Currently working on an university project where we want to implement AR Navigation on Campus, your tutorial saved us. Thanks! Looking forward to more tutorials :)
@@kishorevv1441 If you give me your contact infos, I can hand them over to our developer. But we switched from Unity to an Swift IOS App and now work with ARKit, Worldmaps etc.👌🏻
The second part of this tutorial can be found here -> ua-cam.com/video/C7TNBybSOq0/v-deo.html The third part of this tutorial can be found here -> ua-cam.com/video/w_9LG_D9c0Q/v-deo.html The fourth part of this tutorial can be found here -> ua-cam.com/video/uAzPdt7ZZN4/v-deo.html The Github repository can be founde here -> github.com/FireDragonGameStudio/ARIndoorNavigation
Thank you for your tutorial.. Currently i been working to a project where i need to implement AR navigation around my workplace. I look forward for your next tutorial content :)
@FireDragonGameStudio THANK YOU! I RECENTLY PASSED MY FINAL THESIS DEFENSE BECAUSE OF YOUR TUTORIAL! Thank you for your active response to the comments and thank you sharing your knowledge to the students who wants to learn Unity and AR. May this message find you! I'm very thankful to you!
Great tutorial and thanks. Working on a similar idea. If the the user’s position can be determined by a marker or a qr code and then destination can be selected from list of multiple targets. But struggling a bit. Looking forward to your follow up video.
Very good question. The "secret" of this very simple approach is, that there is actually no real matching of room position/rotation, except for the starting position/rotation. Based on the starting position/rotation all locomotion is done via SLAM. This means the smartphone camera calculates the movement based on features found in the camera stream. If the feature detection fails or doesn't yield good results, the smartphone gyro and acceleration sensors will contribute to motion detection too. As a result, this approach works best in a feature rich environment. The next tutorial (hopefully released next week) will show how to recenter the virtual position with the help of QR code scanning, when the motion detection shifts or tracking is getting lost for various reasons. :)
Hello, i'm trying to emulate the project, when i'm trying to use the application i see the map being projected in my phone ,also without any line markers , how do i resolve it, thanks in advance
Hello sir i did everything what you do but sir in my case it not cover the full distance. I mean sir it cover the distance before the destination. Plz sir help
Hello I implemented according to your video but in my case for a longer path the indicator resets to the start point or somewhere behind the current position and as a result of which the path goes beyond the destination. Is it because of numbers of corners in that path? Please help me out .
@@firedragongamestudio Thank you so much for reverting back. I am implementing this on my college floorplan . It is working well for others paths but for this one path which is a straight passage/hallway the indicator resets. Although when I am trying to run on a different open space environment for the straight path it does not reset. So I am not able to understand as to way this might be happening. I request you to please guide me through this issue.
I have made it, but the direction of the room in Unity and in the real world is reversed, how can the rotation in Unity match the real world. I mean in the real world I should be walking forward,But in my application it is directed backwards
@@abhinayreddykothapally1445I'm also working on my campus project, and the time is also very close😢, I'm looking for a solution. How do we talk On WhatsApp?
Hello once again! What type of project you used in this video? there are different types of project before you start to configure the project settings?
Hi, I want to ask what if the indicator sphere sunddenly missing from the minimap in game. However in the scene I still can see the indicator sphere. What should I do?
Bro ARcore camera is not working on my android phone I have Vivo YT21. Its not supported by AR. 1)Do I have to use AR supported android phone ? 2) Can I use Vuforia instead of AR session and camera. ? 3) If I use this vuforia do i have to change anything in the settings you done in your video. and I finally cleared the compiler error. thank you bro.
I got 4 errors in unity whatever program i build 1)The option setting 'android.enableR8=false' is deprecated. It will be removed in version 5.0 of the Android Gradle plugin. You will no longer be able to disable R8 2) * What went wrong: Execution failed for task ':launcher:packageRelease'. > A failure occurred while executing com.android.build.gradle.internal.tasks.Workers$ActionFacade > com.android.ide.common.signing.KeytoolException: Failed to read key AndroidDebugKey from store "C:\Users\pooja\.android\debug.keystore": Invalid keystore format 3)gradle build failed 4)Build completed with a result of 'Failed' in 26 seconds (26226 ms) UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) what do i do Anyone if you know please answer me
Wild guess: The canvas is in the wrong position, or the camera doesn't show the right layers. You can compare with the github repo in the pinned comment, or the video description 😃
at 19:55 you say to copy and paste the code from repo, but I'm unable to locate the properly named file to copy its contents in to the script, PLZ help. what is the file named to be used?
it's within the initial commit and named SetNavigationTarget.cs Nevertheless I'd recommend to go through all the parts of the tutorial and finish everyhing regarding the refactoring. After that you can use the repo and everything you learned to it's full extend 😃
Hey, we've followed this tutorial completely, bt right now when you open the app, the camera does open bt we can't see the path or the line renderer. Can you help us? @FireDragonGameStudio
so i have been following your video from the beginning to the end however i am facing an issue , the direction is appearing on the device but its very small , im unable to figure out what is the reason behind it whether there is an issue with the indicator or ar camera
hi i am not able to view the camera... the main camera... i am using xr origin instead of ar session origin... thats the problem please help me resolve this
After building the apk, my phone only shows the game view as it is I.e.a minimap . I think my app is unable to get the access of my phone camera. I've checked all the permissions. But it's still not working. Please please help me with this
@@firedragongamestudio It worked..Thanks:) But im facing orientation of walking direction i.e. when im walking straight, the indicator is moving leftwards. Also, its not working in real time.
