闺蜜扒开我尿口使劲揉-倾覆之塔-夜夜春无码视频-国产亚洲免费的视频看|www.jiangnanby.com

<samp id="pzuxu"></samp>
  • <strong id="pzuxu"><sup id="pzuxu"><thead id="pzuxu"></thead></sup></strong>
      1. <tr id="pzuxu"></tr>

            Show / Hide Table of Contents

            VOID CLOUD (Image Target Recognition)

            Note

            Support:Android / iOS / Windows

            OSX platform note: VOIDAR_Unity_v1.0_Beta4 does not support running on OSX platform, but building iOS app works OK.


            Part 1. Introduction

            VOID CLOUD (Image Target Recognition) is to store the recognition data ( image target and display resources ) in cloud server, to run the recognition algorithm in cloud, to achieve accurate recognition and tracking of AR effect.

            Part 2. Reading Guidelines

            This tutorial is mainly to introduce how to process in Unity environment.

            We assume that readers have basic experience in app development and unity usage.

            For more unity3d usage information, please visit the official website of unity3d documentation.

            Part 3. Development Environment

            You need to install and prepare your development environment as below before you start.

            OS

            • Windows 7 or higher
            • OS X 10.10 or higher

            Unity Version Support

            Unity3D Version VOID AR SDK Full Features
            5.6.x Support All Features
            2017.x Support All Features
            2018.x Support All Features
            2019.1.x Support All Features
            2019.2.0 Support All Features
            Note

            Unity3D of this tutorial: Unity 2017.4.13

            Unity3D Download: https://unity3d.com/cn/get-unity/download/archive

            Part 4. Implementation process

            Step 1. Register and login the cloud platform

            Open the cloud platform url, and register an accout and login.

            Website Url: https://cloud.voidar.net

            254

            Step 2. Create Database for Cloud Recognition

            Go to the cloud platform, the new user need to create a new database for recognition data management.

            Click [ Create database ] , one database is allowed for each account.

            255

            Fill in your database name from poping interface (Chinese character is accepted).

            This tutorial will set the name of the database as “VOID SLAM”.

            After database setup, click [ save ] button.

            256

            After that, you will get your “Accsess Key” and “Secret Key” for later use.

            257

            Step 3. Cloud Resources management

            Click the “VOID SLAM” in database management interface to go to the cloud resource management interface.

            259

            It is blank for new user. Click [ Upload Image ] button to add data.

            260

            The interface of upload is like below:

            261

            1 Resource name ( Required, Chinese supported )

            2 Customized data ( For cloud video playback, skip for this tutorial )

            3 Upload the recognition image ( JPG only )

            4 Select the assetbundle platform ( ios / android/ windows / mac )

            5 Select the assetbundle file corresponding to the platform

            Note

            You'd better test the recognition in local first before upload the resource to the cloud.

            The tutorial below is teaching you how to create local image recognition based on single target. If you are already familiar with this process, please skip to Step 12.

            Step 4. Open new Unity project

            Open Unity with new project. Fill the Project name with “VOID CLOUD”, and select the location, and click [ Create project ].

            1

            Step 5. Import VOID AR SDK

            Select[ Assets ] -> [ Import Package ] -> [ Custom Package... ], import VOID AR SDK.

            2

            Select the downloaded SDK file (.unitypackage), and click [ Open ] button.

            3

            Click [ Import ] from the prompted window. It takes minutes during the import process.

            4

            If there is a prompt window of “API Update Required” interface,please click [ I Made a Backup, Go Ahead! ].

            5

            Step 6. Delete Main Camera

            Note

            When you open the Unity3D, you will see the new scene in default. The new scene has two GameObjects: a "Main Camera" and a "Directional Light". We need to use the ARCamera from SDK, so please delete the default Camera.

            Right click the "Main Camera” from the scene, and select [ Delete ].

            6

            Step 7. Drag the prefabs “ARCamera” and “ImageTarget”

            Expand the directory [ Assets ] -> [ VoidAR ] -> [ Prefabs ],

            and drag the prefabs “ARCamera” and “ImageTarget” to the scene.

