Project Tango how to register new AR Marker - google-project-tango

i'm trying to build marker tracking AR app
is there a way to register new markers beside those that provided in the example?

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Enabling / disabling flags without creating new build || Xamarin Forms Mobile App

We have the Xamarin app where we have a few flags which we set through App Center build. We make them true or false based on the requirement but for that, we need to generate a new build. We want to manage these flags without generating a new build.
One way is to check through API for which App should be online
Another way is to use push notifications and for this also, the App should be online
Any other way to make this happen with online and offline mode both?

Xamarin Zxing Mobile Camera permission

Whenever trying to upload my application to play Console i am getting a message that i need to specify privacy policy because of my app requesting Camera permission.
While Zxing net requeries the permission, my app does not use any of the library functionality requering camera.
Is there a way to remove the camera permission from the final androidmanifest?
What i've tried is adding tool:node="remove" which no result at all.
If you are not using any of the camera parts of ZXing.Net.Mobile, then you can probably get away of only adding a PackageReference to ZXing.Net. The ZXing.Net.Mobile bits provide views that use the camera.
So just remove ZXing.Net.Mobile and add ZXing.Net.

Unity3D / Vuforia AR Camera not showing camera feed on camera background

I am evaluating Unity3d 2017.4.2f2 with Vuforia and Xcode 9.3 for an AR App and have the problem, that the camera background works in the simulator but not on the iPad pro with iOS 11.3,1.
It seems to be a known problem and I checked nearly every solution including using XCode9.2 and copying the device config, deleting Metal from the Vuforia Settings, creating new AR Cameras, even the latest Unity3D beta and whatnot. The background does not show up and I get the following error:
2018-05-03 14:53:33.396112+0200 ProductName[2340:1694266] ERROR/AR(2340) 2018-05-04 14:53:33: CameraDevice::getCameraCalibration(): Failed to get camera calibration because the camera is not initialized.
and
cameraDeviceStartCamera
2018-05-03 14:53:33.460389+0200 ProductName[2340:1694266] ERROR/AR(2340) 2018-05-04 14:53:33: VideoBackgroundConfig with screen size of zero received, skipping config step
If there is anything else I can do or that points me into the right direction is appreciated. many thanks in advance
Just to be sure check if you did all of this:
In player settings enable Vuforia's support
Go to player settings >> Other Settings and check Camera Usage Description field
Then you can try one of the following suggestions:
change the Target resolution to native (default device resolution)
set the graphics to be OpenGLES2.0 instead of automatic
If this doesn't work you can also try to delete the meta data of the camera controller script.
Removing Unity3D completely and reinstalling the latest Unity3D version and the VuforiaSupportInstaller-Mac-7-1-35 solved it. Both accessible via the Vuforia Download page

How to use Custom Renderer in Xamarin Shared Project

I am using Shared Project for my cross platform mobile application and want to use Custom renderer in my app for native support. Is there any way i can use Custom renderer in my app.
There is no difference in-between using custom renders in a PCL or Shared Project as seen here. You still have a project per platform. That doesn't change. The real advantage is that you can use ifdefs when compared to PCLs.
here is all the information you'll need in regards to implementing custom renders. And here is an example of a custom renderer for an Entry.
For Xamarin shared base project we have to set local in xmlns below format
xmlns:local="clr-namespace:Sampleforms"
For Xamarin PCL base project we have to set local in xmlns below format
xmlns:local="clr-namespace:Sampleforms;assembly=Sampleforms"
Reming everything will be same as what do for custom render.

Access Device Camera in Unity

I need to get the Android Camera parameters like focal & exposure from Unity.
I'm using the Tango AR Camera in my Project and using the Unity AndroidJavaClass I can get the Camera class, get number of cameras, and open a camera for more options.
However, when I call the Camera.open() method the app camera stops showing the feed, probably since the open() method disconnect the camera from the Tango AR Camera.
Can the Camera shared/accessed both from my code only to get cam. parameters?
Thanks.
You shouldn't use the Tango API and Android Camera API together. Tango occupies the camera hardware, which means that the Camera.open would not get a handle of the camera.
To get intrinsics, you might want to go through the Tango API.
TangoCameraIntrinsics intrinsics = new TangoCameraIntrinsics();
VideoOverlayProvider.GetIntrinsics(TangoEnums.TangoCameraId.TANGO_CAMERA_COLOR, intrinsics);
TangoARScreen is doing something similar, see here.

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