, and assets provided by AR Foundation as the basis for your Handheld AR apps.Including the ARCore XR Plugin also includes source files, static libraries, shader files, and plug-in metadata.Build SettingsYou can flag ARCore XR Plugin as either required or optional.If ARCore is optional, the Play Store lets users install your app on devices that don't support ARCore, or that support ARCore but don't have it installed. This is useful if you want to provide different alternatives depending on whether AR is available.AR is required by default.To create an ARCoreSettings Asset and assign it to your build settings, open the Project Settings window (from Unity's main menu, go to Edit > Project Settings), then navigate to XR > ARCore, as shown in the screenshot below:Note: If ARCore is required, the availability check will always report that ARCore is supported, even on unsupported devices. This is because the Play Store prevents the installation of apps that require ARCore on unsupported devices, so these apps always assume they're running on a supported device. However, if you install an Android APK onto an unsupported device via USB (called "side loading") or via Unity, the unsupported device will report that ARCore is supported.SessionARCore implements XRSessionSubsystem.GetAvailabilityAsync. The list of devices ARCore supports is frequently updated to include additional devices. If ARCore isn't already installed on a device, your app needs to check with the Play Store to see if there's a version of ARCore that supports that device. GetAvailabilityAsync returns a Promise which can be used in a coroutine. For ARCore, this check may take some time.If the device is supported, but ARCore is not installed (or requires an update), you need to call XRSessionSubsystem.InstallAsync, which also returns a Promise.For more information, see the ARSubsystems session documentation.Depth subsystemRaycasts always return a Pose for the item the raycast hit. When raycasting against feature points, the pose is oriented to provide an estimate for the surface the feature point might represent.The depth subsystem doesn't require additional resources, so enabling it doesn't affect performanceARCore's depth subsystem will only ever produce a single XRPointCloud.For more information, see the ARSubsystems depth subsystem documentation.Plane trackingARCore supports plane subsumption (that is, one plane can be included in another). When this happens, the subsumed plane isn't removed, but won't be updated any further.ARCore provides boundary points for all its planes.The ARCore plane subsystem requires additional CPU resources and can be energy-intensive. Enabling both horizontal and vertical plane detection requires additional resources. Consider disabling plane detection when your app doesn't need it to save energy.Setting the plane detection mode to PlaneDetectionMode.None is equivalent to Stopping subsystem.For more information, see the ARSubsystems plane subsystem documentation.Image trackingTo use image tracking on ARCore, you must first create a reference image library. To learn how to do this, see the AR Subsystems documentation on image tracking.When building the Player for Android, each reference image library is used to generate a corresponding imgdb file, which is how ARCore represents reference image libraries. These files are placed in your project's StreamingAssets folder, in a subdirectory called HiddenARCore, so they can be accessed at runtime.ARCore's AR reference images can be either JPEG or PNG files. If a different type of source texture is specified in the XRReferenceImageLibrary, the ARCore build processor will attempt to convert the texture to a PNG for ARCore to use. Exporting a Texture2D to PNG can fail for several reasons. For example - the texture must be marked both readable and uncompressed in the texture importer settings. If you plan to use the texture at runtime (and not just as a source Asset for the reference image), you should create a separate PNG or JPEG as the source Asset, because those texture import settings can negatively affect performance or memory at runtime.Reference image dimensionsImage dimensions are optional on ARCore; however, specifying them can improve image detection. If you specify the dimensions for a reference image, ARCore only receives the image's width, and then computes the height from the image's aspect ratio.Face trackingFor information about face tracking, see the ARSubsystems Face Tracking documentation.In addition to the core functionality, the ARCore face subsystem has methods that allow access to ARCore-specific features. ARCore provides access to regions, which are specific features on a face. Currently, these features are:Nose tipForehead leftForehead rightEach region has a Pose associated with it. To access face regions, you need to obtain an instance of the ARCoreFaceSubsystem:XRFaceSubsystem faceSubsystem = ... #if UNITY_ANDROID var arcoreFaceSubsystem = faceSubsystem as ARCoreFaceSubsystem; if (arcoreFaceSubsystem != null) { var regionData = new NativeArray<ARCoreFaceRegionData>(0, Allocator.Temp); arcoreFaceSubsystem.GetRegionPoses(faceId, Allocator.Temp, ref regionData); using (regionData) { foreach (var data in regionData) { Debug.LogFormat("Region {0} is at {1}", data.region, data.pose); } } } #endif Light estimationARCore light estimation has two modes of operation: LightEstimationMode.AmbientIntensity and LightEstimationMode.EnvironmentalHDR. LightEstimationMode.AmbientIntensity providers color correction and average pixel intensity information, while LightEstimationMode.EnvironmentalHDR provides an estimated Main Light Direction, HDR Color, and the ambient SphericalHarmonicsL2 (see SphericalHarmonicsL2 for more information on Spherical Harmonics). The two modes can't be used simultaneously.Additionally, the light estimation modes are either used or affected by other subsystems, namely the ARCoreFaceSubsystem and the ARCoreEnvironmentProbeSubsystem. If one or both of these subsystems is present and enabled, the light estimation mode will have its behaviour modified depending on the configuration.FunctionalitySupported light estimation modesModifiableFace trackingLightEstimationMode.AmbientIntensity, LightEstimationMode.DisabledYesEnvironment probesLightEstimationMode.EnvironmentalHDRNoFace tracking: ARCore doesn't support LightEstimationMode.EnvironmentalHDR while face tracking and rendering won't work if that mode is specified. To prevent this, the providers only allow LightEstimationMode.AmbientIntensity or LightEstimationMode.Disabled modes to be set while tracking faces or it will enforce LightEstimationMode.Disabled.Environment probes: ARCore environment probes rely on the light estimation mode being LightEstimationMode.EnvironmentalHDR to surface and update the cubemap, and therefore take ownership of the setting.Camera configurationXRCameraConfiguration contains an IntPtr field nativeConfigurationHandle, which is a platform-specific handle. For ARCore, this handle is the pointer to the ArCameraConfiguration. The native object is managed by Unity and should not be manually destroyed.Technical detailsRequirementsThis version of ARCore XR Plugin is compatible with the following versions of the Unity Editor:2019.42020.12020.2Known limitationsThe AR Core Supported setting in the XR Settings section of the Android Player settings must remain disabled in order for apps built with the ARCore XR Plugin to work properly.Color Temperature in degrees Kelvin is not presently supported.Package contentsThis version of ARCore XR Plugin includes:A shared library which provides implementation of the XR Subsystems listed aboveA shader used for rendering the camera imageA plugin metadata file

