interactive360Video_Disclosure | VR music videos for Disclosure ( live at Central Park | Augmented Reality library

 by   spiderlili C# Version: Current License: No License

kandi X-RAY | interactive360Video_Disclosure Summary

kandi X-RAY | interactive360Video_Disclosure Summary

interactive360Video_Disclosure is a C# library typically used in Virtual Reality, Augmented Reality, Unity, Three.js applications. interactive360Video_Disclosure has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

main menu scene: A test bed to run directly in the editor without a vr headset. It has a directional light and a camera with a camera editor control script on it to emulate head movement using a mouse. turn this off for now. hover over any of the buttons to load a new scene which will contain a 360 video. hit pause to pause the video and hit play to play the video again. mainMenuManager object: has a menu manager script on it a fadeout ui object to handle fading between scenes an eventsystem which handles the input a video manager game object with a gameManager script on it - handles the loading of the scenes from the main menu. mainMenuEditor object: contains the interactive UI, with a menuManager script which manages the buttons and allows them to load the next scene. it also toggles between the pause and the play button. the occulus menu toggle will not be used when testing the editor. 3 elements for the buttons in scene - option 1 - 3 which corresponds to the 3 elements on the videoManager object which specifies the scenes to load. The video scenes are in the videoscene folder. the videoplayer component is playing back the video onto the unity skybox. source of the videoplayer component is using the 360 video. 2D Video scene: set up the video to play on awake and waiting for the first frame the render mode is very important: playing this to render a texture the target texture is specified as 3D_3840x2160 = a common pixel size for 360 videos. This must match the exact size of the video(check file's source info) = 2200 x 1100. The rendertextures folder contains sample textures for common 360 sizes. to create your own render texture: create > render texture > specify the size to match the size of the video need to map the render texture to the skybox of the scene: window > lighting > settings - assign the appropriate skybox with the right size. Create a custom skybox for the 360 video: use the skybox/paranomic shader which is essential for playing the video on a skybox mapping = lattitude longtitude layout image type = 360 degrees(can also do 180 degree videos) Don't have a 3d layout when using a 2d video. 3D Video scene: must wear the headset to see the 3D elements because the skybox material set up is different in 3D compared to 2D using a different target texture. in windows lighting: the skybox material is different change skybox 3D layout option to over under because the video is using the over under layout. Main menu gaze scene: similar to main menu scene but uses gaze-based interactions make sure VR toggle is VR enabled at the top menu the green dot is where the gaze is - the gaze triggers the loading of the next scene main menu ui is different main menu gaze prefab main menu manager on main menu gaze: rendering this canvas in world space - for VR always render things in the world space. otherwise it's going to be a very unpleasant experience for the user. important to make sure the interactable parameter in the selection slider under the main menu gaze > control ui > selection slider is matched up to the correct option. the VR eye raycaster script chooses a raycast and detect if it's come into contact with any interactable game objects. VR camera UI renders the small green dot that the user sees when they're looking. Hotspot example gaze scene: can be used for any vr headset. instead of having a main menu style of interaction, interact with the scene using hotspots. hotspot represented by feet icon: if coming into contact with it, then it will trigger a new scene to run in the same location. hotspot manager contains all of the hotspots in the scene: under the hotspot game object: organise different hotspots make sure to place the hotspot close to the camera and overlays well against the video backdrop. attach the hotspot button gaze script on the hotspot which triggers the selection image to start filling when the user's gaze has been in contact with the hotspot. Main menu controller scene: Adds interactivity with the oculus touch controllers. Use the index trigger to trigger the next scene to load. can enjoy the video and use buttons to trigger the menu instead of having the menu on your face the player game object contains a camera, RH(right hand), LH(Left Hand) get tracking information from the oculus touch controllers using the tracked pose driver script. set them up separately for each hand. on the RightControllerPF object: shoot out a raycast input to detect if the raycast coming out of the hand has come into contact with any interactable objects. Oculus primary input axis: specifies which button the oculus touch controller to trigger the raycast(SecondaryIndexTrigger = the right hand). on the main menu manager object: set up oculus menu toggle to button 2(B button on the right controller). MainMenu_GVR_Controller Scene: The google VR controller scene which integrates the Google VR SDK to get input from the daydream view controller and add interaction. Switch the build settings to Android. The player object contains the main camera and google VR controller prefabs GVRInstantPreviewMain allows for instant testing without a headset. Notes: Need to create an audio source for the audio on the video player(set audio output mode to audio source).
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            kandi-support Support

              interactive360Video_Disclosure has a low active ecosystem.
              It has 2 star(s) with 0 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              interactive360Video_Disclosure has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of interactive360Video_Disclosure is current.

            kandi-Quality Quality

              interactive360Video_Disclosure has no bugs reported.

            kandi-Security Security

              interactive360Video_Disclosure has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              interactive360Video_Disclosure does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
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              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              interactive360Video_Disclosure releases are not available. You will need to build from source code and install.