It's actually a 3D model out of cubes which I built, based on the real world measurements. It's "mapped" via a predefined starting point, aka where you start the app. In further videos this "recentering" will be done with QR codes and for the 3D model data you can use a scan from iPhone, Hololens or Quest3 too :)
When i go to create the AR session Origin i don't see it, i only see AR Session which doesn't have a camera object and XR Origin (mobile AR) which isn't anything close to what is on the tutorial, i tried using these two because they where the closest resemblance too what you have. If i did anything thing wrong or if there is something that i haven't installed please let me know i would greatly appreciate it!
You'll have to choose XR Origin (mobile AR). The AR Foundation used in this tutorial is older, but the repo (link is in the description box) is already using a newer version.
Thanks for this great video. I have only a problem. There are no errors and I made everything according to the tutorial. But if I build it, I can't connect it with AR camera. When I run the app on my phone, the Unity model comes out, not the camera. Do you know the reason?
Hi, there may be an issue with either your app privileges (camera permission) not set correctly for camera use, or your phone does not support ARCore. Pls make sure to check it :)
@@firedragongamestudio Thank you!! Now, i can use the indoor navigation with ar camera!! It took a really long time to make it. I think I watched your video series a thousand times in two months.(cuz i cannot understand english well..) I'm so happy today. Thank you for your kind reply and video.
Do you have any tutorial on how to install the applications and libraries that I need and so that I can start and follow this guide? Thank you! I am currently working on a thesis and this tutorial is somewhat useful!
It's basically just Unity and the Android components (docs.unity3d.com/2022.3/Documentation/Manual/android-sdksetup.html). The rest should be covered in the setup chapter of the video :)
Hello again! If I have a scanned object because I used a lidar scanner to map the area, does it need to have Environment, Wall Cubes and etc? or I just make that object as is? I know this is not relevant to the video but I still follow the video.
@FireDragonGameStudio If I'm making model in blender or by the same method then would there be any measurement issues? like length of the collidor or room?
I have made a plan according to real dimensions. And the line has appeared. But why doesn't the target direction match the one in Unity? For the environment, I have rotated it based on the X Y Z axes, but...The target location does not match. My smartphone already supports arcore
@@firedragongamestudio Actually while navigating through a hallway it's getting reset back to the starting point and the only difference I can find is there are no or few corners in the navigation mesh of hallway compared elsewhere in the nav mesh
Running on my Pixel 2XL, no LiDAR required, only camera based tracking. Well it's ARFoundation, so simply follow the Unity docs for iOS deployment and usage ^^
Hi it's me again! Thank you for the answers you gave last 3 weeks ago I have another question, whenever I start the app in the unity using the start button the sphere began starting to other area instead of the starting place? I don't know what's the problem with it do you have any idea what's the problem with it? Plus the version of this tutorial is pretty much outdated since unity changed some parts of the AR Camera now it is an XR Origin and they are using Tracked Pose Driver instead of AR Pose Driver (Input System) I might guess that might the problem why my sphere starts to different area instead of its designated starting point. I hope you answer this because the tutorial was really helpful and I learned a lot. I just need more answers ;-; thank u
Hi :) I already updated the github repo to Unity 2022.3 a few months ago and as far as I could test it, everything should work. The changes are minor and can be extracted via the github repo. For your problem, is your starting place at 0,0,0? Because in the editor, the XROrigin + Sphere should usually be at 0,0,0.
Hey! If the user changes their location, does the code automatically adjust the new path and give new directions to the point instead of sticking to a predefined route?
Greetings, do you have a course on indoor navigation on any platform, and can more options be programmed, to use it as a guide within a place? I would like to know.
Hi :) Unfortunately there is no course, I'm just doing this for fun in my free time, which explains the long pauses between the videos. The guidance idea of yours is totally possible. Check out the second part of the tutorial, this should help you with your project :)
The target cube and the sphere is getting placed. Even the mini map is working but the path is not visible. Only the objects are getting placed. Any idea how to resolve this?
Thank you so much for making this tutorial! however, when I tried to implement it on my own and import to my iPhone, the minimap is not displayed on the screen, what displayed instead is a white plane in the mid air, what might be the cause?
Good question, usually the moment you start the app on your phone, your phone itself becomes the world origin (0,0,0), so if you placed the white floor plane on y=0 is floats mid air. Check the other videos of the series, there are unfortunately a few of this small quirks.
'NavMeshSurface' does not contain a definition for 'IsPartOfPrefab' and no accessible extension method 'IsPartOfPrefab' accepting a first argument of type 'NavMeshSurface' could be found (are you missing a using directive or an assembly reference?) I'm getting above error while creating SetNavigationTarget script. Could yo pease help me with that.?
I'm not quite sure, what exactly you're doing, but maybe you're just missing the using UnityEngine.AI; statement. Pls note, that newer Unity versions handle the NavMesh "package" differently.
hey FireDragon, thx for the tutorial, do you know anything about "Spatial Anchors"? Those where the AR App after it scans the envirenment knows where the user is, so that we don't need a QR code for the startin point?
Hi, thx for the feedback 😃 yes I know about them and how they can be used. But I wanted to keep this tutorial series as simple as possible. Feel free to extend the sample with anchors. I'll consider them for a separate tutorial in the future 😃
@@firedragongamestudio thx for your respone ^^ Do you know if ARcore CloudAnchors work for bigger buildings with multiple floors and rooms? And which one of those should I use: googles cloudanchors or azures cloudanchors or does apple also have one? and am I good to go when I just chose one of those and try to make them work on ios and android with ARfoundation? sooo many questions 🙊
Thankyou! Its a great tutorial. Does it work for a imported 3D model, will the minimap parameters still be same? and do we need to add layers even when the model is imported?
@@MeghaKallihal check your camera permissions. Try uninstalling the app in your mobile device and redeploy again. It sometimes fails to ask for permissions.
