Here’s a quick Unity3D Augmented Reality example I made this week using Qualcomm’s free Vuforia for iOS plugin.
In addition to Vuforia, I used the handy open source iTween library & Unity’s AudioListener.GetSpectrumData on a dummy model I made using Blender. The 3 robots are acting as the sound spectrum analyzer, each being tweened in response to a float (decimal) that’s put together from an average from a sound frequency range.
I used a Creative Commons graffiti image from Flickr in the flyer/poster background & a Creative Commons mp3 from SoundCloud.
In this case the entire flyer/poster acts as the Image Target. I was surprised to see that it got a 5 star rating in the Target Management System (TMS) on QDevNet (TMS shows up under My Trackables after you create an account).
I used the beer label as the Image Target for Vuforia for iOS. Qualcomm’s Target Management System (TMS) rated the label image with 3 out of 5 starts, which is better than I thought but still leaves room for a little unwanted jitteriness. To create the image, I simply took a photo of the beer label with my phone camera, silo’d it out in Photoshop & exported as a 24-bit (transparent) PNG, uploaded to the TMS.
Next, I added some random 3D models, an empty GameObject w/ Box Collider behind the beer label (ImageTarget prefab) and basic text & button sprites via UIToolkit, as well as some mind-numbingly simply logic.
The UIToolkit UI object (& it’s child UIToolkit objects) seems to work fine when nested inside Vuforia’s ImageTarget prefab:
I set the ARCamera’s frustum to look at the global Y axis in this case (ARCamera is Vuforia’s version of Main Camera):
While helpful, QDevNet’s documentation on Samples is not always Unity friendly. For example, the Developer Guide’s section on the “BackgroundTextureAccess Sample App” refers to “\media folder” as the location of the printable PDF that contains the sample’s marker image. If you’re using Unity3D on Mac, the actual path is here: