@@ -24,4 +24,27 @@ This wrapper for the World Analysis relies on the ARFoundation (version 5.1.x) U
Image markers are supported on both iOS and Android platforms through ARKit and ARCore.
The name of the Trackable in the World Storage must correspond to the name of a file (jpg or png) placed in the Unity persistent data path of the application on the user device.
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The name of the Trackable in the World Storage must correspond to the name of a file (jpg or png) placed in the Unity persistent data path of the application on the user device.
More information about ARFoundation Image Tracking can be found here: https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@5.1/manual/index.html
### Mesh Trackables ###
Mesh trackable are supported on iOS through ARKit.
ARKit can track meshes that are defined in the .arobject format. Such an object can be scanned with the sample application provided here : https://developer.apple.com/documentation/arkit/arkit_in_ios/content_anchors/scanning_and_detecting_3d_objects
Unity serializes .arobject into ARKitReferenceObjectEntry in the editor. ARKitReferenceObjectEntry cannot then be imported at runtime from a .arobjject file. Dynamic loading is not supported yet.
To support adding .arobject without recompiling the full application, we use a dedicated AssetBundle (named "arfmeshes"). To do so:
* Place you .arobject in the Assets Folder. For instance under Assets/ARObjects
* Associate the ARKitReferenceObjectEntry with the arfmeshes AssetBundle in the editor
* Build the AssetBundles. For that you can use the following menu: ARF--> Build AssetBundles iOS
* Pace the "arfmeshes" file in the Unity persistent data path of the application on the user device.
The name of the Trackable in the World Storage must correspond to the name of the ARKitReferenceObjectEntry.
More information about ARFoundation Mesh Tracking can be found here: https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@5.1/manual/features/object-tracking.html