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Session

Camera

Depth

Input

Planes

Raycast

Anchors

Face tracking

Image tracking

Environment probes

Unity Package Manager

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Unity Package ManagerA package is a container that holds any combination of assets, Shaders, Textures, plug-ins, icons, and scripts that enhance various parts of your project, including Unity modules (such as Physics or Animation). Unity packages are newer, more tightly integrated versions of Asset Store packages, able to deliver a wide range of enhancements to Unity.Use the Unity Package Manager (in Unity’s top menu: Window > Package Manager) to view which packages are available for installation or already installed in your project. In addition, you can use this window to see which versions are available, and install, remove, disable, or update packages for each project.

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Unity User Manual (2019.4 LTS)

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Tutorial básico AR Unity3D y Vuforia
Publicado por neodreamer en 6 agosto, 2018

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En este tutorial voy a mostrar cómo montar y crear un pequeño proyecto a modo de “Hola mundo” en el que a través de nuestra webcam primero y nuestro móvil posteriormente, seremos capaces de mostrar objetos 3D sobre una carta que nuestracámara capturará en tiempo real.¿Pero qué es la AR o RA? No todo le mundo sabe bien lo que significan esas letras, o las confunde con VR. AR o RA vienen de Realidad Aumentada o Augmented Reality y VR de Realidad Virtual. ¿Seguimos sin saber lo que es la realidad aumentada? ¿Y si os nombro Pokemon GO o los no tan conocidos Invizimals de Sony? Ahora un pocomás…Bueno, la Realidad Virtual, viene a ser el sistema por el cual nos metemos dentro de mundos ficticios generados por ordenador gracias a un casco o gafas cerradas que nos aíslan del exterior. Por contra, su prima la RealidadAumentada, lo que hace es llevar la ficción generada por el ordenador a la realidad, usando gafas o cascos abiertos con los que a través de sus cristales o lentes especiales, vemos proyectados gráficos 3D al más puro estilo holográfico sobre los objetoso superficies reales de nuestro entorno. Esto se consigue gracias a tags o marcas como códigos bidi, imágenes o incluso objetos, pero también es posible sin objetos de target o referencia, como en el caso de las Hololens que mapeano escanean el entorno y ponen nuestros objetos virtuales en el mundo real combinando el uso de sus cámaras especiales y sus lentes de proyección. Además, podemos interactuar con esos objetos aunque no estén realmente ahí, cogiéndolos o haciendo cliccon un dedo.

