Get started with Geospatial Creator in Unity
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- Опубликовано: 9 май 2023
- Google's new toolkit of geospatial tools & services, Geospatial Creator, allows you to create geospatially anchored 3D content and preview it in Unity. In this workshop, you'll go through the steps of placing 3D content in the real world with Unity's editor and previewing it on your device.
Resources:
Read about the new Geospatial Creator → goo.gle/3pdk2fE
Get started with Geospatial Creator in Unity → goo.gle/gc-unity
Visit our Geospatial Creator website → goo.gle/geospatialcreator
Speakers: Dereck Bridie
Watch more:
Watch all AR Sessions → goo.gle/IO23_ar
Watch all the workshops from Google I/O 2023 → goo.gle/IO23_workshops
Watch more Mobile Sessions → goo.gle/IO23_mobile
Watch more AI/ML Sessions → goo.gle/IO23_ai_ml
All Google I/O 2023 Sessions → goo.gle/IO23_all
Subscribe to Google AR & VR→ goo.gle/arvr-yt
#GoogleIO #GoogleAR #ARCore #GeospatialAPI #Unity Наука
Watch all the AR Sessions → goo.gle/IO23_ar_pin
It doesn't have triggers like Adobe Aero? It's just fixed? How do we get all the triggers and stuff to happen such as tap andn proximity?
If you have a blackscreen you need to go to Assets > Settings > URP Balanced > Inspector and add AR Background Renderer Feature
Hi, when I open the app in android, I see nothing but a black screen as you have described, but I don't see the URP Balanced in Settings. Can you help please?
Dereck did a great job of communicating the setup for this! Although I have some suggestions for productions like these for the future:
After following the tutorial, I got no camera image (black screen) but was able to see the object. I guess this has something to do with the URP setup, but it wasn't explained here. Luckily, someone in the comments mentions this, so I will attempt their suggestion.
I'd also love it if there were tutorials and code labs that didn't use any Sample Scenes, but build the app from scratch. This is something I find particularly annoying when working with ARCore both in Unity and in Android (Java), the reliance on samples creates a disconnect of understanding for developers. Either offer the required things as includable libraries, so developers don't have to include sample code in their codebase, or explain the whole process from a clean project, so developers can apply their code style to it and can gain a deeper understanding of the mechanisms involved. But using sample scenes is IMO hurting the adoption and prevents a deeper understanding for developers not familiar with AR. Sceneform used to offer this, being as simple to work with as a sample scene while keeping the more complicated, but less modified mechanisms like Shaders in library code.
Also, it looks like Cesium no longer has the import that is shown at 2:58. I reimported it a few times before continuing because I thought I was doing something wrong. Corrections in the description or a pinned comment for at least some time after releasing this should be used to avoid this (or maybe the ability to modify the video, but that's on the RUclips team ;D).
Speaking of the dependencies, it would be great to have them linked directly in a dedicated section in the description and not just linking to the documentation pages, where the ARFoundation Extensions and Cesium assets are not shown in the same place and also imported via git and not tarball. Just do something like:
Dependencies mentioned at 2:00:
AR Foundation Extensions: [Direct link to GitHub releases]
Cesium: [Direct link to GitHub releases]
Or link to a dedicated documentation page for these dependencies. If I follow this tutorial, I don't want to have to read through the Getting Started Guide in the docs as well to retrieve the dependency links.
Finally, since this is aimed at developers who will watch this with less priority on the "production value", I think you can omit the orbit camera, which kind of threw me off when used without the presenter looking into it. Just use one perspective with the teleprompter on it, it works for other video tutorial channels, too.
Your remarks
otes are more helpful than the video itself. Picked up some good pointers from you. Thanks.
When you use AR in unity at the same time as URP and you want to "see through" you have to "Configuring the AR Camera background using a Scriptable Render Pipeline" (search in unity docs (I tried to add a link but my entire comment was deleted)). Without this you will probably see a tiger on a black background.
But the build finally works for me.
It says to create a folder and the Create > Rendering > Universal Render Pipeline > Pipeline Asset (Forward Renderer), but I can't find the option, it only shows me the Rendering menu but nothing like Forward Renderer. I saw a video where they showed where it was and they were using 2020 version, as this video says to use 2021.3 version I'm using that. How did you find the way to put the assets?
@@kena0853 Have you found solution yet?
@@Oak_360 For me it worked when I went to Assets > Settings, choose the URP you're using. Then in the inspector click on add Renderer Feature and add AR Background Renderer Feature
@@manja7963 Thank You I fixed it
In light of the recent Unity drama and droves of devs leaving for unreal. Can you provide the same compatibility to unreal engine with ar core as you do with unity? That would be awesome.
Thx for sharing!
Cant wait to try this!
Great! Make sure to tag us on Twitter @GoogleARVR to show us your awesome creations.
Thank you so much! :))
Very good tutor and speaker!!!
We'll make sure to pass this along to Dereck! Thanks for the nice comment.
I got this to work and it's AMAZING.
Glad you love it! Make sure to tag us on @GoogleARVR on Twitter to show us your awesome creations.
So glad to hear it ,,can you let me know where should we put that model should we need to put the model in the scene itself and take build?? Or should we make it as a prefab and assign somewhere,,if you know the process please let me know it would be really helpful for me
It is great feature. I will try it soon. Thank you Google. 🎉
Thanks! Make sure to tag us on Twitter @GoogleARVR to show us your awesome creations.
That is exactly what I was looking for!!! I love you googleeee
if it worked for you then i have a question... when i add my api key in ar geospatial creator origin " [ErrorList.h:72] Errors when loading tileset:
- Received status code 404 for tileset" I am kinda new to AR still learning... i would really appreciate ur help
Great information thank you. 🙏 ❤
Awesome
We need a dedicated course from ARcore team. Google has all the courses but not ARCore one.
Agreed!
Let us know what you're thinking about as a dedicated course if these workshops aren't what you're looking for.
@@GoogleARVR Probly just more project builds. A walk thru for ios would be great. Expanding interactivity such as balloon popping, coin grabbing, falling leaf collecting, slalom for bikes or skateboards, scavenger hunts... maybe an educational quiz via historical tour... different strategies for sharing the experience... examples for demonstrating the different possibilities for augmentation. Get some ppl on behance to do some live streams (after its more readily available)...
@@GoogleARVR let me know if you hold a geospatial course. Definitely needed
@@GoogleARVR Would love a whole course that didn't use any Sample Scenes, but build the app from scratch. This is something I find particularly annoying when working with ARCore both in Unity and in Android (Java), the reliance on samples creates a disconnect of understanding for developers. Either offer the required things as includable libraries, so developers don't have to include sample code in their codebase, or explain the whole process from a clean project, so developers can apply their code style to it and can gain a deeper understanding of the mechanisms involved. But using sample scenes is IMO hurting the adoption and prevents a deeper understanding for developers not familiar with AR.
Thanks a lot for this video. Could you please make the same using the new version 2022.3.19f1. Some menus changed and I cannot finish well.
Can you let me know where should we put that model should we need to put the model in the scene itself and take build?? Or should we make it as a prefab and assign somewhere,,if you know the process please let me know it would be really helpful for me.Your comments are welcomed
Thanks for the helpful tutorial. Question does it work with WEGEL or do you need to use Android only? Android loaded ok.
Hey, i work in unity with the ARGeospatialAnchors are they more precise in cesium?
Thanks! This tutorial works well on my end
Great, love to hear! Make sure to tag us in your creations on Twitter, @GoogleARVR!
@@GoogleARVR 1 issue. How to optimise it?
@@davidmarywhite So glad to hear it ,,can you let me know where should we put that model should we need to put the model in the scene itself and take build?? Or should we make it as a prefab and assign somewhere,,if you know the process please let me know it would be really helpful for me.
