Rotation problem with ARCamera?
Posted Date: 2017-12-12 10:47     Edited Date: 2017-12-15 5:46     Writer: inactive


Anyone know about this? We try to put an object infront of the ARCamera. It looks fine in the editor

But when we build it to android, the object looks rotated 90 / -90 degres.

We've try to move the object inside and outside the ARCamera in the hierarchy and try to put it inside a world-space canvas but endup with the same result. And we are using the sample code from the SDK without changng any code.

Any insight for this matter?

Thank you.


Posted Date: 2017-12-12 14:08     Edited Date: 2017-12-12 14:08     Writer: inactive


I guess your mobile app's orientation is portrait, right?

That is the reason of non-tracking object's rotation is not what you expected.

When the orientation of mobile phone changes our sdk changes the projection matrix of unity camera.

Please refer our sdk samples from link below.

Move to ExtraSample/Scripts directory and open ExtraImageTrackerSample.cs.

Then you can find the screen orientation related code in Update() function.

Thanks a lot.

- Maxst support team


Posted Date: 2017-12-15 3:23     Edited Date: 2017-12-15 3:23     Writer: inactive


Thank you for your switf reply.

So basically, maxst are currently support landscape resolution natively but need to be rotated  (either by script or via inspector) for potraits?

Thank you.

Posted Date: 2017-12-15 5:00     Edited Date: 2017-12-15 5:00     Writer: inactive


Any game objects of trackable's child will be shown as you make, but non augmented objects may need to change transform by screen orientation.

Generally if you make your app with landscape mode, no other action needs.


- Maxst support team


Posted Date: 2017-12-15 5:46     Edited Date: 2017-12-15 5:46     Writer: inactive

Thank you for your clarification.