Hi, this is not an issue, it's just to let you and the users know that this also works with EasyAR and VoidAR.
I already managed to make this work perfectly with those SDK's.
Here's how I did it:
For Android:
*All the unity steps are the same, then, after building the project for gradle, you just have to add the following line in the dependencies of the build.gradle file of the Ionic project (platforms/android/build.gradle):
For EasyAR:
compile fileTree(dir: '/<path to your Unity exported project>/libs', include: 'EasyAR.jar')
For VoidAR:
or compile fileTree(dir: '/<path to your Unity exported project>/libs', include: 'VoidAR.jar')
Remember to change the path for your relative or absolute path.
Because if you don't reference the .jar file there, the module will close because it can't find the .jar classes.
If you are using EasyAR, remember to match the BundleId or PackageName with the one that you used in the EasyAR platform, but when you are exporting from unity to gradle, you have to change these values for something else, and match the PackageName / BundleId on the EasyAR platform with the PackageName / BundleId of the Ionic / android project (present in AndroidManifest.xml and injected from config.xml) instead, because if you don't do this, you'll keep getting the "Invalid Key or Package Name" error.
For IOS:
The steps are literally the same, but when you open the AR view, you will probably get a black screen. If that's happening, do the following:
1) On Classes/AppDelegate.mm add the following lines at the top under the imports:
extern "C" void ezarUnitySetGraphicsDevice(void* device, int deviceType, int eventType);
extern "C" void ezarUnityRenderEvent(int marker);
Then, in that same class, on the shouldAttachRenderDelegate() method, add the following inside the if:
UnityRegisterRenderingPlugin(&ezarUnitySetGraphicsDevice, &ezarUnityRenderEvent);
Hi, this is not an issue, it's just to let you and the users know that this also works with EasyAR and VoidAR. I already managed to make this work perfectly with those SDK's. Here's how I did it:
For Android: *All the unity steps are the same, then, after building the project for gradle, you just have to add the following line in the dependencies of the build.gradle file of the Ionic project (platforms/android/build.gradle):
For EasyAR:
compile fileTree(dir: '/<path to your Unity exported project>/libs', include: 'EasyAR.jar')
For VoidAR: or
compile fileTree(dir: '/<path to your Unity exported project>/libs', include: 'VoidAR.jar')
Remember to change the path for your relative or absolute path.Because if you don't reference the .jar file there, the module will close because it can't find the .jar classes.
For IOS: The steps are literally the same, but when you open the AR view, you will probably get a black screen. If that's happening, do the following: 1) On Classes/AppDelegate.mm add the following lines at the top under the imports:
Then, in that same class, on the shouldAttachRenderDelegate() method, add the following inside the if:
UnityRegisterRenderingPlugin(&ezarUnitySetGraphicsDevice, &ezarUnityRenderEvent);
I hope it helps.