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            interactive360Video_Disclosure Key Features

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            interactive360Video_Disclosure Examples and Code Snippets

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            Community Discussions

            QUESTION

            RealityKit app and lower iOS deployment target
            Asked 2022-Mar-10 at 15:04

            I have an iOS app with deployment target iOS 10+, I need to add some features that depend only on RealityKit to appear with users whom their iOS version is 13+, the app compiles and runs successfully on real device but the problem is when archiving for upload to AppStore it generates a Swift file and says:

            ...

            ANSWER

            Answered 2022-Mar-10 at 15:04
            Firstly :

            Do not include Reality Composer's .rcproject files in your archive for distribution. .rcproject bundles contain the code with iOS 13.0+ classes, structs and enums. Instead, supply your project with USDZ files.

            Secondly :

            To allow iOS 13+ users to use RealityKit features, but still allow non-AR users to run this app starting from iOS 10.0, use the following code:

            Source https://stackoverflow.com/questions/71000365

            QUESTION

            How to use RealityKit's image AnchorEntity in SwiftUI?
            Asked 2022-Jan-08 at 20:36

            I want to use RealityKit's AnchorEntity initialized with an Anchoring Component Target of type Image. Here is what I am trying to do:

            ...

            ANSWER

            Answered 2022-Jan-08 at 20:36

            You can use AnchorEntity(.image(...)) in SwiftUI almost the same way as you used it in UIKit. At first click Assets.xcassets in Project Navigator pane and create AR Resources folder. Drag your image there. Setup its physical size in Inspector. Then copy/paste the code:

            Source https://stackoverflow.com/questions/70634542

            QUESTION

            Augmented Reality – Lighting Real-World objects with Virtual light
            Asked 2021-Dec-16 at 17:25

            Is it possible to import a virtual lamp object into the AR scene, that projects a light cone, which illuminates the surrounding space in the room and the real objects in it, e.g. a table, floor, walls?

            For ARKit, I found this SO post.

            For ARCore, there is an example of relighting technique. And this source code.

            I have also been suggested that post-processing can be used to brighten the whole scene.

            However, these examples are from a while ago and perhaps threre is a newer or a more straight forward solution to this problem?

            ...

            ANSWER

            Answered 2021-Dec-16 at 17:25

            At the low level, RealityKit is only responsible for rendering virtual objects and overlaying them on top of the camera frame. If you want to illuminate the real scene, you need to post-process the camera frame.

            Here are some tutorials on how to do post-processing: Tutorial1⃣️ Tutorial2⃣️

            If all you need is an effect like This , then all you need to do is add a CGImage-based post-processing effect for the virtual object (lights).

            More specifically, add a bloom filter to the rendered image(You can also simulate bloom filters with Gaussian blur).

            In this way, the code is all around UIImage and CGImage, so it's pretty simple😎

            If you want to be more realistic, consider using the depth map provided by LiDAR to calculate which areas can be illuminated for a more detailed brightness.

            Or If you're a true explorer, you can use Metal to create a real world Digital Twin point cloud in real time to simulate occlusion of light.

            Source https://stackoverflow.com/questions/70348881

            QUESTION

            How to show image from gallery in realitykit?
            Asked 2021-Dec-12 at 08:44

            I want to show image from gallery. i am loading the image using imagePicker.

            ...

            ANSWER

            Answered 2021-Dec-12 at 08:44

            Try this. Take into consideration, a tint color is multiplied by an image – so, if tint's RGBA = [1,1,1,1], a result of multiplication will be an image itself (without tinting)...

            Source https://stackoverflow.com/questions/70321744

            QUESTION

            How to fix AR connected issue in my device?
            Asked 2021-Nov-23 at 13:58

            I am developing a website related to Augmented Reality. But my mobile phone (Samsung Galaxy M02S) is not supported AR. When I try to install ARcore, google play store show an error.

            So I installed ARcore using apk and now this app was installed. After that, I checked my mobile phone AR was supported or not. The below notification was shown when I try to see AR.

            How I fix this issue and have any other way to install ARcore into my phone?

            ...

            ANSWER

            Answered 2021-Nov-23 at 13:58

            AR Core requires some specific hardware to work. You can check the list of supported devices here. No amount of side loading will help because this is a hardware requirement issue. Moreover AR Core is under active development even if you somehow install a version that might work that version will soon be deprecated and you will start getting the popup saying you need to update.

