The device tracker can now be started/stopped anytime at runtime without the need to re-initialize the camera with:
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deviceTracker.Start();
and
deviceTracker.Stop();
For more information on the Device Tracker, please refer to Using the Device Tracker document
Vuforia Fusion
Also part of Vuforia Engine 7.2, we are updating the Device Tracker to leverage Vuforia Fusion. Vuforia Fusion refers to the internal techniques used by the Vuforia Engine to take advantage of the best platform enablers (such as ARCore and ARKit) while still providing developers with the broadest reach of devices.
Vuforia Fusion works by choosing the best technology for Device Tracking. Affinity designer 1 8 16. Please refer to the following list for default priority:
Vuforia Fusion Default Priority:
- Platform Enablers (ARKit/ARCore)
- Vuforia VISLAM
- Vuforia SLAM
Due to addition of support for platform enablers, it is important that AR content, targets, and physical objects all have their coordinate scale in meters. Objects that do not have their scale set appropriately may not track well.
For more information about Vuforia Fusion, please refer to the Vuforia Fusion documentation. Wings of fire graphic novel 1 part 3.
![Unity Unity](https://unity3d.com/sites/default/files/2018.1_feature_packmanui_0.jpg)
World Center Mode
![Unity Unity](https://i.ytimg.com/vi/BdrHFimnOa0/maxresdefault.jpg)
DEVICE
- The camera now moves if the device tracker is enabled. If the device tracker is not enabled, the camera will stay fixed at the last position. Targets always moves in this mode.FIRST_TARGET
/SPECIFIC_TARGET
- The first Target or the specified target will be at the last position and not move
If your experience uses physics or otherwise requires a GameObject to remain static for performance reasons, consider using SPECIFIC_TARGET.
ARCore
To enable ARCore support in Unity, please refer to Using ARCore with Vuforia document.
Front Facing Camera
Front-facing camera support has been deprecated in Vuforia Engine 7.2.
Unity 2018.2.8f1
Vuforia Engine Initialization
Vuforia Engine 7.2 has made some changes to the initialization process that may impact the flow of your application. The default initialization behavior of Vuforia Engine 7.2 is to download the latest device profile in order to deliver the best experience on the device. Depending on the speed of the user's internet, this could add several seconds to application load. This only occurs the very first time the user launches the app and will not impact application loading in future launches of the app.
It is strongly recommended to allow the Vuforia Engine to fetch the latest device profile. Developers looking to disable this behavior should set the following hint before initializing Vuforia Engine:
VuforiaUnity.SetHint(VuforiaHint.HINT_ASYNC_FETCH_OF_LATEST_CALIBRATION, 1);
发行说明
Fixes
Unity 4.2.2
- (1071483 (1062852)) - Android: Fixed crash when returning null string from Java plugin.
- (1065609) - Asset Import: Fixed renaming or changing the namespace containing a scripted importer breaking the auto-reimport mechanism.
- (1073894) - Editor: Fixed an issue where launching Unity via Hub invalidates existing login for direct launchers.
- (1075850) - Graphics: Fixed main thread stall deleting temporary render targets after calling ConvertTexture() from script.
- (1076208) - Graphics: Fixed crash in intensive rendering scenes when using legacy graphics jobs.
- (1061224) - Graphics: Fixed crash in MinMaxAABB::MinMaxAABB when Legacy Deferred Render Path is used.
- (1033188) - Graphics: Fixed RGBA16 having swapped red/blue channels.
- (1075574 (1070347)) - Graphics: Fixed issue where Camera FOV cannot be set to a value lower than 1.
- (1041458) - OSX: Fixed an issue where MacOS player would not go into correct screen mode when Command+F is pressed.
- (1074390 (1058082)) - Physics: Fixed issue where colliders without physics material don't return correct default material in Physics Settings.
- (1074389 (1009394)) - Physics: Fixed wrong UV returned in Raycast result when raycasting to a mesh collider that has negative scale.
- (1074384 (1005564)) - Physics: Fixed issue where transform to CharacterController in OnControllerColliderHit is ignored.
- (1074376) - Physics: Fixed an issue where some Physics Settings are not reset upon request.
- (1074374 (1024453)) - Physics: Fixed issue where mass properties are not correctly updated when changing collider scale.
- (1074373 (1048878)) - Physics: Fixed a crash when user sets a very small size to Terrain data.
- (1066072 (1059467)) - Physics: Fixed an issue where kinematic bodies may not follow transform change after setting its postion after setting their position or rotation via Transform component.
- (1074312) - Scene Management: Fixed crash in LightmapSettingsManager.CheckSettingsConsistency when calling UnloadSceneAsync right after a LoadScene(SingleMode).
- (1052766) - Scene/Game View: Fixed issue where specifying frustum view point would actually use it as base for the near plane.
- (1073275) - Scripting Upgrade: Fixed hang when disconnecting while reading/writing on a SslStream.
- (1060892) - Scripting Upgrade: Fixed crash when entering playmode on OSX.
- (1062208) - Scripting Upgrade: Fixed Android Runtime test instability.
- (1059122) - Scripting Upgrade: Fixed an issue where UnsafeUtility.GetFieldOffset could return 0 when the type is not initialized.
- (1065895) - Scripting Upgrade: Fixed crash when DynamicMethod is constructed into non-dynamic image.
- (1069236) - Scripting Upgrade: Fixed crash when using unmanaged constraint.
- (966667) - UI: Fixed Chinesse bolded Arial font style looks wide in Editor.
- (983200) - UI: Fixed spacing between characters is lost and text is stretched with bold font selected when built on certain platforms.
Revision: ae1180820377