            7

            When you finish the process, it shows as below:

            8

            Step 8. ARCamera Setup

            Select ARCamera, and look up in the “Inspector” area on the right side, setup “Void AR Behaviour (Script)” properties.

            • Set MarkerType = "Image", stands for image target recognition
            • Set Simultaneous Tracking = "1", representing the number of simultaneous tracking marker is 1

            9

            Step 9. Marker Setup

            Select ImageTarget, look up the “Inspector” area on the right side, setup the “Image Target Behaviour (Script)” properties.

            • Set Image File Path = "Panda.jpg", the format is “filename”+“Suffix JPG”
            Warning

            Marker files must locate in [ Assets ] -> [ StreamingAssets ] folder. This tutorial uses the built-in marker file in SDK.

            10

            11

            Step 10. Model Setup

            Note

            You need to have your model for recognition under the ImageTarget.

            Right click the “ImageTarget” in the scene, add a 3D model “Cube”.

            12

            Select the “Cube”, adjust its size and position.

            13

            Step 11. Debug

            Warning

            Make sure your PC is connected with a camera.

            Click [ Play ] button.

            16

            Recognize successfully and complete debugging.

            17

            Step 12. Setup Cloud Recognition parameters

            Select the ARCamera, check the “Inspector” area on the right, and setup the “Void AR Behaviour (Script)” property.

            • Check “Use Cloud”
            • AccessKey: your accessKey from your account ( See step 2 )
            • SecretKey: your secretKey from your account ( See step 2 )

            79

            Select the “ARCamera”, click [ Add Component ] to add “Cloud Controller” script.

            62

            After binding, it shows as below:

            63

            Step 13. Build Assetbundle

            Important

            After you finish the local single-target image recognition debugging, by the use of AssetBundle of the Unity3D, you can package the local resource "ImageTarget" to AssetBundle file for uploading to the Cloud platform supported by VOID AR to achieve Cloud Recognition.

            First, to make the ImageTarget become a Prefab.

            Click [ Assets ].

            64

            Drag the “ImageTarget” in the Hierarchy to Assets folder.

            65

            Select the “ImageTarget.prefab” generated just then, and click [ VoidAR ] -> [ AssetBundleBuilder ].

            66

            Note

            Different platform requires different option checked.

            Check [ Windows ] first, then click the [ BuildAssetBundles ].

            67

            It takes minutes for generating, please wait...

            68

            Close this window after generating is done.

            There will be a folder “Assetbundle" under the directory "StreamingAssets".

            There will be a platform folder corresponding to each platform, shown as below:

            69

            Step 14. Upload Cloud Recognition Resource

            Back to the interface of Step 3, setup and upload the corresponding resource.

            • Image filename = "Panda"
            • Upload image resource
            • Set the platform of assetbundle = “windows” ( In Step 17, we will achieve cloud recognition in Windows )
            • Upload the assetbundle file

            You can find the directory of the "image" file or "assetbundle" file by checking in Unity and right click the corresponding resource and select [ show in Explorer ]. Find the assetbundle file path of the Windows as below:

            71

            After upload is done, click [ Save ].

            270

            After uploading, there will be a new record in the cloud resource database with evaluation score. The higher score, the better quality of the image marker. Moreover, the corresponding platform will be highlighted.

            272

            Step 15. Delete the ImageTarget

            Important

            Because you have already uploaded your "assetbundle" to the cloud platform, you can delete the ImageTarget in Unity.

            73

            Step 16. Save Scene

            Select [ File] -> [ Save Scenes ] , click for saving your setup.

            14

            Setup the name as “VOID CLOUD””, and click [ save ] button.

            15

            Step 17. Run Cloud Recognition in Windows

            Warning

            Make sure your PC is connected with a camera.

            Click [ Run ].

            75

            When you see the model in stage, and the “ImageTarget(Clone)” appears in Hierarchy, the cloud recognition is successful.

            74

            Step 18. Publishing Builds

            Build Process includes Android, iOS, and Windows exe.

            Android

            First, switch the PC platform to Android platform from [ File ] -> [ Build Settings... ].

            18

            Select Android tag, if the [ Switch Platform ] button is grey, you need to download the Unity Android Support. Please click on the right side of the [ Open Download Page ] button, download and install.

