👉 Sign-Up for a FREE Immersal Account: immersal.com/register?DILMER (affiliate link) 📌 The Unity Project shown today can be downloaded or cloned from GitHub: github.com/dilmerv/UnityImmersalDemos ℹ Recommended resources to learn more about Immersal SDK: 👉 Mapping: developers.immersal.com/docs/mapsmapping/howtomap 👉 Edit Maps: developers.immersal.com/docs/mapsmapping/advanced/map-editing-feature
Hey Dilmer! I didnt understand one thing. how did you place the objects in the scene from 14:26 just by looking at the point clouds? how did you understand which point cloud represents which object in real life in your studio?
If you zoomed out and change the size of the point clouds you will be able to tell which area is which, I know that room so well but changing the point cloud point sizes & colors helps. I also deployed this a few times to my device to make sure things were accurately positioned. Great question!
Hey Dilmer! Great work with Immersal AR. Just wandering if you know of or had work with a solution for WebAR using Unreal Engine 5 for deployment? Cheers
Hey there I wish I knew, I am not very familiar with WebXR using Unreal or if there is even an option to do so. If you find an option please let me know. Great question !
Great work, do you know of a method to assign an occlusion material to walls and meshes using Unity pro for vision pro? All the occlusion Materials I use have different results
Great question, I did a simple bounded volume example and occlusion all worked out of the box and without having to make any changes. Am I correct to assume you're working on an unbounded volume experience? Let me know and I can test it tomorrow.
Good Video @dilmerv! What do you think about this vs cloud anchors? does it support cloud sync or do we have to use another method to make it accessible over the internet?
You can save cloud anchors locally or have your own web server that saves their position or orientation relative to the localized areas. The power of Immersal is localization, they provide you an entire mesh (map) of the area localized, that also can be retrieved from their servers as much as you needed or in Unity you could tell the component to re-localized on demand or every x seconds. Let me know if you have other questions.
Thanks Dilmer. Can you achieve the same for Vision Pro? If yes, any chance you can make a tutorial? If it can’t be done on VP, how come (curious)? Cheers
Hey, thanks for your question and for watching this video. I believe Vision Pro doesn't provide camera access to developers, and therefore, Immersal can't support it as a platform. Currently, VisionOS remembers its original object transformations, but they're not persistent after restarts, so that may be a challenge. I know ARKit for Mobile supports cloud anchors, but I haven't seen anything similar for VisionOS just yet.
Yes you could use these features with Magic Leap 2 + Hand Tracking. With Meta Quest 3 is not possible since they don’t grant access to the camera and therefore we can’t run these features. Good questions !
@@dilmerv oohh alright! I'm a developer and at my job we are looking to expand in the world of XR. From my research so far the magic leap 2 seems to be the best overall platform for developing AR apps
Hi Dilmerv, I tested the stencil occlusion material for the scene mesh occlusion and the stencil shader turns black. The stencil shader works in the editor, but does not work through the headset. I am using unbounded MR space in the meshing scene through Unity pro. Is there a way to get the scene occlusion? Thank you
Thanks for the info, I haven’t looked at it yet but perhaps you can ask on my discord and see if anyone has worked in that area yet. Let me know if you need an invite thanks!
Hello Dear, I hope you are doing well! Is this project AR plane detection work on webgl too? or we need something else for that, if you can suggest some sdk which do AR Plane detection without image or any object tracking for webgl platform that will be great? Thank you.
Absolutely, that’s their main use case, I did it with my previous video where I scanned a large park where there were multiple statues. Take a look here: ua-cam.com/video/ZF2zmohfiTI/v-deo.html Great question!
👉 Sign-Up for a FREE Immersal Account: immersal.com/register?DILMER (affiliate link)
📌 The Unity Project shown today can be downloaded or cloned from GitHub:
github.com/dilmerv/UnityImmersalDemos
ℹ Recommended resources to learn more about Immersal SDK:
👉 Mapping: developers.immersal.com/docs/mapsmapping/howtomap
👉 Edit Maps: developers.immersal.com/docs/mapsmapping/advanced/map-editing-feature
Nice guide!
