Unity AR Color Mapping by airar-dev - 1

Extensions

Unity AR Colormapping for easyar,vuforia,maxstar, arkit, arcore

Unknown VersionBSD 3-Clause "New" or "Revised" LicenseUpdated 33 days agoCreated on May 26th, 2020
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ColorMapping

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This project is an easy-to-apply AR Coloring Library for Unity.
This project can be applied to AR Engines of MaxstAR, EasyAR, Vuforia, ARFoundation(ARkit, ARcore).
To use it for business projects, you need to purchase a separate license for the AR Engine.

View Demo

demo video


Table of Contents


Requirements

  • Unity3d 2019.3.14f1
  • Visual Studio 2019
  • opencv-3.4.10-android-sdk
  • opencv.framework

Installation

1. Clone a repository or download it as zip.

    git clone https://github.com/airar-dev/ColorMapping.git

2. Importing the AR Engine SDK to be used together.
  (You can use MaxstAR, EasyAR, Vuforia, ARFoundation(ARkit, ARcore))


Quick Start

with MaxstAR

1. Create Project
 - Create an empty Unity3D project.

2. Import MaxstAR
 - Import MaxstAR SDK(5.0.2v).

3. Import Sample Package
 - After extracting the downloaded file,
   import ColorMappingWithMaxstARSample.unitypackage from
   ColorMapping-master -> Sample folder.

4. Import Native Library
 - Import ‘libAirarColorMap.so, libopencv_java3.so’ file for Android.
 - Import ‘libAirarColorMap.a, opencv2.framework’ file for iOS.

5. Player Settings for Android

Allow 'unsafe' codeCheck the Allow 'unsafe' code
Scripting BackendSelect IL2CPP
Target ArchitecturesCheck Arm64 architecture(uncheck ARM7)
Scripting Define SymbolsAdd ‘USE_MAXSTAR’ into Scripting Define Symbols

6. Player Settings for iOS

Allow 'unsafe' codeCheck the Allow 'unsafe' code
Scripting BackendSelect IL2CPP
Target ArchitecturesCheck Arm64 architecture(uncheck ARM7)
Scripting Define SymbolsAdd ‘USE_MAXSTAR’ into Scripting Define Symbols

7. Setting for 3D Contents

‘coloring’ tag     Set ‘coloring’ tag for Object containing the material
to which the colored texture is applied

8. MaxstARColorMapping.cs

masxtar-1

trackableBehaviour  MaxstAR ImageTrackableBehaviour
ARContents3D object to augment
RealWidthActual horizontal size of the marker image
RealHeightActual vertical size of the marker image

9. Build
 - Build by selecting the MaxstARSample scene under ColorMapping -> Scenes.


with EasyAR

1. Create Project
 - Create an empty Unity3D project.

2. Initialize EasyAR
 - EasyAR 3.1.0 Version required.
 - For EasyAR to work, a license key is required.

3. Import Sample Package
 - After extracting the downloaded file,
   import ColorMappingWithEasyARSample.unitypackage from
   ColorMapping-master -> Sample folder.

4. Import Native Library
 - Import ‘libAirarColorMap.so, libopencv_java3.so’ file for Android.
 - Import ‘libAirarColorMap.a, opencv2.framework’ file for iOS.

5. Player Settings for Android

Allow 'unsafe' codeCheck the Allow 'unsafe' code
Graphics APIsRemove Vulkan from the Graphic API list
Scripting BackendSelect IL2CPP
Target ArchitecturesCheck Arm64 architecture(uncheck ARM7)
Scripting Define SymbolsAdd 'USE_EASYAR' into Scripting Define Symbols

6. Player Settings for iOS

Allow 'unsafe' codeCheck the Allow 'unsafe' code
Graphics APIsRemove Metal from the Graphic API list
Scripting BackendSelect IL2CPP
ArchitectureCheck Arm64 architecture(uncheck ARM7)
Scripting Define SymbolsAdd 'USE_EASYAR' into Scripting Define Symbols

7. Setting for 3D Contents

‘coloring’ tag     Set ‘coloring’ tag for Object containing the material
to which the colored texture is applied

8. EasyARColorMapping.cs

easyar-1

ImageTargetController EasyAR ImageTargetController
ARContents3D object to augment
RealWidthActual horizontal size of the marker image
RealHeightActual vertical size of the marker image

9. Build
 - Build by selecting the EasyARSample scene under ColorMapping -> Scenes.


with Vuforia

1. Create Project
 - Create an empty Unity3D project.

2. Import Vuforia Unity Package
 - Importing the Vuforia Engine AR Unity Package(9.5.4v +).

3. Import Sample Package
 - After extracting the downloaded file,
   import ColorMappingWithVuforiaSample.unitypackage from
   ColorMapping-master -> Sample folder.