Thank u so much but a problem occured for me after I render th output ..When opening the app a black screen is appearing the camera is not working ...Is there any solution for this .??
@@firedragongamestudio thank you camera worked but the cube is not static and is moving along with the camera ...I made the target cube static but still it's moving along us ...Is there any solution for this..???
@@santoshaji6770 If you followed the tutorial everything should work. Does your device support ARCore? You can try to implement the second part of the tutorial or get the github repo too.
Hello, I am getting kind of logical error when I run the application to in my phone. the directions from the min map(top downcamera) are correct but the ones showing on the AR camera are opposite compared to the one from the minmap
The most likely reason is your starting rotation, when launching the app. You'll have to align yourself to be precisely standing like you set up everything in the editor.
Yes, you can use the AR template and no I created everything from scratch. But it doesn't really matter, as the AR template is only a template, using the AR Foundation stuff ^^
Hello! I have a problem with my Main Camera in my Unity it doesn't open it stays black despite I have XR Plugin Google ARCore ticked on but whenever I build and run and open my application it still shows black screen I already enable the permission to use my camera and still doesnt show. I am currently using version 2022.3.11f1
Remove the app from your phone and reinstall it. Sometimes Unity messes things up. Otherwise an update to the latest LTS version of 2022.3 may fix your problem.
While I click build and run I'm getting two messages as Android NDK not found or invalid. Please, fix it in Edit / Unity -> Preferences -> External Tools And No Adaptive Performance provider package installed. Adaptive Performance requires a provider to get information during runtime. Please install a provider such as Adaptive Performance Samsung (Android) from the Adaptive Performance Settings. what should i do? I'm using unity version 2022.3
Can I utilize this way for some large scale application? Such as an office floor? Should my dimensions be Real-life measurements or can I just use a foundation plan and build for it?
You'll have to use real life measurements, but just place simple geometry as often as possible. Already built this for a university campus and 5 floors and it works quite well :)
@@firedragongamestudio I did exactly like in the video but i ran into an issue. in the mini map, when i move around and came to starting point, the indicator is elsewhere. and the green cube cannot be found. the indicator line is red (not purple). also, when rotate the phone, the indicator moves!?
Hi, that can happen if the Y position of the line renderer is too low. The next videos (!) will address this issue. The only things that must be changed are the floor plan graphic itself, the walls and the navigation targets. All the scripts are designed to work independetly.
Answered multiple times in the comments and in the video itself. Check with InEditor debugging (introduced in the next videos) if a path is generated by NavMesh.
as you rotate the floor cube by 180 degree but still its axis are in same direction only,but when i rotate my floor cube then my axis also gets rotated by 180 degree,can we plse tell me how to do it in your way?
Hi I’m currently working in indoor navigation app but my unity software doesn’t have android settings under player in project setting . Can you help me how to fix this problem
Hi, well I guess a good starting point would be to watch these 5 tutorial videos.😃For your project, you can basically use everything presented here for indoor and outdoor usage, as this implementation relies on camera footage and default smartphone sensors. The later videos will introduce QR Codes for, what I call, "Recentering", which is basically smth like an anchor for 3D data to real world points. But you'll have to create some kind of simple 3D representation of your environment, this will be a very demanding task.
is it possible to add some place options using buttons. When option 1 is clicked it will show location 1, if you click option 2 then location 2 will appear
sure, I'll actually do that in a later part of the series, showing the various "locations" of a scenery with multiple floors. the debug UI uses buttons for this :)
Hello, I followed exactly the same steps as shown in this video I did clicked 'build and run' but my indicator isn't initializing, it isn't tracing camera's movement, isn't showing augumented path. Unable to solve the problem please guide.
@ FireDragonGameStudio big fan of your work. However, the arrow path is not displaying on the phone, how can I fix it? And do you have any method to display the arrow on the sample scene on unity to see if its guiding correctly?
any idea how to create/draw the map after measuring the room? I drew a map but when i walk, i go farther than expected and the distance i walk aren't accurate
Either use a 3D scanner like LiDAR or a Hololens/MagicLeap for meshing with a device. The other way would be to just do it like I did it here and create cubes, which match the environment exactly.
@@onezerodev1756 try to completely remove the app from your phone. sometimes unity messes with the camera permissions. check these permissions btw too.
This video is just the first part of a 5 video series. The next videos will answer your question about floors and yes it will also work without exact measurement, but don't blame me if someone is hitting a wall or a door 😉
sir i am getting this error when i am trying to build UnityEditor.BuildPlayerWindow+BuildMethodException: 3 errors at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002da] in :0 at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in :0 UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
Hello! It`s really great tutorial. But, when i tried to do this, when i start an application on my phone, it crashes or it shows only black screen. What i need to do? I use 2021.2.3f1 version of Unity. I test an app on Xiaomi redmi note 8 pro
Hi Great tutorial. How can I add sceled(measured) room map in unity. Because when I implemented measurement was not good. Also navigation line also not visible. could you please help me.
Hi, thx :) My room map is not scaled at all. It's the real measures in meters. The line renderer may not generate th path in your case, pls check the navmesh calculation and your agent if everything is set up properly.
At 12:45 I simply add an PositionContraint to the Indicator (the Sphere is a child of it) and make it follow the ARCamera. As soon as the ARCamera moves in the real world, the Indicator will follow.
