Arfoundation-samples: Playing in Unity

Created on 20 Jul 2018  路  20Comments  路  Source: Unity-Technologies/arfoundation-samples

Hello,

I've liked developing/playing in Unity project based on https://github.com/Unity-Technologies/experimental-ARInterface . Editing in Play mode right in the Unity without a need to build app on device every time.
Now, I would like to switch to ArFoundation, but these frameworks are not substitutes.
The main pain is a need to build app on device every time to see some new changes.
Are you planning to add support playing in Unity without building on device? Or can I achieve the similar behaviour like developing on ARInterface without writing all the supporting code? I mean viewing mocked AR surfaces and mooving camera by mouse and keyboard.

Thank you.

feature request

Most helpful comment

I understand this is being worked on, but I would like to re-stress the importance of this feature. It is very difficult to develop any app at any progress when you're not able to test in the editor. Can I humbly ask if there is an ETA on this?

All 20 comments

It's not currently possible, but we are planning support for an in Editor simulation package. I agree this was a very useful feature of the demo code and we will add support for this in the future.

@timm-unity: Would love something like that- actually just the ARKit Remote.. Any idea when you'll have a release available with this?

Hi ! I see here ARRemoteEditor is currently not available. I also tested Unity Remote 5 but the camera didn't work. https://play.google.com/store/apps/details?id=com.unity3d.genericremote&rdid=com.unity3d.genericremote

I don't see how to enable Instant Preview with ARFoundation (https://developers.google.com/ar/develop/unity/instant-preview) , it worked great with HelloAR and ARInterface, what am I missing for ARFoundation?

I can see the debug log by building each time I make a change with Development Build though, but nothing in the Unity editor, is this the most efficient way to develop and debug currently available? I'd just like to make sure I'm not overkilling myself by missing on available options :)

I'd need to see the hierarchy at runtime as objects are instantiated and I can't just now.

Thanks a bunch for your help! Sergio

Instant Preview is something Google provide for their plugin; it is separate from ARFoundation. "ARInterface" was code on top of Google's existing plugin, so that's why instant preview worked there.

Remoting for ARFoundation is in the works and will be delivered as an additional package.

Thanks for clarifying @timm-unity , I was actually a bit mixed up with the two! I really appreciate the hard work you and team are doing, it's coming along great ! look forward to the package when it's good to go :)

I understand this is being worked on, but I would like to re-stress the importance of this feature. It is very difficult to develop any app at any progress when you're not able to test in the editor. Can I humbly ask if there is an ETA on this?

You can try out a very early version of this in this branch.

Tested Mock. Seems to work fine with some small issues described below. I am going to make use of this immediately.

Simulate scripts should make use of #if (UNITY_EDITOR) tags to avoid running on device. Prefabs should be added to the rightclick menu for XR alongside Session Origin, Session, Default Point Cloud and Default Plane.

Demo scene needs to be cleaned up. Duplicate cameras, disabled objects, gameobjects with a single script which could be placed elsewhere, etc

I'm not able to adjust size of "SimulatedPlanes" without editing the script itself.

I have not tested Remoting as I don't know how that is suppose to work. Are you required to set up a IP camera?

Good feedback. The monobehaviours in the example scene are intended as examples only. The package contains the API. This is a very early preview -- we intend to have several editor-only tools for simulating AR data that won't requires polluting your scene with mock specific monobehaviours.

The utility currently is to test concepts like scale that would be very difficult to see what's going on when deployed to device.

This package will eventually support remoting but that is also a work in progress.

Working with Unity Remote seems like the real solution. Hopefully this will be available soon.

The Mock XR tool is much appreciated and seems to work fine, apart from the fact that it's currently broken because someone forgot to #define UNITY_IOS and see if their IDE spat out any errors.
Since I'd prefer not having to wait for it to come out of alpha (my team would rather have this feature in a basic workable state sooner than later) I tried fixing the errors myself by embedding the package on my project's Packages folder.
Doing this made the UnityXRMock subsystems not being listed as available, and attempting to access anything that "goes native" crashes the editor.

This led me to question: how does ARFoundation find subsystems exactly, and how can we make our own custom subsystem packages?

Any ETA on the Unity Remote support? This is really going to be a game changer for AR developers.

Hello, any news in the subject? Can I do something simmillar to ARCore Instant preview?

Waiting for this support to roll out.

I am also unable to locate the mock AR branch that was mentioned above. Can we actually have remote connection in the AR foundation 3.0 preview version ?

Any updates on when this is going to come through? It would save developers hours of time.

Please refer to this forum post for updates on AR Remoting.
https://forum.unity.com/threads/ar-remoting-simulation.720575/page-2#post-5691868

@mdurand42 That doesn't answer my question, nor provide a comparable solution. I don't appreciate you closing this issue.

I developed a plugin that enables remote session data streaming from AR device to Editor. It's evolving quickly and new features are constantly being added.
https://forum.unity.com/threads/ar-foundation-editor-remote-test-and-debug-your-ar-project-in-the-editor.898433/

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