@@drawforever486 just insert any 3D gameobject in the hierarchy scene. No need to be a prefab. Attach the script component called "Geospatial Anchor" something like that. Choose longitude and latitude for position and height. Done
@@davidmarywhite Ya same i tried it following this video but my gameobject is not in fixed position which i specifiedwhen i build and see it ,when i build the app the gameobject is in a position but its always in the scene
Its funny, dudes building an Android app on a mac and omitting the differences in the ios set up. The links are wrong (tho u can find the right files by search), the tiger (and the donut, from the aero tutorial) is not linked or available it seems (tho u can find other rando unity packages at the unity asset store), the altitude is not really mentioned (probly since the project is near the coast, tho is negative, yeah?) so you may have to guess around or pull up google earth for the altitude (my assets seemed invisible but were just underground), and the ADK program doesnt seem to have an ios counterpart... which is where I'm at. The tiles are cool and its neat to see the potential... just need a little more support or more project guides... and its hard to say if the random passerby would have any idea unless u mount a QR code somehow. Tho maybe the its still in the 'video document it' stage, as opposed to the exposing strangers to AR experiences stage.
So, the latest build with Unity 2021, arcore 1.37 and Cesium 1.0 doesn't get the camera imagens in any android device.
If there is not a 3d map tile of a location will this still work? My town has street view on google maps but no 3d models of buildings! Maybe its possible to create a building from street view images so I can use it to create an AR game? Anyone? Cheers
Can't believe there isn't a link in the description to download the extension. Where can I find it? Can't find on github.
Here's a link to our documentation page: developers.google.com/ar/geospatialcreator/unity/quickstart
You'll want to download the ARCore Extensions for AR Foundations in Unity, which will include Geospatial Creator in versions later than Unity 2021.3.
@googleARVR is this possible in developer mode? also does it have to go through universal render pipeline or can i just build and run through unity (using windows). thank you
Unity, Unity.......Unity...oh dear! I love it to bits but constantly with myriad third parties, dependencies,updates, deprecations et al involved, a fresh out-of-the-box tutorial released at breakfast time is pretty much archaic by supper. Lets have a look at where AR Session Origin is, what they have called it and where they have moved it today? With each iteration starts another asset\object\component treasure hunt and back to the drawing board.
EDIT: Got this demo to work quite well and looks good with a different model\anim but the problem is altitude as the properties here don't cut it, so I have had to code off-set the model from centre screen of my device. Which is fine for a local experience and one model. Not so clever for multi placement of different models and sizes.
Thanks for the video. Is it possible to plant content in every alley of a town and explore it instead of just one location? Users can walk around and explore
Yes, the Creator Origin is only for the editor, so the developer can see where he places anchors. The creator origin will be destroyed during launch. The Creator anchors are the necessary bits that will be added as 'Trackables' to the AR Session Origin.
Hello! tell me if it is possible to create mini-games in unity for Web AR so that you can interact with 3D objects, for example, clicks. Is it possible to do this?
Why when I open app it's still dark even I allowed my camera access already ? Is there any player setting that open back camera or it is already default ? Can anyone help me plz TT
Thank you for the tutorial. I have a question. How would you go about having multiple origins? I've noticed that when you set an origin location in AR Geospatial Creator Origin, it creates a map area where that origin is the center, making it difficult to work in larger map areas. How can this be resolved? Thank you.
How do I get the localtion data on the 3D world such that when I run the app, on the app screen the location or name of the nearby buildings, places are shown.
Unfortunately, it did not work for me. I saw the map in the editor and I was able to build, but I cannot get pass the "Get Started" button from the UI. I'm using a GS 22+. I also made sure to get the long & lat correct + add all of the critical geospatial components + also made sure the project api keys were added.
Can you maybe think of something I'm missing?
Did you make sure to add" AR Background renderer" in all the renderer?
When I build to iOS, I'm getting build failed error for Unity framework associated with ARCore components (missing _ARAnchor, _ARConfig, ArEarth, etc.) in Xcode. I've followed the directions but are there packages that I need to include in addition to what is shown in this video for iOS? It looks as though its missing some ARCore components? Any guidance is appreciated!