Thankyou for posting videos, it really helps me alot. I'm having a issues in my project, do i need to test the app at the same place and i configured the line renderer where the origin i fixed , but the line is not rendering in real time environment. please help me to sort this issue.
hey there, great tutorial. May I know why I am i unable to find the Android tab under Player Settings. All I have is settings for windows, dedicated server and WebGL. Thanks in advance
Hello I'm back again I tried to create this using the latest version and I find some problems in XR Origin I did this tutorial step by step and then I build it and open the app the output just shows blank showing the skybox of the unity layout and I cant see my minimap and not opening my camera or somewhat I can't find fix in the forums :( how do I fix this?
Well, basically yes ^^ But Unity's iOS build process involves a few more steps. The ARKit XR Plugin, which should be installed via package manager, a MacOS device for developing, XCode to finally build the project and an iOS device ready for deployment. That should sum it up :)
Currently working on an university project where we want to implement AR Navigation on Campus, your tutorial saved us. Thanks! Looking forward to more tutorials :)
Hii , we too working on same project , Can we have a discussion online renderer
@@kishorevv1441 If you give me your contact infos, I can hand them over to our developer. But we switched from Unity to an Swift IOS App and now work with ARKit, Worldmaps etc.👌🏻
@@nkl1999 Thank you so much if i need any info i will contact u
@@kishorevv1441 Hi there! We are working on the same project, Can you help us with our doubts.
hi guys...Im also working on the same project. I have some doubts.Can anybody help me with that ?
The second part of this tutorial can be found here -> ua-cam.com/video/C7TNBybSOq0/v-deo.html
The third part of this tutorial can be found here -> ua-cam.com/video/w_9LG_D9c0Q/v-deo.html
The fourth part of this tutorial can be found here -> ua-cam.com/video/uAzPdt7ZZN4/v-deo.html
The Github repository can be founde here -> github.com/FireDragonGameStudio/ARIndoorNavigation
Thank you for your tutorial.. Currently i been working to a project where i need to implement AR navigation around my workplace. I look forward for your next tutorial content :)
@FireDragonGameStudio THANK YOU! I RECENTLY PASSED MY FINAL THESIS DEFENSE BECAUSE OF YOUR TUTORIAL! Thank you for your active response to the comments and thank you sharing your knowledge to the students who wants to learn Unity and AR. May this message find you! I'm very thankful to you!
Congratulations 🎉 and you're welcome! Glad I could help 😊
Great tutorial and thanks. Working on a similar idea. If the the user’s position can be determined by a marker or a qr code and then destination can be selected from list of multiple targets. But struggling a bit. Looking forward to your follow up video.
The follow-up tutorial is now online and will hopefully help you with your project
😃 -> ua-cam.com/video/C7TNBybSOq0/v-deo.html
I want to ask why my line do not appear?
Thank you for your tutorial.But I can't understand how the virtual room matches the actual room position and rotation, can you explain it?
Very good question. The "secret" of this very simple approach is, that there is actually no real matching of room position/rotation, except for the starting position/rotation. Based on the starting position/rotation all locomotion is done via SLAM. This means the smartphone camera calculates the movement based on features found in the camera stream. If the feature detection fails or doesn't yield good results, the smartphone gyro and acceleration sensors will contribute to motion detection too. As a result, this approach works best in a feature rich environment. The next tutorial (hopefully released next week) will show how to recenter the virtual position with the help of QR code scanning, when the motion detection shifts or tracking is getting lost for various reasons. :)
For me AI Navigation option is not found and when i click on bake the button is not enabling
Install unity version 2021.2.3
AI navigation is a separate package in newer unity versions. pls install this additionally from the unity packages, from within package manager.
How to build and run the project I'm not having the indoor. Apk
Github repo link is in the description box.
Hello, i'm trying to emulate the project, when i'm trying to use the application i see the map being projected in my phone ,also without any line markers , how do i resolve it, thanks in advance
Hello sir i did everything what you do but sir in my case it not cover the full distance. I mean sir it cover the distance before the destination. Plz sir help
Check the path calculation within the code, maybe smth went wrong with the NavMesh bake.
Hello I implemented according to your video but in my case for a longer path the indicator resets to the start point or somewhere behind the current position and as a result of which the path goes beyond the destination. Is it because of numbers of corners in that path? Please help me out .
Sounds more like a tracking issue. You sure, that the path length is the problem?
@@firedragongamestudio Thank you so much for reverting back. I am implementing this on my college floorplan . It is working well for others paths but for this one path which is a straight passage/hallway the indicator resets. Although when I am trying to run on a different open space environment for the straight path it does not reset. So I am not able to understand as to way this might be happening. I request you to please guide me through this issue.
Hi Isha,
Can we get along to implement this project. I am doing the similar thing, in my case the line renderer not shoiwng
How did you solve the issue of the line renderer not displaying?
@@ameeransar5297
I have made it, but the direction of the room in Unity and in the real world is reversed, how can the rotation in Unity match the real world. I mean in the real world I should be walking forward,But in my application it is directed backwards
Hlo could pls help me 😢
I have due date very near 😢
@@abhinayreddykothapally1445I'm also working on my campus project, and the time is also very close😢, I'm looking for a solution. How do we talk On WhatsApp?
@@dandi_saputra bro same working on same project i have to present it in 2 months
Just rotate your whole environment or start your app while being rotated in the offseted angle in the real world. That should fix it for starters.
Hello once again! What type of project you used in this video? there are different types of project before you start to configure the project settings?
a normal 3D Core project will do :)
Hi, I want to ask what if the indicator sphere sunddenly missing from the minimap in game. However in the scene I still can see the indicator sphere. What should I do?
Check near/far plane of the minimap camera, or maybe there is some kind of occlusion happening?
Bro ARcore camera is not working on my android phone I have Vivo YT21. Its not supported by AR.
1)Do I have to use AR supported android phone ?
2) Can I use Vuforia instead of AR session and camera. ?
3) If I use this vuforia do i have to change anything in the settings you done in your video.
and I finally cleared the compiler error. thank you bro.
