Closed LuisCRSousa closed 5 years ago
Same thing happens here, with AR Foundation 1.5.0-p5, ARKit 2.2.0-p1 and Unity 2018.3.14f1.
Those are all iOS 13 types, which requires Xcode 11. Our use of these types is protected by
if (@available(iOS 13.0, *))
{
...
}
Which means you should be able to compile with Xcode 10 (and just not have access to ARKit 3 features). I will double check.
In the meantime, what version of Xcode are you using? If 10 or less, does upgrading to 11 fix the issue?
Those are all iOS 13 types, which requires Xcode 11. Our use of these types is protected by
if (@available(iOS 13.0, *)) { ... }
Which means you should be able to compile with Xcode 10 (and just not have access to ARKit 3 features). I will double check.
In the meantime, what version of Xcode are you using? If 10 or less, does upgrading to 11 fix the issue?
I'm using xcode 10.2.1. Will check with 11
I've just confirmed this does happen in Xcode 10; will have to investigate as to why.
ARFoundation 2.1 will not have this problem (but the samples are now only 2.2-compatible). ARFoundation 2.2 requires Xcode 11 for now.
Does that mean that even if we aren't using ARKit 3 stuff, if we use ARFoundation 2.2 we will have to use Xcode 11 to build to a device not running iOS 13?
Does that mean that even if we aren't using ARKit 3 stuff, if we use ARFoundation 2.2 we will have to use Xcode 11 to build to a device not running iOS 13?
For now, yes. The difference between 2.1 and 2.2 is the addition of ARKit 3 features.
So just to be clear, the only addition in 2.2 is ARKit 3 support/features?
So just to be clear, the only addition in 2.2 is ARKit 3 support/features?
From https://docs.unity3d.com/Packages/com.unity.xr.arkit@2.2/changelog/CHANGELOG.html there are also a couple of minor changes:
- Use relative paths for Xcode asset catalogs. This allows the generated Xcode project to be moved to a different directory, or even a different machine. Previously, we used full paths, which prevented this.
- Conditionally compile subsystem registrations. This means the subsystems wont't register themselves in the Editor (and won't generate warnings if there are other subsystems for other platforms).
Different - but similar enough I figured I should add it here - ARKit Face Tracking 1.1 fails on 2019.2.0b3 on XCode 10 with:
10401: ▸ ARKitXRFaceProvider::OnSessionPreUpdate(SessionPreUpdatePayload*) in libUnityARKitFaceTracking.a(ARKitXRFaceProvider.o) 10402: ▸ _UnityARKit_FaceProvider_GetSupportedFaceCount in libUnityARKitFaceTracking.a(ARKitXRFaceProvider.o) 10403: ▸ _UnityARKit_FaceProvider_SetMaximumFaceCount in libUnityARKitFaceTracking.a(ARKitXRFaceProvider.o) 10404: ▸ ld: symbol(s) not found for architecture arm64
ARKit Face Tracking 1.0 works just fine
Different - but similar enough I figured I should add it here - ARKit Face Tracking 1.1 fails on 2019.2.0b3 on XCode 10 with:
10401: ▸ ARKitXRFaceProvider::OnSessionPreUpdate(SessionPreUpdatePayload*) in libUnityARKitFaceTracking.a(ARKitXRFaceProvider.o) 10402: ▸ _UnityARKit_FaceProvider_GetSupportedFaceCount in libUnityARKitFaceTracking.a(ARKitXRFaceProvider.o) 10403: ▸ _UnityARKit_FaceProvider_SetMaximumFaceCount in libUnityARKitFaceTracking.a(ARKitXRFaceProvider.o) 10404: ▸ ld: symbol(s) not found for architecture arm64
ARKit Face Tracking 1.0 works just fine
ARKit Face Tracking 1.1 includes iOS 13 beta features. There is an issue with Xcode 11 beta which breaks backward compatibility with Xcode 10, so this is expected. The only difference between 1.0 and 1.1 are the new iOS 13 features (i.e., being able to track multiple faces simultaneously).
Hi tdmowrer, different problem, I am really interested in your ar-foundation samples. so I have exported iOS build from this repo. but xcode 11 beta crashes whenever I open a existing iOS project or create new one. It's making me crazy for a week so far. I uses Mac Mojave 10.14.5.
how was you able to run xcode 11 beta version?
thanks, in advance
Hi tdmowrer, different problem, I am really interested in your ar-foundation samples. so I have exported iOS build from this repo. but xcode 11 beta crashes whenever I open a existing iOS project or create new one. It's making me crazy for a week so far. I uses Mac Mojave 10.14.5.
how was you able to run xcode 11 beta version?
thanks, in advance
I have not had Xcode 11 beta crash for me. You might check the release notes for known issues related to this.
what's your mac os and it's version please?
what's your mac os and it's version please?
macOS Mojave Version 10.14.5, same as you, I'm afraid.
is there any way to use ARKit 3.0 in Xcode 10.2.1? I am really looking forward to the face-blender-shape scene you created!
is there any way to use ARKit 3.0 in Xcode 10.2.1? I am really looking forward to the face-blender-shape scene you created!
No; the use of ARKit 3 features requires Xcode 11 and iOS 13. However, ARKit blendshapes are an iOS 11 feature. If you copy the ARKitFaceBlendShapes scene into your project, you only need Xcode 9 to run it.
-I did attach only one scene ARKitFaceBlendShapes as you mentioned but the issued errors are occurred during compiling in xcode 10.2.1. should I remove any relevant plugins to disable iOS 3 features like human body tracking?
-I did attach only one scene ARKitFaceBlendShapes as you mentioned but the issued errors are occurred during compiling in xcode 10.2.1. should I remove any relevant plugins to disable iOS 3 features like human body tracking?
- And the old ARKit version (1.5, 2.0) will work on my ipad 11?
It sounds like you are on ARKit XR Plugin version 2.2. You should revert to 2.1 if you are not using Xcode 11/iOS 13.
okay and
And the old ARKit version (1.5, 2.0) will work on my ipad 11?
okay and
And the old ARKit version (1.5, 2.0) will work on my ipad 11?
Sorry, I skipped over your question. ARKit face tracking relies on the TrueDepth camera, which is not present in every device. The iPhone X series (Xs, Xr) have them, as well as the newer iPads. If it supports Face ID, then it should work.
https://blogs.unity3d.com/2019/06/06/ar-foundation-support-for-arkit-3/ It is said that older arkit versions support only iphone X, so ARKit 3 expanded for latest iOS devices in my understanding.
"Face tracking enhancements ARKit 3 has expanded its support for face tracking on iPhone XS, iPhone XR, iPhone XS Max and the latest iPad Pros in a couple of significant ways."
please let me know if I am wrong. thanks.
It is said that older arkit versions support only iphone X
It used to be that the iPhone X was the only such device. I believe the new iPad should support face tracking without Xcode 11/iOS 13; however, I haven't tried, so I can't confirm that.
@tdmowrer , you are right!! my new ipad pro 11 was working well with all old version's ARKit. Thanks for your consistent comment.
Undefined symbol: _OBJCCLASS$_ARCollaborationData Undefined symbol: _OBJCCLASS$_ARSkeletonDefinition Undefined symbol: _OBJCCLASS$_ARBodyAnchor Undefined symbol: _OBJCCLASS$_ARBodyTrackingConfiguration Undefined symbol: _OBJCCLASS$_ARMatteGenerator Undefined symbol: ___isPlatformVersionAtLeast
Last AR foundation version 2.2 with arkit 3 support and Unity 2019.1.5f1