iOS Plugin Unity - ios

I am currently working on a augmented reality project. I would like to place some virtual objects on a human body. Therefore I created an iOS facetracking app(with openCV; C++) which I want to use as a plugin for Unity. Is there a way to build a framework from an existing iOS app? Or do I have to create a new Xcode project and create a cocoa touch framework and copy paste the code from the app into this framework? I am a little bit confused here. Will the framework have camera access?
My idea was to track the position of a face and to send the position to unity, so that I can place some objects on it. But I do not know how to do that. Can anybody help?
nice greets.

as far as I know you need to make your Unity project, and use assets like OpenCV, but it doesn´t allow you to track the human body (without markers).
About building a fremwork starting from an iOS app, first time I heard that!

Related

Known issues for iOS modularized approach?

We've a classic iOS application which was developed using objective-c and it has lot of features. The same features has been used for other similar apps as well.
Now we've plan to rewamp the entite application. One of the approach to reduce the development work, we've plan to modularize features as framework re-using the same objective-c code, so that all applicaiton can use the framework and compile time will be less.
Also as part of rewamp, we will be using iOS 10 and swift3.
Please kindly share me your ideas/feedback, what are issues will be popup or any limitaion to do this approach.
Appreciate your help!
Thanks,
Srini
Just pack it as cocoapods and deploy into your company git is the fastest way i suppose, packing into framework is also fine but it have many boilerplate thing like cant run on either device or simulator, and if using fat framework then need to extract the simulator part out when you archive, or have to use embed framework if they are depent on each other,.... its just pretty annoying

Add Cocos3D to existing XCode/iOS project

So I've recently successfully installed Cocos3D on my computer and I am able to create new "iOS" projects in xCode using the Cocos3D starter template. However, I currently don't need to start a new project. I just need to be able to integrate Cocos3D into an existing "iOS" project I am developing, the reason mostly being that the app for the most part will be a "typical" iOS app but only a handful of views/view controllers need to be able to handle 3D graphics.
So does anybody here know an easy way to do this or can point me in the direction of an (easy to follow) tutorial?
This will become much easier after the next release of Cocos3D in the next few weeks.
But for now, have a look at the CC3DemoMultiScene demo app. It shows you how to integrate Cocos3D into an app that uses Storyboards.
That demo also shows how to release all caches and completely shut down OpenGL ES in between displaying scenes. You may or may not want to take it that far.

Creating an iOS library or framework using libgdx (roboVM)

Is it possible to create an iOS library or framework using libgdx (RoboVM) that can be imported into Xcode?
Background:
One of my colleagues has created a 3D visualisation app as a libgdx project for android and windows desktop. It can be compiled to run on iOS using RoboVM. However, I would like to wrap extra native user interface elements around it using Xcode. I know its possible to build the user interface programmatically via RoboVM but I would be keen to investigate if its possible to bring the existing work into Xcode. I don't need to edit the 3D visualisation component but add extra GUI elements around the 3D Vis window. I thought compiling the libgdx (RoboVM) code to a framework or library might be a solution that could be imported?!
Yes you can do it.
All you need to create a method, say initRoboVM(), This will be called by your code when you want to initialize libgdx. You'll need to pass the app path in, which you can hardcode when you're testing.
initRoboVM() will need some modifications, namely it should not call your Java app's main method, well, at least, that's what well behaving libraries should not do IMO. It should also not call rvmShutdown.
You can get further information from here
Thanks :)
I asked the RoboVM team directly. Their answer: It's not a native function, but it certainly can be done.
The complete message...
Hi,
Sorry for the late reply. This use case is not something we're going
to do now. It is possible though if you're prepared to do some
patching of RoboVM. Search the RoboVM Google Group and you should find
others who have managed to get this working.
We get this request every know and then so we will add support for
this eventually.
Regards, Niklas

Show unity 3D in xcode project

I have a question. Is it possible to load unity project from web, and show it in Xcode project? In some non-fullscreen view? Also, unity must handle touch events. Any ideas, suggestions, links or anything else?
Thanks for advice.
P.S. Sorry for my english.
P.P.S. Main project created in Xcode, without unity.
load unity project from web
What do you mean by that? If you mean a compiled unity webplayer application, forget it.
If you mean a standard non compiled Unity project, note that with the iOS plugin you can compile for mobile Apple hardware. This used to cost a lot of money but now they're giving it out for free (included in Unity free).
Also, unity must handle touch events.
The standard Input Unity class handles touch events with methods such as GetTouch() and variables like touchCount or touches.
Unity is a very big and complex package: integrating it into an existing project may be overwhelmingly difficult. I really don't think there are natives way to do so.
Rather, I'd advise you to port your current XCode project into Unity (which sounds a really strange thing to do if you ask me).
Unity and XCode are 2 completely different tools: the former is useful for Cocoa classes and iOS IDE while the latter is for managing 3d game assets in a real-time interactive environment. I don't see how you can possibly integrate the two things.
Manage your project in a single IDE, it will make things a lot simpler.

How To Set Up Irrlicht Game Engine in Xcode for ios deployment

I know that some people have managed to do this, seeing as there are numerous apps on the app store powered by irrlicht. I have tried to set up an xcode project with all the irrlicht sources and compile and run for ios but can't get it to work. I am using irrlicht 1.7.3. Has anyone managed to do this who would be willing to share how they accomplished this?
I think they are using http://www.rtsoft.com/wiki/doku.php?id=proton
that uses irrlicht.
"Both 2D and 3D games (using the included but optional Irrlicht 3D engine) are supported."

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