1) Yes
2) Yes, but with extended tracking and a few adjustments
3) The general setup will differ, but the most parts are the same.
@@firedragongamestudio Thank you so much for the reply
I got 4 errors in unity whatever program i build
1)The option setting 'android.enableR8=false' is deprecated.
It will be removed in version 5.0 of the Android Gradle plugin.
You will no longer be able to disable R8
2)
* What went wrong:
Execution failed for task ':launcher:packageRelease'.
> A failure occurred while executing com.android.build.gradle.internal.tasks.Workers$ActionFacade
> com.android.ide.common.signing.KeytoolException: Failed to read key AndroidDebugKey from store "C:\Users\pooja\.android\debug.keystore": Invalid keystore format
3)gradle build failed
4)Build completed with a result of 'Failed' in 26 seconds (26226 ms)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
what do i do Anyone if you know please answer me
I can't reproduce this neither in Unity 2021.3 nor 2022.2. My wild guess would be to set "Target API Level" to "Android 11.0 (API level 30)".
@@firedragongamestudio thank you for replying bro
21.12 , why don't i show up top down camera and nav target object, the script is the same
Wild guess: The canvas is in the wrong position, or the camera doesn't show the right layers. You can compare with the github repo in the pinned comment, or the video description 😃
at 19:55 you say to copy and paste the code from repo, but I'm unable to locate the properly named file to copy its contents in to the script, PLZ help. what is the file named to be used?
it's within the initial commit and named SetNavigationTarget.cs Nevertheless I'd recommend to go through all the parts of the tutorial and finish everyhing regarding the refactoring. After that you can use the repo and everything you learned to it's full extend 😃
@@firedragongamestudio there is no SetNavigationTarget.cs in the repo sir, plz check sir
Hey, we've followed this tutorial completely, bt right now when you open the app, the camera does open bt we can't see the path or the line renderer. Can you help us? @FireDragonGameStudio
Maybe the line is too low?
so i have been following your video from the beginning to the end however i am facing an issue , the direction is appearing on the device but its very small , im unable to figure out what is the reason behind it whether there is an issue with the indicator or ar camera
hi i am not able to view the camera... the main camera... i am using xr origin instead of ar session origin... thats the problem please help me resolve this
One more question. If i am going too use minimap. do i have to use 2 ar camera ? is it okay ?
Just one AR camera, the minimap camera can be a normal camera, which renders to a render-texture. The next parts of this tutorial will cover this.
Will there be changes in the script to access my android device camera??
No not really. The access should be possible when enabled in build settings.
For any minimap ur code is applicable
After building the apk, my phone only shows the game view as it is I.e.a minimap . I think my app is unable to get the access of my phone camera. I've checked all the permissions. But it's still not working. Please please help me with this
I guess there is an issue with your build settings. Check out the second part of the tutorial, as well as the GitHub repo. This should work.
Same issue... can only see the minimap and not the camera streaming. Please help!
@@firedragongamestudio Still not working :(
Pls check if your smartphones support ARCore! The GitHub repo should work, otherwise i don't really know what could cause this problem.
@@firedragongamestudio It worked..Thanks:)
But im facing orientation of walking direction i.e. when im walking straight, the indicator is moving leftwards. Also, its not working in real time.
Great project!
Can you explain that how the map is connected with the real world, How's the mapping works?
It's actually a 3D model out of cubes which I built, based on the real world measurements. It's "mapped" via a predefined starting point, aka where you start the app. In further videos this "recentering" will be done with QR codes and for the 3D model data you can use a scan from iPhone, Hololens or Quest3 too :)
I have entered the qrcoderecenter script, but for the accession menu, the AR camera does not appear
Best tutorial out there!
When i go to create the AR session Origin i don't see it, i only see AR Session which doesn't have a camera object and XR Origin (mobile AR) which isn't anything close to what is on the tutorial, i tried using these two because they where the closest resemblance too what you have. If i did anything thing wrong or if there is something that i haven't installed please let me know i would greatly appreciate it!
You'll have to choose XR Origin (mobile AR). The AR Foundation used in this tutorial is older, but the repo (link is in the description box) is already using a newer version.
Thanks for this great video. I have only a problem. There are no errors and I made everything according to the tutorial. But if I build it, I can't connect it with AR camera. When I run the app on my phone, the Unity model comes out, not the camera. Do you know the reason?
Hi, there may be an issue with either your app privileges (camera permission) not set correctly for camera use, or your phone does not support ARCore. Pls make sure to check it :)
@@firedragongamestudio Thank you!! Now, i can use the indoor navigation with ar camera!! It took a really long time to make it. I think I watched your video series a thousand times in two months.(cuz i cannot understand english well..) I'm so happy today. Thank you for your kind reply and video.
@@userzummm Glad it's working now 😊 I'd love to support you language-wise, but my Korean is barely good enough to say hello and order food 😅
Hie, Nice Tutorial, but my issue is that i am unable to see the target cube as well as the line so what is the issue, can you please let me know?
Check the other parts of this series, I explain a few things for debugging there.
Hello, great tutorial, but I have some problem with the dimension of the map. How did you dealt with that?, did you use real measurament?
Yes, I used real measurements.
Do you have any tutorial on how to install the applications and libraries that I need and so that I can start and follow this guide? Thank you!
I am currently working on a thesis and this tutorial is somewhat useful!
It's basically just Unity and the Android components (docs.unity3d.com/2022.3/Documentation/Manual/android-sdksetup.html). The rest should be covered in the setup chapter of the video :)
Hello again! If I have a scanned object because I used a lidar scanner to map the area, does it need to have Environment, Wall Cubes and etc? or I just make that object as is? I know this is not relevant to the video but I still follow the video.
You can just use it, no modifications necessary :)
Hello, nice job!
So with this you can scan a qr code at a place you are and you go to another qr code (destination) ?
yes
hello, thanks a lot for the nice video. may you know how android phone tracks your movement as you walk around? Use camera, GPS or Wifi?
Hi, the tracking is camera based with a SLAM algorithm. Details can be found here: developers.google.com/ar/develop/fundamentals
but the scripts are not there in the repo?
they are there -> you'll either have to check an older commit or watch the rest of the series to get the full understanding of the scripts.
@FireDragonGameStudio If I'm making model in blender or by the same method then would there be any measurement issues? like length of the collidor or room?
as long as teh Blender settings are set to 1 unit = 1 meter and the scaling is correct -> No issues :)
I have made a plan according to real dimensions. And the line has appeared. But why doesn't the target direction match the one in Unity? For the environment, I have rotated it based on the X Y Z axes, but...The target location does not match. My smartphone already supports arcore
It depends how and where you started. This is a very important limitation of this project.
The indicator position is resetting automatically. Is there any distance limitation because of which this mightbe happening. Please help me out.
Yes facing the same issue please help out
usually this should not be a problem. Check the path calculation and the NavMesh bake.
@@firedragongamestudio Actually while navigating through a hallway it's getting reset back to the starting point and the only difference I can find is there are no or few corners in the navigation mesh of hallway compared elsewhere in the nav mesh
how to add a qr code
Why is the environment lowered by 1 meter?
Because the starting point is always 1m above the ground.
What do you use as a device? Should the device have Lidar? With which steps can we install the application made for iOS on iPhone?
Running on my Pixel 2XL, no LiDAR required, only camera based tracking. Well it's ARFoundation, so simply follow the Unity docs for iOS deployment and usage ^^
Hi it's me again! Thank you for the answers you gave last 3 weeks ago I have another question, whenever I start the app in the unity using the start button the sphere began starting to other area instead of the starting place? I don't know what's the problem with it do you have any idea what's the problem with it? Plus the version of this tutorial is pretty much outdated since unity changed some parts of the AR Camera now it is an XR Origin and they are using Tracked Pose Driver instead of AR Pose Driver (Input System) I might guess that might the problem why my sphere starts to different area instead of its designated starting point. I hope you answer this because the tutorial was really helpful and I learned a lot. I just need more answers ;-; thank u
Hi :) I already updated the github repo to Unity 2022.3 a few months ago and as far as I could test it, everything should work. The changes are minor and can be extracted via the github repo. For your problem, is your starting place at 0,0,0? Because in the editor, the XROrigin + Sphere should usually be at 0,0,0.
@@firedragongamestudio Thank you so much!!! :))
Hey! If the user changes their location, does the code automatically adjust the new path and give new directions to the point instead of sticking to a predefined route?
Yes
Hey, can you suggest any platform or method for taking measurements.
@@yumainakhan9870 ARCore on Android or ARKit on iOS
hi my ar session origin is not present how to fix it ?
current versions use XROrigin, the rest should be the same. feel free to check the github repo, link is in the description box.
Greetings, do you have a course on indoor navigation on any platform, and can more options be programmed, to use it as a guide within a place? I would like to know.
Hi :) Unfortunately there is no course, I'm just doing this for fun in my free time, which explains the long pauses between the videos. The guidance idea of yours is totally possible. Check out the second part of the tutorial, this should help you with your project :)
The target cube and the sphere is getting placed. Even the mini map is working but the path is not visible. Only the objects are getting placed. Any idea how to resolve this?
The same issue with me
Have you tried tapping the screen once? ;)
@@firedragongamestudio yes I've tried but still not getting the path
Thanks a lot.. Was able to implement!!! Expecting more and more such tutorials on indoor navigation.
@Divya Hegde How did you fix your problem ,I have the same issue!?
I'm not getting that how to drag and create duplicates
Thank you so much for making this tutorial! however, when I tried to implement it on my own and import to my iPhone, the minimap is not displayed on the screen, what displayed instead is a white plane in the mid air, what might be the cause?
Good question, usually the moment you start the app on your phone, your phone itself becomes the world origin (0,0,0), so if you placed the white floor plane on y=0 is floats mid air. Check the other videos of the series, there are unfortunately a few of this small quirks.
'NavMeshSurface' does not contain a definition for 'IsPartOfPrefab' and no accessible extension method 'IsPartOfPrefab' accepting a first argument of type 'NavMeshSurface' could be found (are you missing a using directive or an assembly reference?)
I'm getting above error while creating SetNavigationTarget script. Could yo pease help me with that.?
I'm not quite sure, what exactly you're doing, but maybe you're just missing the using UnityEngine.AI; statement. Pls note, that newer Unity versions handle the NavMesh "package" differently.
hey FireDragon, thx for the tutorial, do you know anything about "Spatial Anchors"? Those where the AR App after it scans the envirenment knows where the user is, so that we don't need a QR code for the startin point?
Hi, thx for the feedback 😃 yes I know about them and how they can be used. But I wanted to keep this tutorial series as simple as possible. Feel free to extend the sample with anchors. I'll consider them for a separate tutorial in the future 😃
@@firedragongamestudio thx for your respone ^^ Do you know if ARcore CloudAnchors work for bigger buildings with multiple floors and rooms? And which one of those should I use: googles cloudanchors or azures cloudanchors or does apple also have one? and am I good to go when I just chose one of those and try to make them work on ios and android with ARfoundation? sooo many questions 🙊
Ur code is showing errors how to rectify it
Iam not getting the correct navigation
Thankyou! Its a great tutorial.
