Unity-Technologies / arfoundation-samples

Example content for Unity projects based on AR Foundation
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[Bug] iOS build of Image Tracking scenes not working - Tracking images seemingly not recognized #755

Closed DeaconDP closed 3 years ago

DeaconDP commented 3 years ago

Unity bug report case number n/a

Describe the bug Sample app's Image Tracking scenes don't seem to work on iPad Air 4th Gen. Camera seems fine, but it doesn't recognize the "1", "2" or "Rafflesia" sample images.

To Reproduce Steps to reproduce the behavior:

  1. Build to iOS
  2. Copy to MacBook
  3. chmod +x on build
  4. import into xcode
  5. set up auto-certificate signing
  6. set destination to iPad (Air 4th Gen)
  7. Run
  8. All scenes seem functional except the image tracking scenes (single tracker & multi-tracker)

Expected behavior Camera scans image - 3D asset laid over the tracker image (Android build seems fine)

Actual behavior Camera scans image(s) but doesn't seem to recognize the images

Smartphone (please complete the following information):

tdmowrer commented 3 years ago

Since you "Copy to MacBook" in step 2, on what machine do you "Build to iOS" in step 1?

stale[bot] commented 3 years ago

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions.

DeaconDP commented 3 years ago

Sorry for the delayed response, and thanks for an amazing template! I built the app on a PC and transferred the build to a mac. Building the app on the mac itself seemed to resolve the issue. Maybe this is just a disclaimer to add to the documentation.

Side note: I'm a die-hard PC dev, and was asked to port our Android AR app to iOS. I was under the impression this was possible without buying a Mac. No matter the VM hoops I jumped through, I couldn't make it happen without knuckling down and getting a mac in the end. Wiped out a significant chunk of profit, but I guess we got a halfway decent asset out of it.

tdmowrer commented 3 years ago

You should be able to generate the Xcode project on Windows, copy it to a Mac, and build it; I've tested this myself many times. While you may be able to compile for iOS on Window, you need a Mac in order to sign your application, so you'll need to have one in order to ship anything, ultimately.

stale[bot] commented 3 years ago

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions.