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Ask HN: Any open AR library out there for mobile like Pokemon, Ingress, etc?
- sebg 10y agoUnity has great tools -> https://artoolkit.org/documentation/doku.php?id=6_Unity:unity_about https://artoolkit.org/documentation/doku.php?id=6_Unity:unit... see also, the wiki answers (scroll slightly down the page) ... http://answers.unity3d.com/questions/15215/unity-3d-and-augmented-reality.html http://answers.unity3d.com/questions/15215/unity-3d-and-augm...
- kevindeasis 10y agoLooks great I'll check it out!
- ClassyJacket 10y agoWhat exactly are you looking for? The augmented reality in Pokemon Go basically amounts to them using them opening the camera and using the gyroscope to position a character on screen. It's a cool effect, but it's probably something like ten lines of code in Unity. Well it is, I've done it myself. You don't need a library for just that.
- beepboop2045 10y agoThe non-flying characters are also positioned on the ground. Thats something you'd want a library for.
- throwaway2016a 10y agoThere isn't any ground detection. It pretty clearly just positions it about 40 degrees bellow straight ahead. And 40 degrees above for air Pokemon. It's especially evident when you have a desk or something behind you, the Pokemon will look distant. As far as AR goes the math needed to do what they do is pretty trivial.
- kevindeasis 10y agoI've never done any project in Unity, AR, or VR. I was thinking I should try it out. I've never thought of thinking about it the way you suggested, which is using the gyroscope.
- leojg 10y agoHi, maybe a little oftopic or too broad, but you do know how to handle things like walls, tables or other real world obstacles? I Imagine that if you are in a room that's already mapped then you can handler all those things, but if it is a random location where you can't know which objects there are then is a bit more complicated. Thanks!
- niftich 10y agoSome Javascript/Browser resources: [1] threeVR, an orientation-aware Virtual Reality controller built on top of three.js: https://github.com/richtr/threeVR https://github.com/richtr/threeVR [2] Full-Tilt, device orientation + motion detection, normalization and conversion library: https://github.com/adtile/Full-Tilt https://github.com/adtile/Full-Tilt [3] Compass demo, by the same person as Full-Tilt: https://richtr.github.io/Marine-Compass/ https://richtr.github.io/Marine-Compass/ [4] Mirror of some of the older Full-Tilt demos: https://jbmoelker.github.io/Full-Tilt/examples/ https://jbmoelker.github.io/Full-Tilt/examples/ (There was also a good 360-degree VR demo before Full-Tilt changed urls, it used to be also hosted under richtr.github.io, I can't find it anymore but I'll try... this was a distinct but similar demo to [1] and it had a beach end-of-pier scene) [5] gyronorm.js, to correct some DeviceOrientation bugs: https://github.com/dorukeker/gyronorm.js https://github.com/dorukeker/gyronorm.js [6] An MDN blog post on DeviceOrientation: https://developer.mozilla.org/en-US/Apps/Fundamentals/gather_and_modify_data/responding_to_device_orientation_changes https://developer.mozilla.org/en-US/Apps/Fundamentals/gather...