Does it work for a imported 3D model, will the minimap parameters still be same? and do we need to add layers even when the model is imported?
Thx, yes, yes (but a little different) and yes :)
@@firedragongamestudio Can you suggest on the minimap creation for 3d model? or what are the major changes to be done?
@@MeghaKallihal Well, you'll have to create the minimap based on the model, not the other way round ^^ That aside, everything should work :)
@@firedragongamestudio hey I tried the same, but the camera does not appear when packaged, only the minimap appears on the screen.
@@MeghaKallihal check your camera permissions. Try uninstalling the app in your mobile device and redeploy again. It sometimes fails to ask for permissions.
realy educational video. thank you for creating
yo please where do i acquire the scipt, i really have zero knowledge of coding
Github link is in the description box :)
Thank u so much but a problem occured for me after I render th output ..When opening the app a black screen is appearing the camera is not working ...Is there any solution for this .??
Hmmm... Maybe the camera permissions are not right?
@@firedragongamestudio thank you camera worked but the cube is not static and is moving along with the camera ...I made the target cube static but still it's moving along us ...Is there any solution for this..???
@@santoshaji6770 If you followed the tutorial everything should work. Does your device support ARCore? You can try to implement the second part of the tutorial or get the github repo too.
Hello, I am getting kind of logical error when I run the application to in my phone. the directions from the min map(top downcamera) are correct but the ones showing on the AR camera are opposite compared to the one from the minmap
The most likely reason is your starting rotation, when launching the app. You'll have to align yourself to be precisely standing like you set up everything in the editor.
Is it possible to make the same project in AR template?
You have used 3D template, Right?
Yes, you can use the AR template and no I created everything from scratch. But it doesn't really matter, as the AR template is only a template, using the AR Foundation stuff ^^
where to copy the script
Helped a lot, thanks!
Hello! I have a problem with my Main Camera in my Unity it doesn't open it stays black despite I have XR Plugin Google ARCore ticked on but whenever I build and run and open my application it still shows black screen I already enable the permission to use my camera and still doesnt show. I am currently using version 2022.3.11f1
Remove the app from your phone and reinstall it. Sometimes Unity messes things up. Otherwise an update to the latest LTS version of 2022.3 may fix your problem.
While I click build and run I'm getting two messages as
Android NDK not found or invalid. Please, fix it in Edit / Unity -> Preferences -> External Tools
And
No Adaptive Performance provider package installed. Adaptive Performance requires a provider to get information during runtime. Please install a provider such as Adaptive Performance Samsung (Android) from the Adaptive Performance Settings.
what should i do? I'm using unity version 2022.3
In the unity hub add the Android build support module, if you have already installed it then you might have to reinstall the unity editor
i don't see android in player so what should i do now?
Install the Android module for Unity first ^^
@@firedragongamestudio How can we contact you if any doubts bro!
@@praneshs7787 hi, sry no direct contact. had a few bad experiences in the past :/
@@firedragongamestudio IG?
Can I utilize this way for some large scale application? Such as an office floor? Should my dimensions be Real-life measurements or can I just use a foundation plan and build for it?
You'll have to use real life measurements, but just place simple geometry as often as possible. Already built this for a university campus and 5 floors and it works quite well :)
@@firedragongamestudio how does this works with multiple floor structure?
@@randomstuff6734 yes, check the follow up videos, I show how it's done there :)
@@firedragongamestudio I did exactly like in the video but i ran into an issue. in the mini map, when i move around and came to starting point, the indicator is elsewhere.
and the green cube cannot be found. the indicator line is red (not purple).
also, when rotate the phone, the indicator moves!?
y is all of my walls and furnitures in the air how can i fix that
Starting the app marks 0,0,0 so if your walls are at 0 height, they may be too far up. Try bringing them farther down.
it worked thankyou
:)@@firedragongamestudio
hello there, do we have to write our own script according to our floorplan? I've made te project but it's not showing the path :(
Hi, that can happen if the Y position of the line renderer is too low. The next videos (!) will address this issue. The only things that must be changed are the floor plan graphic itself, the walls and the navigation targets. All the scripts are designed to work independetly.
hi sir! , that line renderer is not showing properly in my project, what modification can I do.
it is not showing path at all.
Answered multiple times in the comments and in the video itself. Check with InEditor debugging (introduced in the next videos) if a path is generated by NavMesh.
I have done exactly the same , but line and other virtual object also moves when I move . Is there any way to stop them from moving ?
they shouldn't move... pls check if the parenting of the objects is correct. feel free to check the github repo, link is in the description box.
as you rotate the floor cube by 180 degree but still its axis are in same direction only,but when i rotate my floor cube then my axis also gets rotated by 180 degree,can we plse tell me how to do it in your way?
My coordinate system is set to World, maybe yours is set to Local. That can be changed in the editor scene view on the left upper side :)
What are all the changes required for our own blue print according to video go get a proper navigation?
no blueprint here, it's unity ^^
My material containing line renderer for indicator is still transperant after setting colour for material how to resolve it please reply
Check the material alpha/transparency setting or use a different material
You are a legend.
Hi I’m currently working in indoor navigation app but my unity software doesn’t have android settings under player in project setting . Can you help me how to fix this problem
docs.unity3d.com/Manual/android-sdksetup.html
I am going to make an Outdoor and indoor navigation app AR for our campus. Im still stuck on where start? Can you help me what should I do first?
