Closed petpetpeter closed 3 years ago
Thank you petpetpeter@ for reporting this bug! I don't have a Pixel 4a at hand; let me ask the team to see if this could be duplicated.
If possible, would you please also comment with the crash log you have received or email me? Thanks!
P.S. I also try on Xiao Mi9 and found the same problem.
For me it's not crashing but running very slow. The code looks very inefficient iterating over all pixels and masking them out. Why not in the shader? Anyhow, I guess it's a performance issue bringing down the UI thread.
For me it's not crashing but running very slow. The code looks very inefficient iterating over all pixels and masking them out. Why not in the shader? Anyhow, I guess it's a performance issue bringing down the UI thread.
I also think that might be the problem. Unfortunately, I don't have a more powerful phone to test. I take a look at RawPointCloudBelender.cs where the point cloud array is buffered. Using the UpdateRawPointCloud() function seems good on my device.
I change the color source to ColorRampGenerator similar to ComputePointCloud()
I change the color source to ColorRampGenerator similar to ComputePointCloud()
Very nice. Can you share the edits? Maybe in a PR?
I am glad to see you guys are making progress here. Sorry that I don't have enough bandwidth to test on every phone and the code example was only written in an efficient way. I am happy to take your PRs and merge the codebase :)
I have made a PR on this topic so I think we can close this issue now. Thank you for your help.
Thank you! I'll try to review and merge in the next few days! Happy weekends!
The point cloud example built on the android device crash when pressing the update button to call ComputePointCloud() in PointCloudGenerator.cs
This example works fine without checking "Use Raw Depth" in the inspector
Branch : arcore_sdk_unity Unity Version: 2020.3.9f1 Device : pixel4a