4. Import Native Library
 - Import ‘libAirarColorMap.so, libopencv_java3.so’ file for Android.
 - Import ‘libAirarColorMap.a, opencv2.framework’ file for iOS.

5. Player Settings for Android

Allow 'unsafe' codeCheck the Allow 'unsafe' code
Scripting BackendSelect IL2CPP
Target ArchitecturesCheck Arm64 architecture(uncheck ARM7)
Scripting Define SymbolsAdd 'USE_VUFORIA' into Scripting Define Symbols

6. Player Settings for iOS

Allow 'unsafe' codeCheck the Allow 'unsafe' code
Scripting BackendSelect IL2CPP
Target ArchitecturesCheck Arm64 architecture(uncheck ARM7)
Scripting Define SymbolsAdd 'USE_VUFORIA' into Scripting Define Symbols

7. Setting for 3D Contents

‘coloring’ tag     Set ‘coloring’ tag for Object containing the material
to which the colored texture is applied

8. VuforiaColorMapping.cs

vuforia-1

ImageTaget      Vuforia ImageTargetBehaviour
ARContents3D object to augment
RealWidthActual horizontal size of the marker image
RealHeightActual vertical size of the marker image

9. Build
 - Build by selecting the VuforiaSample scene under ColorMapping -> Scenes.


with ARFoundation(ARkit, ARcore)

1. Create Project
 - Create an empty Unity3D project.

2. Import ARFoundation Unity Package
 - Importing the ARFoundation(2.1.8v),
   ARCore(for Android)(2.1.11v), ARKit(for iOS)(2.1.9v) Unity Package.

3. Import Sample Package
 - After extracting the downloaded file,
   import ColorMappingWithARFoundationSample.unitypackage from
   ColorMapping-master -> Sample folder.

4. Import Native Library
 - Import ‘libAirarColorMap.so, libopencv_java3.so’ file for Android.
 - Import ‘libAirarColorMap.a, opencv2.framework’ file for iOS.

5. Player Settings for Android

Allow 'unsafe' codeCheck the Allow 'unsafe' code
Scripting BackendSelect IL2CPP
Target ArchitecturesCheck Arm64 architecture(uncheck ARM7)
Scripting Define SymbolsAdd 'USE_ARFOUNDATION' into Scripting Define Symbols
Minimum API LevelAndroid 7.0(API Level 24)+

6. Player Settings for iOS

Allow 'unsafe' codeCheck the Allow 'unsafe' code
Scripting BackendSelect IL2CPP
ArchitectureCheck Arm64 architecture(uncheck ARM7)
Scripting Define SymbolsAdd 'USE_ARFOUNDATION' into Scripting Define Symbols
Target minimum iOS Version11.0+

7. Setting for 3D Contents

‘coloring’ tag     Set ‘coloring’ tag for Object containing the material
to which the colored texture is applied

8. ARFoundationColorMapping.cs

arfoundation-1

ImageManager    ARTrackedImageManager
ARContents3D object to augment
RealWidthActual horizontal size of the marker image
RealHeightActual vertical size of the marker image

7. Build
 - Build by selecting the ARFoundationSample scene under ColorMapping -> Scenes.


Release

Version New Features Date
v1.3.1 update all sample for Android/iOS 2020.10.27
v1.2.1 modify sample unitypackages for android 2020.10.23
v1.2.0 update android sample 2020.10.23
v1.1.0 add iOS Library 2020.10.21
v1.0.1 add EasyAR sample 2020.10.07
v1.0.0 Apply MaxstAR, EasyAR 2020.09.09

Future Release

  • The accuracy will be improved.

Known issues

  • The coloring is not very accurate when used with the MaxstAR engine.

Contributing

  • Contributions are what make the open source community such an amazing place to be learn, inspire, and create. Any contributions you make are greatly appreciated.

     1. Fork the Project.
     2. Create your Feature Branch.
     3. Commit your Changes.
     4. Push to the Branch.
     5. Open a Pull Request.

License

  • The 3-Clause BSD License. (see the LICENSE file inside this repo)

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