Hi, well I guess a good starting point would be to watch these 5 tutorial videos.😃For your project, you can basically use everything presented here for indoor and outdoor usage, as this implementation relies on camera footage and default smartphone sensors. The later videos will introduce QR Codes for, what I call, "Recentering", which is basically smth like an anchor for 3D data to real world points. But you'll have to create some kind of simple 3D representation of your environment, this will be a very demanding task.
is it possible to add some place options using buttons. When option 1 is clicked it will show location 1, if you click option 2 then location 2 will appear
sure, I'll actually do that in a later part of the series, showing the various "locations" of a scenery with multiple floors. the debug UI uses buttons for this :)
In the very start to chamge player settings to android i didnt get the android option i got only webgl mac 3 optionswhat shall i do please help
Install the Android packages via Unity Hub.
Hello, I followed exactly the same steps as shown in this video I did clicked 'build and run' but my indicator isn't initializing, it isn't tracing camera's movement, isn't showing augumented path. Unable to solve the problem please guide.
Feel free to check out the GitHub repo and the follow up videos. That should help.
Also is occlusion function necessary here?
@
FireDragonGameStudio big fan of your work. However, the arrow path is not displaying on the phone, how can I fix it? And do you have any method to display the arrow on the sample scene on unity to see if its guiding correctly?
Hi, thx for the feedback. Just check out the next part of the tutorial, it should answer your questions 😃
@@firedragongamestudio many thanks, mate
@@firedragongamestudio By the way, do you have any tutorials on how to implement this AR navigation when travelling up or down the stairs?
@@dieulam2830 No, unfortunately not. I'm currently thinking about doing smth like this but we'll see ^^
@@firedragongamestudio so do you have any approach ideas in mind to do the stairs things?
any idea how to create/draw the map after measuring the room? I drew a map but when i walk, i go farther than expected and the distance i walk aren't accurate
Either use a 3D scanner like LiDAR or a Hololens/MagicLeap for meshing with a device. The other way would be to just do it like I did it here and create cubes, which match the environment exactly.
hay that is awesome! Is the Unity 1 unit match with real world 1 meter?
Yes :)
@@firedragongamestudio My app doesn't render the real world background, only I can see the Unity game world only. Did I miss something?
@@onezerodev1756 try to completely remove the app from your phone. sometimes unity messes with the camera permissions. check these permissions btw too.
@@onezerodev1756 mine too bro
@@onezerodev1756 u got that my app is opened for 3sec and closed
Hello, great project, but I'm struggling for the dimension of the map, how did you resolve this problem?
One Unity unit is one meter in real life, that's the whole secret ^^
can we make floorplan without any exact measurements will it work properly? and how to implement and distinguish
for different floors??
This video is just the first part of a 5 video series. The next videos will answer your question about floors and yes it will also work without exact measurement, but don't blame me if someone is hitting a wall or a door 😉
sir i am getting this error when i am trying to build
UnityEditor.BuildPlayerWindow+BuildMethodException: 3 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002da] in :0
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in :0
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
seems like there is an error in your android setup.
QR code is not working
It will be very helpful if you make a tutorial for outdoor navigation like in a college campus 😀
Very nice suggestion. I'll try to cover that 😃👍
Hello! It`s really great tutorial. But, when i tried to do this, when i start an application on my phone, it crashes or it shows only black screen. What i need to do? I use 2021.2.3f1 version of Unity. I test an app on Xiaomi redmi note 8 pro
I show a method for debugging in the following parts. Pls try that, maybe it solves your problem :)
Hi Great tutorial. How can I add sceled(measured) room map in unity. Because when I implemented measurement was not good. Also navigation line also not visible. could you please help me.
Hi, thx :) My room map is not scaled at all. It's the real measures in meters. The line renderer may not generate th path in your case, pls check the navmesh calculation and your agent if everything is set up properly.
How did you make blue indicator move in minimap since the script doesn't contain the code for that?
At 12:45 I simply add an PositionContraint to the Indicator (the Sphere is a child of it) and make it follow the ARCamera. As soon as the ARCamera moves in the real world, the Indicator will follow.
Thankyou for posting videos, it really helps me alot. I'm having a issues in my project, do i need to test the app at the same place and i configured the line renderer where the origin i fixed , but the line is not rendering in real time environment. please help me to sort this issue.
check if the line is to low and occluded by the minimap. the next videos of the series will tackle this problem, so make sure to watch them :)
hey there, great tutorial. May I know why I am i unable to find the Android tab under Player Settings. All I have is settings for windows, dedicated server and WebGL. Thanks in advance
Sure thing, you'll have to add Android build support to your installation. See Here for further details docs.unity3d.com/Manual/android-sdksetup.html
@@firedragongamestudio got it, thanks a lot man
Hello again! is there any possible way to add like meters on how far you are from point a to point b?
Hi, yes. You can just query the distance or use the path length, which is already in meters.
How do you connect with the phone device without USB? Could you may to share it? I'm currently doing similar things with your project...pliz respond
Not quite sure what you mean... I've never connected my phone without USB in this tutorial series, but it should be possible with wireless ADB.
Hello I'm back again I tried to create this using the latest version and I find some problems in XR Origin I did this tutorial step by step and then I build it and open the app the output just shows blank showing the skybox of the unity layout and I cant see my minimap and not opening my camera or somewhat I can't find fix in the forums :( how do I fix this?
You'll have to add the ARCamera Background for retrieving the camera image.
If I want to use this navigation app on my IOS device, all i have to do is just change my build settings to IOS?
Well, basically yes ^^ But Unity's iOS build process involves a few more steps. The ARKit XR Plugin, which should be installed via package manager, a MacOS device for developing, XCode to finally build the project and an iOS device ready for deployment. That should sum it up :)
how do i add AR camera in XR origin ? there is an option of camera offset and in that we have main camera , should i use that?
Pls check the GitHub repo, it's configured there.
Heyy,
I have installed all the packages and plugins but I can't find the AR session origin
Can u help me?
it's now called XR session origin.