Hey did you fix this?
nope @@teeehynuguyen8654
hi. were you able to find a solution to this?
@@teeehynuguyen8654 no, no one answered
@@ruyabaraz nope but haven’t tried recently
How can I findi these files? When I look at package manager there is only ARCore XR Plugin 4.2.8 version
can i do it in 3D instead of URP? somehow my build get stuck
Has anyone got this to work on IOS? It is building fine in unity but when I try to run it from x-code to my device then I get a build failed with two errors "Framework not found ARCoreBase" and "Linker command failed with exit code 1 (use -v to see invocation)" Any guidance or help would be much appreciated. Super excited to start using it!
U probably have to install the necessary packages with "pod install" from within your build project folder. pod will automatically detect the missing dependencies and install it, so it will create a .workspace file for you that you can use to build to your ios device.
Any updates for new version of unity since AR Origin is decapitated on Unity 2022.311f (as of now) which replaced by XR Origin.
Is this possible only in this specific version that you have mentioned ?
Can you do a video on how to update asset(s) location in realtime?
Thanks for the tutorial! How can we animate a model in Geospatial Creator? I've been trying to do this by modifying its position.x in the Update() function, as is common for Unity. But when built to Android, this doesn't work..
Have you tried using an AR Geospatial Creator Anchor and tried localpositioning of your Model beneath the anchor?
If you animate the root location of your animated model, then it will move around the local untiy scene (AR Session Origin as its origin). So you have to give it a parent. Either with or without the geo anchor. depends if you want to have it in local untiy space, or earth space let's say.
This doesn't work everywhere yet, right? I got to make it work but my app tells me that I am not in a vps activated area.
tried to install the AR core extensions with a git URL, but it directs me to the Apple ARKit XR Plugin? seriously?
No links for the assets. I suppose I could just poke around the internet and hope I get the right ones
It may be a bit late in the day for suggesting this, but I found Sketchfab to be a great source for 3D models (animated also) - on getting the app to run (thanks to @marinhozzz for the "add AR Background Renderer Feature" tip), I now have a tiger snarling in my front garden 🐅
❤
i anchored my models. but they spawn exactly in front of my camera not in world space and are too small
I had the same issue and changing the Altitude Type to Terrain in the AR Geospatial Creator Anchor settings worked for me
i did same. still didnt work. ill check my setup again. Thank You @@garybeattie3903
Is there a way to do this for WebXR and WebGL?
Where can I find the Tiger model? Would be nice to have a tiger in the neighbourhood...
Is this possible on in this specific version ?
I have followed the exact steps from this tutorial, but when I was building my project, the process always stock at the "Building Scene0:Geospatial" process and no longer proceed. Is there anyone know what's the problem? Thanks a lot!
assets > external dependency manager > android resolver > setings and disable auto resolution
From where can I download that Tiger asset package?
Same question :/
Where to download the arcore_unity_extenaion?
I want to make a geospatial AR project in my campus but my campus have no 3D building view in google map (i live in bali, indonesia). I saw a lot of tutorial showing they have 3D building view as their target location. Is it possible to make this project if my target location have no 3D view?
did you get any solution for that , please revert back
Yes, it will just use your GPS location and IMU sensors to localize then.
What if developers made many different objects in the same location?
You can add multiple objects to the same location!
I followed all the steps from the video and managed to setup up everything but when I start my app on Android phone I get a "Geospatial sample encountered an EarthState error: Error Internal" and the screen on my Android smartphone is completley black. I only see the above stated error message and "Tap on screen to create anchor" message and GEOSPATIAL POSE:not tracking in the upper left corner. Anyone have any clue how to resolve this error?
same.... you resolve this?
In URP, under ADD Render featture, ADD AR Background Render Feature
I'm getting the exact problem. Have you solve this?
@@ashashi yo your fix worked. Thanks!
hai I have an doubt .. I did register in google could and enable the map titles.. But the apk did not create the tiles in the unity scene ... Do I have to pay for map tiles ?