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Clases EjemplosEn este repositorio subiré diferentes ejemplos que he colgado en youtube para su mejor entendimiento.Game MenuVersión de Unity: 2019.3.0f6 Descripción: Ejemplo de utilización de una REST-API que obtiene información sobre los datos del coronavirus. A través de un mapa mundi se puede acceder a la información de cada país.Este proyecto hace uso de otros proyectos como son:https://github.com/NovelCOVID/APIhttps://github.com/Bunny83/SimpleJSON

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Getting Started with Vuforia Engine for Android Development

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Getting Started with Vuforia Engine for Android DevelopmentSetting Up the Android Development EnvironmentInstalling Vuforia Engine for AndroidCompiling and Running an Android SampleInstalling an APK using ADB

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Getting Started with Vuforia Engine in Unity

Getting Started

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Getting StartedVuforia Engine is the most widely used platform for AR development, with support for leading phones, tablets, and eyewear. Developers can easily add advanced computer vision functionality to Android, iOS, and UWP apps, to create AR experiences that realistically interact with objects and the environment.Vuforia Engine LibraryThe Vuforia Engine Library contains technical documentation to help developers with our SDK and create AR applications. Along the left side, you will see that the Vuforia Engine Library is organized by all of the platforms that Vuforia Engine supports. Vuforia Engine supports both the Unity Engine as well as the three major native platforms: iOS, Android, and UWP.The Vuforia Engine Library is also organized by major feature categories. The major feature categories are Images, Objects, and Environments.Lastly, we have links to the Vuforia Engine API documentation which includes C# APIs for Unity, C++ APIs for iOS, and UWP and Java for Android.Still Have Questions?If you still have questions, take a look at our Frequently Asked Questions page. Also, feel free to chat with us at our Forums. Members of the Vuforia Innovator Program can reach out to us via the Innovator Program contact form.

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Unity API Reference

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Unity API ReferenceThe Unity API Reference documents the namespaces and classes of the Vuforia Unity Extension along with their members.The Vuforia Unity Extension provides:Vuforia Prefabs and Script Components for authoring Vuforia apps in UnityVuforia API Libraries that expose the Vuforia APIs in C#Support for all Vuforia features and Trackable typesHigh-level access to device hardware, such as the device camera

Google

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Poly es una biblioteca en línea donde las personas pueden explorar, compartir y mezclar activos 3D. Un activo es un modelo o escena 3D creado con Tilt Brush, Blocks o cualquier programa 3D que produzca un archivo que se pueda cargar en Poly. Muchos activos están autorizados bajo la licencia CC BY, lo que significa que los desarrolladores pueden usarlos en sus aplicaciones, de forma gratuita, siempre que se le dé crédito al creador. Hay miles de activos disponibles para su uso en poly.google.com.API y herramientasPoly proporciona las siguientes API y herramientas para desarrolladores:Poly API : una API RESTful que le permite buscar, descargar y (para cuentas incluidas en la lista blanca) cargar activos de Poly.Poly Toolkits : para los desarrolladores de Unity y Unreal, Toolkit for Unity y Toolkit for Unreal proporcionan envoltorios simplificados y específicos de la plataforma para la API de Poly. El Toolkit for Unity también incluye una interfaz de usuario para descargar e importar activos de Poly en su proyecto.Complementos de Poly para aplicaciones de terceros: estos complementos, disponibles para Blender, Cinema 4D, Maya y 3ds Max, le permiten cargar activos directamente en su cuenta de Poly sin cambiar de aplicación.LicenciaLa mayoría de los activos de Poly se pueden mezclar y, por lo tanto, se publican bajo licencia CC BYUsted es libre de copiar, modificar y usar activos remezclables para cualquier propósito, siempre y cuando le dé el crédito apropiado al licenciante.Para otorgar el crédito adecuado, proporcione un enlace a la licencia e indique si se realizaron cambios. Puede hacerlo de cualquier manera razonable, pero no de ninguna manera que sugiera que el licenciante lo respalda a usted o su uso. Para obtener más información, consulte Prácticas recomendadas para la atribuciónNota: Si el activo no se puede mezclar, el titular de los derechos de autor se reserva todos los derechos previstos por la ley de derechos de autor.EmpezarOfrecemos guías de inicio rápido y aplicaciones de muestra para plataformas populares:·        Inicio rápido de Android·        Inicio rápido de iOS·        Inicio rápido de Unity·        Inicio rápido irreal·        Inicio rápido web

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POLY

Tutorial: Instalar Poly de Google en Unity
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Poly Toolkits

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Poly Toolkit for Unity poly-toolkit-unity v1.1.2 release

Poly Toolkit for Unreal poly-toolkit-unreal v1.0.1 release

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Google Poly API - SDKs
3D Augmented Reality, Games, Mobile

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Ionic

KitCarson88/ionic-augmented-reality

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