Thank you for sharing so much knowledge
Thanks a lot for your feedback my friend, I am glad you are enjoying the videos 🙏
Hey Dilmer! I didnt understand one thing. how did you place the objects in the scene from 14:26 just by looking at the point clouds? how did you understand which point cloud represents which object in real life in your studio?
If you zoomed out and change the size of the point clouds you will be able to tell which area is which, I know that room so well but changing the point cloud point sizes & colors helps. I also deployed this a few times to my device to make sure things were accurately positioned.
Great question!
Hey Dilmer! Great work with Immersal AR. Just wandering if you know of or had work with a solution for WebAR using Unreal Engine 5 for deployment? Cheers
Hey there I wish I knew, I am not very familiar with WebXR using Unreal or if there is even an option to do so. If you find an option please let me know. Great question !
Great work, do you know of a method to assign an occlusion material to walls and meshes using Unity pro for vision pro? All the occlusion Materials I use have different results
Great question, I did a simple bounded volume example and occlusion all worked out of the box and without having to make any changes. Am I correct to assume you're working on an unbounded volume experience? Let me know and I can test it tomorrow.
@@dilmerv thank you, I am working with the Unity Meshing Scene with no bounds
@Dilmerv so this is how it feels like to be the first one to view your videos your video have help me lot thanks man
Hehe that’s amazing thank you for your kind support and feedback! You rock !!!
Good Video @dilmerv! What do you think about this vs cloud anchors?
does it support cloud sync or do we have to use another method to make it accessible over the internet?
You can save cloud anchors locally or have your own web server that saves their position or orientation relative to the localized areas. The power of Immersal is localization, they provide you an entire mesh (map) of the area localized, that also can be retrieved from their servers as much as you needed or in Unity you could tell the component to re-localized on demand or every x seconds.
Let me know if you have other questions.
Thanks Dilmer. Can you achieve the same for Vision Pro? If yes, any chance you can make a tutorial? If it can’t be done on VP, how come (curious)? Cheers
Hey, thanks for your question and for watching this video. I believe Vision Pro doesn't provide camera access to developers, and therefore, Immersal can't support it as a platform. Currently, VisionOS remembers its original object transformations, but they're not persistent after restarts, so that may be a challenge. I know ARKit for Mobile supports cloud anchors, but I haven't seen anything similar for VisionOS just yet.
Hey Dilmer! Great work do you think a similar mapping can be done using hololens 2?
Not really sure to be honest, I will find out for you but I haven't done much with HL2 since I started playing with ML2.
Would it be possible to use this app with the meta quest 3 or magic leap 2 and use handtracking?
Yes you could use these features with Magic Leap 2 + Hand Tracking. With Meta Quest 3 is not possible since they don’t grant access to the camera and therefore we can’t run these features.
Good questions !
@@dilmerv oohh alright! I'm a developer and at my job we are looking to expand in the world of XR. From my research so far the magic leap 2 seems to be the best overall platform for developing AR apps
Hi Dilmerv, I tested the stencil occlusion material for the scene mesh occlusion and the stencil shader turns black. The stencil shader works in the editor, but does not work through the headset. I am using unbounded MR space in the meshing scene through Unity pro. Is there a way to get the scene occlusion? Thank you
Thanks for the info, I haven’t looked at it yet but perhaps you can ask on my discord and see if anyone has worked in that area yet. Let me know if you need an invite thanks!
Hello Dear, I hope you are doing well! Is this project AR plane detection work on webgl too? or we need something else for that, if you can suggest some sdk which do AR Plane detection without image or any object tracking for webgl platform that will be great? Thank you.
I recommend looking at a solution such as Mattercraft zap.works/mattercraft which provides WebGL AR Plane detection. Thanks for your comment!
Is possible to scan a huge place ?
Absolutely, that’s their main use case, I did it with my previous video where I scanned a large park where there were multiple statues. Take a look here: ua-cam.com/video/ZF2zmohfiTI/v-deo.html
Great question!
@@dilmerv wow I am interested to learning about with Ar navigation using immersal AR. Maybe sometimes u can make a tutorial for that. Thanks.