            19

            Click [ Switch Platform ] button, switch the platform to Android.

            20

            After switch process, close the Build Settings interface first, and continue with packing.

            Select [ Edit ] -> [ Preferences... ], setup the preferences parameters.

            47

            Select “External Tools” option, setup Android SDK and JDK。

            Note

            If you do not have SDK and JDK, please click [ Download ] from the interface, it will guide you to download from the prompted website.

            Or you can also download from links below:

            SDK: https://developer.android.com/studio/index.html

            JDK: https://www.oracle.com/technetwork/java/javase/downloads/jdk8-downloads-2133151.html

            After the installation of SDK and JDK, you are able to setup their directory.

            48

            Build the Assetbundle for the Android platform

            Next, build the Assetbundle for the Android platform. Select the “ImageTarget.prefab” generated just then, and click [ VoidAR ] -> [ AssetBundleBuilder ].

            112

            Check [ Android ], and click [ BuildAssetBundles ].

            113

            It takes minutes for generating, please wait...

            114

            Close this window after generating is done.

            Back to cloud platform management interface, setup for corresponding resource.

            Click [ Modify ] for “Panda” marker.

            297

            You will see as below:

            299

            • Set assetbundle platform = “android”
            • Upload assetbundle file

            You can find the directory of your "assetbundle" file by checking in Unity and right click the corresponding resource and select [ show in Explorer ].

            For the assetbundle file path of Android, it shows as below:

            76

            After upload is done, click [ Save ].

            298

            After upload, the "Android" platform is highlighted as below:

            300

            Back to Unity, select ARCamera, and look up in the “Inspector” area on the right side, setup “Void AR Behaviour (Script)” properties.

            • Set Camera = "后置攝像頭"(Rear camera)

            27

            Select [ File ] -> [ Build Settings... ], cancel all default scenes, and click [ Add Open Scenes ] button to add current scene into the build area.

            21

            It shows as below:

            22

            Setup parameters

            Click [ Player Settings... ] button, check the “Inspector” area, setup the parameters as below or as your needs.

            • Set Company = "VOIDAR"

            • Set Product Name = "VOID CLOUD"

            • Set Bundle Identifier = "com.VOIDAR.CLOUD"( Cannot use default value, otherwise it fail to build. )

            • Important

              Cancel the selection of “Multithreaded Rendering” !

            23

            Finish the settings, and click [ Build ] button.

            24

            Set the file name as “VOID CLOUD”, and click [ save ] button to start building.

            25

            It takes minutes while building, please wait...

            26

            When the build is done, it will generate an apk file “VOID CLOUD.apk”.

            Android Build is completed.

            iOS

            iOS Build requires Mac device ( such as MacBook Pro、MacBook、iMac、Mac mini etc. )

            Switch the platform to iOS platform in Unity, and build Xcode project.

            Warning

            It is recommended to use Mac device to build Xcode project. If previously you make the project in Windows environment, you can export the Unity project as a unitypackage, or copy it to Mac device and build for xcode project.

            Launch Unity and open the saved or copied VOID CLOUD project. ( Skip this step if project opened already )

            28

            Click [ Open ] button to open the project.

            29

            Switch to iOS platform in Unity, click [ File ] -> [ Build Settings... ].

            30

            Select iOS tag, if the [ Switch Platform ] button is grey, you need to download the Unity iOS Support. Please click on the right side of the [ Open Download Page ] button, download and install.

            31

            Click [ Switch Platform ] button, switch the platform to iOS.

            32

            Click [ Player Settings... ] button after switch.

            340

            Important

            Cancel the selection of “Multithreaded Rendering”!

            51

            Important

            Cancel the selection of “Strip Engine Code”!

            341

            Build the Assetbundle for the iOS platform

            Close the Build Settings interface, build the Assetbundle for the iOS platform next. Select the “ImageTarget.prefab” generated just then, and click [ VoidAR ] -> [ AssetBundleBuilder ].

            115

            Check [ iOS ], and click [ BuildAssetBundles ].

            116

            It takes minutes for generating, please wait...

            117

            Close this window after generating is done.

            Back to cloud platform management interface, setup for corresponding resource.