            Kindly use a device that is part of supported list or an Emulator that supports this. IMHO it is best to develop using a device that has support from AR Core team.

            Source https://stackoverflow.com/questions/70081990

            QUESTION

            SCNKit: Hit test doesn't hit node's dynamically modified geometry
            Asked 2021-Aug-15 at 08:41

            I'm facing an issue where SCNView.hitTest does not detect hits against geometry that I'm modifying dynamically on the cpu.

            Here's the overview: I have a node that uses an SCNGeometry created from a MTLBuffer of vertices:

            ...

            ANSWER

            Answered 2021-Aug-13 at 15:46

            When you perform a hit-test search, SceneKit looks for SCNGeometry objects along the ray you specify. For each intersection between the ray and a geometry, SceneKit creates a hit-test result to provide information about both the SCNNode object containing the geometry and the location of the intersection on the geometry’s surface.

            The problem in your case is that when you modify the buffer’s contents (MTLBuffer) at render time, SceneKit does not know about it, and therefore cannot update SCNGeometry object which is used for performing hit-test.

            So the only way I can see to solve this issue is to recreate your SCNGeometry object.

            Source https://stackoverflow.com/questions/68723000

            QUESTION

            Error in displaying reality file from network
            Asked 2021-Jul-26 at 06:44

            I am trying to display a reality file created using Reality Composer. The below code works for usdz but not for reality. Here is my code

            ...

            ANSWER

            Answered 2021-Jul-26 at 06:44

            Uploading a .reality model from web works fine. You can easily check this in Xcode Simulator:

            Source https://stackoverflow.com/questions/68517968

            QUESTION

            Camera Intrinsics Resolution vs Real Screen Resolution
            Asked 2021-May-28 at 13:28

            I am writing an ARKit app where I need to use camera poses and intrinsics for 3D reconstruction.

            The camera Intrinsics matrix returned by ARKit seems to be using a different image resolution than mobile screen resolution. Below is one example of this issue

            Intrinsics matrix returned by ARKit is :

            [[1569.249512, 0, 931.3638306],[0, 1569.249512, 723.3305664],[0, 0, 1]]

            whereas input image resolution is 750 (width) x 1182 (height). In this case, the principal point seems to be out of the image which cannot be possible. It should ideally be close to the image center. So above intrinsic matrix might be using image resolution of 1920 (width) x 1440 (height) returned that is completely different than the original image resolution.

            The questions are:

            • Whether the returned camera intrinsics belong to 1920x1440 image resolution?
            • If yes, how can I get the intrinsics matrix representing original image resolution i.e. 750x1182?
            ...

            ANSWER

            Answered 2021-May-28 at 13:28
            Intrinsics 3x3 matrix

            Intrinsics camera matrix converts between the 2D camera plane and 3D world coordinate space. Here's a decomposition of an intrinsic matrix, where:

            • fx and fy is a Focal Length in pixels
            • xO and yO is a Principal Point Offset in pixels
            • s is an Axis Skew

            According to Apple Documentation:

            The values fx and fy are the pixel focal length, and are identical for square pixels. The values ox and oy are the offsets of the principal point from the top-left corner of the image frame. All values are expressed in pixels.

            So you let's examine what your data is:

            Source https://stackoverflow.com/questions/66893907

            QUESTION

            Adding multiple SCNNode(s) at the same time
            Asked 2021-May-21 at 04:36

            I have this function named addShapes. I want it to create 3 shapes

            ...

            ANSWER

            Answered 2021-May-21 at 04:36

            Your code works fine (a position was a problem):

            Source https://stackoverflow.com/questions/67629296

            QUESTION

            ARMeshAnchor – SceneKit SCNView Renderer EXC_BAD_ACCESS
            Asked 2021-Apr-21 at 00:26

            Im converting the ARMeshAnchor data to mesh using SCNGeometrySource which it works fine but sometimes 3/10 I will get a bad_access from SceneKit renderer.

            [![enter image description here][1]][1]

            ...

            ANSWER

            Answered 2021-Feb-07 at 11:58

            It occurs because ARMeshAnchors constantly update their data as ARKit refines its understanding of the real world. All ARMeshAnchors are dynamic anchors. However their mesh's subsequent changes are not intended to reflect in real time.

            If you want to duplicate your ARMeshAnchors collection use the following code:

            Source https://stackoverflow.com/questions/66070916

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

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            Install interactive360Video_Disclosure

            You can download it from GitHub.

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