You dont have to pay, you have to open maps billing account unfortunately google needs our credit card details to check that we are human or not🤣
@@lennyc6638 You will pay after a certain amount of API requests. But yes, setting up a payment method is mandatory.
While using Tiles API, Google cloud asked me to add credit card details, how can i continue without adding credit card details?
My tiles is not 3D. only flat map. Where could be a problem?
VPS won't work, but GPS will
When I input my location coordinates from Google Maps onto Unity, the rendered world became flat and the camera on my Android app is just a black screen (but I can see the 3D Object I imported) Has anyone encountered this?
Please make sure to add "AR Background renderer" in all three renderer in the asset folder then this problem should be resolved..
@@lennyc6638 i tried this as well and can confirm it works. Thanks!
the tiger AR geospatial creator anchor is not positioning itself to the scence
Hi, where can I download the dependences file?
They are like - Here are 20 links in the video description, go search them all and try to find them. For someone who wants to jump in and do a quick proof of concept it's not possible with the instructions.
Does this work on unreal too? If not can we expect it in the future?
I always get the error: Assembly 'Packages/com.google.ar.core.arfoundation.extensions/Editor/ExternalDependencyManager/Editor/Google.IOSResolver.dll' will not be loaded due to errors:
Unable to resolve reference 'UnityEditor.iOS.Extensions.Xcode'. Is the assembly missing or incompatible with the current platform?
Reference validation can be disabled in the Plugin Inspector.
Can somebody help out?
ok I just had to install the "iOS Build Support" module from the Unity Hub.
@@tabea857 is it compulsory to download ios build support even if u r not making it for ios devices? and there is one more question... when i add my api key in ar geospatial creator origin " [ErrorList.h:72] Errors when loading tileset:
- Received status code 404 for tileset" I am kinda new to AR still learning... i would really appreciate ur help
I'm a developer and have some ideas of how I would like to apply this, but I have some knowledge gaps that I need filled in. Does Google offer any type of paid 1 on 1 consultations that I could have with an expert to ask questions?
Flashback occurs after opening the generated APK program~~
the tiger now is a bit static. i prepared an animation. lets set it to always animate. aaaand its still not moving. who cares, let's wrap it up. camera goes black? I won't show how to fix that either. Just fake the half baked result. ROFL. You guys don't really care enough to have a tutorial that manages to get there and expect people to work on this?
Some here, I'm getting angry :(
You have to add a AR Background Renderer to your URB Renderer setting
I wonder why ARCore is not getting the hype it deserves.
Will AR be a normal part of google maps in the future?
What does that even mean?
Is google maps API is free or its chargeable?
Thanks for the video! Just I met a problem, seems can't finish the Android build forever😭, it's now lasting for nearly 2 hours, but the progress bar hasn't moved any. Does anyone met this problem? My setting is just follow this video tutorial. 🙏
Same problem here.
I realized that some of his Player Settings were different than my default ones - besides the ones he talks about when he goes through the settings.
I changed those settings - and this time my build did not get stuck.
Have no idea which setting that caused it to get stuck though.
If I follow the instructions and install the app on my phone the camera doesnt work and my screen is black. Anyone has an idea?
Did you find the solution? I am also getting a black screen. I am not using URP, standard pipeline.
Me too - Have someone an idea to fix?
@@bruce8912 U need to add th ar background manager to the used urp
You have to add a AR Background Renderer to your URB Renderer setting. Make sure that every setting has this since your app can load different settings depending on your target device
Does anyone know if Geospatial API for unity supports WebGL builds ?
Might gonna work if you your device and browser can access your GPS location and has camera access
I can't download cocoapod in ios
What is the price?
Its free
What about ios AR unity?
iOS is supported. Here's a list of supported devices: developers.google.com/ar/devices
How about ios ?
Why is it not working in Korea?
You must pay for google cloud. So basically it's not free..😢
do you happen to know how much that would cost?
First $200 free and in trial, so just set up budget alert and you’re good to go (but yeah you do need to fill in bankdetails though, so just be carefull you don’t go over their free limit)