            Click [ Modify ] for “Panda” marker.

            318

            You will see as below:

            319

            • Set assetbundle platform = “ios”
            • Upload assetbundle file

            You can find the directory of your "assetbundle" file by checking in Unity and right click the corresponding resource and select [ Reveal in Finder ].

            For the assetbundle file path of iOS, it shows as below:

            120

            After upload is done, click [ Save ].

            321

            After upload, the "IOS" platform is highlighted as below:

            322

            Back to Unity, select ARCamera, and look up in the “Inspector” area on the right side, setup “Void AR Behaviour (Script)” properties.

            • Set Camera = "后置攝像頭"(Rear Camera)

            33

            Select [ File ] -> [ Build Settings... ], cancel all default scenes, and click [ Add Open Scenes ] button to add current scene into the build area.

            34

            It shows as below:

            35

            Finish the settings, and click [ Build ] button.

            36

            Set the project folder name “Output”, and click [ Save ].

            37

            Open the Xcode project.

            38

            Setup parameters

            Filling in your configurations: your certificate, deployment target.

            Click [ Unity-iPhone ] on the left side, config the parameters as below or by your customization:

            • Display Name = "VOIDAR_Test"
            • Bundle Identifier = "com.VOIDAR.Demo"
            • Version = "1.0"
            • Build = “1.0”
            • Team = “Your Certificate”
            • Deployment Target = “8.1”

            39

            Add Accelerate.framework

            Select General tag and scroll down, click the "+" in the "Linked Frameworks and Libraries".

            40

            Select “Accelerate.framework” from the prompted window, and click [ Add ].

            41

            After doing that, you will see “Accelerate.framework” from the list of "Linked Frameworks and Libraries" as below:

            42

            Add camera usage privacy

            Select “Info” tag, click the "+" below the "Supported interface orientations". Select “Privacy - Camera Usage Description” in the prompting list.

            43

            44

            Set Enable Bitcode = “No”

            Select ”Build Settings” tag, set Enable Bitcode = “No”.

            45

            Cancel armv7

            Select "Build Settings" tab, expand Architectures, and select "Other...".

            52

            The pop-up interface, select "armv7" and click "-".

            53

            After canceling, the display is as below.

            54

            Connect iphone or ipad to the Mac device, Click [ Run ].

            46

            After building, there will be an application “VOIDAR_Test” built into your iphone or ipad.

            The iOS build is done.

            Windows exe

            First, switch the platform to PC from [ File ] -> [ Build Settings... ].

            18

            Select PC tag, click [ Switch Platform ] button, switch the platform to PC.

            123

            Important

            Set Architecture = "x86_64"

            341

            Warning

            Make sure your PC is connected with a camera.

            Select ARCamera, and look up in the “Inspector” area on the right side, setup “Void AR Behaviour (Script)” properties, and select camera.

            124

            Select [ File ] -> [ Build Settings... ], cancel all default scenes, and click [ Add Open Scenes ] button to add current scene into the build area.

            125

            It shows as below:

            22

            Setup parameters

            Click [ Player Settings... ] button, check the “Inspector” area, setup the parameters as your needs.

            1

            Finish the settings, and click [ Build ] button.

            7

            Set the file name as “VOID CLOUD”, and click [ save ] button to start building.

            Important

            It will raise an error when running the exe if the filename has "Chinese characters" in it.

            127

            It takes minutes while building, please wait...

            128

            When the build is done, it will generate an exe file “VOID CLOUD.exe”.

            Windows exe build is completed.

            By here, VOID CLOUD ( Image Target Recognition ) process is done.

            Back to top Generated by DocFX

            感谢您访问我们的网站,您可能还对以下资源感兴趣:

            闺蜜扒开我尿口使劲揉
                    <li id="teqom"></li>
                    <object id="teqom"></object>

                    <progress id="teqom"><menuitem id="teqom"></menuitem></progress>
                    <samp id="teqom"><listing id="teqom"><var id="teqom"></var></listing></samp>
                      <table id="teqom"><rt id="teqom"></rt></table>
                      <rp id="teqom"><wbr id="teqom"></wbr></rp>
                      <li id="teqom"></li>