Cannot use the camera for an AR Unity App.
When launching the app on an iOS device, the screen is totally black.
I'm running Unity version 2021.3
One of the possible solutions could be:
Go to Edit > Project Settings > XR Plug-in Management
Choose Android or iOS
Enable respectively ARCore or ARKit
Be sure that you have already installed AR packages from the Unity Hub app (tested on Unity version 2021.3)
More infos here: https://forum.unity.com/threads/black-screen-unity-ar-camera-not-working.905972/
I am stilling facing the black screen with Unity 2021.3.1f1
Done everything I can; including above.
Black screen...
AR Packages 4.2.2
XR Interaction 2.01
XR Management 4.2.1
I followed the guidance in this guide, but I only work with 2021.3.1f1 and the packages listed below.
https://learn.unity.com/tutorial/configure-your-ar-development-environment?uv=2021.3&courseId=6346b7e5edbc2a7caec0f8fc&projectId=633b041bedbc2a6de5496294
Related
i am trying to use Vuforia SDK to build an AR application using Unity. The application i build is working fine on the Android device. Whereas the same code is giving me a black screen in AR view when i build for iOS.
The version of Unity used for developing the code is 2017.4.1f1 and Xcode version is 10.1. Can some one help me to understand the reason for this;
I have also followed the steps provided in the below video link.
https://www.youtube.com/watch?v=3roMSonIG5c
If your application is not using ARkit, you can just downgrade the unity version to 5.6.6 and install the older version of vuforia, the camera black out problem can be solve. This issue is due to vuforia problem.
Finally i could resolve this issue after migrating it to Unity 2018.2.16. In addition to that pl. ensure that
a. Vuforia ticked in the XR settings in the player settings,
b. AR camera in the inspector is set as main camera
I built a VR game using Unity, that includes the GoogleVR SDK for Cardboard support.
On Android, it works like a charm: the VR mode is activated with stereoscopic view with the Cardboard distortion.
On iOS, however, it's fine on Unity's emulator but not on device: no stereoscopic view, no gyroscope movement. The GoogleVR SDK seems to have been disabled.
I reproduced this with GoogleVR's sample project.
Following these instructions: https://developers.google.com/vr/unity/get-started-ios
What's expected (screenshot from Android):
What's happening (screenshot from iOS):
Versions:
Unity 5.4.2f2 - GV13 Personal
Google VR SDK for Unity v1.10
Xcode 8.2
iPhone 6 iOS 10.1 and iPhone 7 iOS 10.2.1
What am I doing wrong and what should I check? Thanks!
Upgrading to Unity 5.5+ solved the issue.
I am trying to build Xcode 6.3 my unity app on my iPad which runs iOS 8.3 . Unfortunately it crashes after the splashscreen. The only response or error I am getting is this one:
Could not launch "appname": process launch failed: failed to get the task for process 896
The number "896" is never the same.
When I build it on my iPhone, which runs iOS 8.0 it works fine.
Is it possible that this is a Vuforia issue or is it unity 5 ?
EDIT: I started with a scene that has no vuforia elements in it. Now my app starts. But when I open a scene with vuforia I get a black screen like the camera can't start or something. BUT, the tracking works, it seems like the framerate is very very low, like 1 frame a second.
this thread is a little bit older, but maybe other people are searching for a fix to the black screen issue:
The black screen issue affects currently Unity 5.0 - 5.1 and Vuforia 4.x.
Currently Vuforia seems to have problems with the iOS Metal API (which is auto selected on x64 device), to fix this issue:
In Unity goto "Build settings -> iOS" and click "Player Settings".
Now the Player Settings Panel should be opened on the right side.
Select the Tab "Other Settings" and set the option "Graphics API" to "Open GL ES 2.0".
This fixes the black screen issue for me on Mac OS 10.10 + Unity 5.x.
Hope that helps someone ;)
I have recently started working on IOS app development and was encountering an issue. I have downloaded XCode 6.1.1 and my target SDK is IOS 8.1.
On building and running my application I dont have the mobile/Iphone interface coming up in which I can check my layout how the app will be presented once it is deployed on Iphone. All I get is a rectangular box which is definitely not resizable and I am unable to check my app.
On this rectangular box which is definitely not the one I am expecting, I can see my labels and buttons in a crap state.
I tried changing the SDK version to 7.1, changed the build type from debug to release, change the deployment target to 7.1 also, using Iphone 5S,7.1 simulator also but the issue seems non-resolved.
It looks like you're on 100% zoom, so you should be able to see the full phone by zooming out. In the iOS simulator, in the top bar go to Window->Scale and select 50% or 75%. If the zoom level is the problem, that should fix it. Hope it helps :)
I have developed an app using Cocos2D-iPhone version 1.0.1. When I load the app in the iPad Retina simulator or on an actual device, the screen is black. I read that iPad Retina support begins with 0.13.0-beta. So, I guess that means that it should be working with version 1.0.1. Is there some switch that is needed to enable this for iPad Retina? If it doesn't work on this version, then what version do I need? And if I need to upgrade, is there a documented process for upgrading an xcode project?
Based on input from LearnCocos2D, version 1.0.1 does not support iPad Retina and that cocos2d release 1.1 is required. However, the specific release that is required is cocos2d-iphone-1.1-RC0. This requires a few fixes for deprecation issues and interface changes. The upgrade is not too bad if you follow his tutorial found at http://www.learn-cocos2d.com/2011/05/update-cocos2d-iphone-existing-project/