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Camera feed does not show when using OPENGLES2 as Graphics API #277
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Hi, Thanks for the report, but I cannot reproduce your issue. Could you give some instructions to repro? Are you using HelloAR? Which device are you using? Which version of ARCore are you using? What modifications are you doing to the project? Thanks. |
Same thing here, using Unity 2017.3.1p4, Camera feed (background) not working when setting Android-Graphics API to OpenGLES2, and we really need ARCore to work with GL2... BTW I noticed that the ARBackground.shader file explicitly mentions GLES3. (// For GLES3, #pragma only_renderers gles3, #ifdef SHADER_API_GLES3) |
Hi, I also have the black screen issue, with Auto Graphics API enabled (when I disabled it, I can see GLES3 and Vulkan as default Graphics API). I'm using ARCore 1.3.0 and Unity 2018.1.6f1. I have the issue on HelloAR scene build on a Galaxy S7 (model SM-G930F) with Android 7.0. Here is what I did to get the issue, I didn't do any modification on the samples : -> Create a new Unity Project on 2018.1.6f1 |
I have the same configurations as @NicolasWipon . My Samsung S7 (SM-G930F) has Android 8.0. |
Any news? Maybe is just an issue on the ARBackground.shader?? I'm not a shader expert, maybe someone could modify the shader to properly support GL2? Thanks! |
Hi, I have also tried the ARCore unity package in combination with Opengl es2 and I also noticed the camera background bug. Background info project: Tried to make a Google Instant Play app in Unity with ARCore. The project is below 10mb(I disabled a lot of Unity packages in the Window-> Package Manager to get it below the 10mb limit) and it works and builds fine, even with instant build. It should work, only the bug prevents it from working correctly. The background camera plane is broken in instant build and normal build. The project can be downloaded here: https://drive.google.com/file/d/1I-vbmNqP1jVqmVdLlP2utVNCr4oRru5K/view Unity version: Unity 2018.2.0f2 (64-bit) Google wants to implement this as seen here: https://www.theverge.com/2018/5/8/17326260/google-play-instant-apps-ar-android-update-new-features-arcore-no-download-io-2018 |
Excellent @fredsa great to know that you are fixing this issue on the next upcoming release!! Do you have an estimated date for it? Thank you very much! |
Hi, ARCore SDK for Unity 1.5.0 has been released and this issue should be fixed. Please feel free to comment if you still experience it. |
When I disabled auto graphics API and Change Opengl es3 to Opengl es2, I got a pink screen without the camera feed. |
Worked perfectly here! using OpenGLES2, built using Unity 2018.2.7f1 (64-bit). Tested on Pixel 2. |
Same thing here on Galaxy Note 8. |
I have the same issue y some Samsung S7 models using opengles2, but when i using opengles3 the problem is fixed. |
Same Problem here on my Samsung A3 and opengles2. |
Same problem here on my Nexus 6P and OpenGLES2 using ARCore SDK for Unity 1.7.0, definitely shouldnt be closed. |
It seems that the OpenGL Version switch is not working on some Devices. |
Given that a number of you are still not able to use GLES2 on several devices, reopening. |
Hi @cvasquez-github
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I was able to make it work by removing the line 77 of the ARBackground shader: transitionColor = texture(_TransitionIconTex, uvCoordTex); Then I replaced it by this: #ifdef SHADER_API_GLES3
transitionColor = texture(_TransitionIconTex, uvCoordTex);
#else
transitionColor = textureExternal(_TransitionIconTex, uvCoordTex);
#endif And it's fixed! |
@alepandolfo I will try this. Thank you so much :) |
I try this fix and works in a Samsung S7 SM-G930U, but in a Samsung S7 edge SM-G935F still show pink screen, both of them have the same processor and the same GPU. https://www.sammobile.com/devices/galaxy-s7-us-unlocked/specs/SM-G930U/ |
This issue continues to occur with ARCore 1.9. |
I just checked a few devices using Unity 2017.4.27f1 with OpenGLES2 only with 1.9.0 SDK+APK:
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I have the same problem |
When using OPENGLES2 as Graphic API the ARBackground does not show the camera feed. It's black and creates artifacts from the canvas.
Did I overlook the documentation of is this a bug?
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