2017/12 - Zombie Augmented Reality game "Encroaching Death 360" finally (kinda) released!

Unfortunately due to a hickup with how Vuforia sells to non-US customers, my app was released on November 30th, but had to be pulled December 12th because I couldn't provide a VAT number in time. I should be able to have one in early January, so then I can get this beauty back on the market! (Edit: and as of February the 1st, it is live again here)

Since I found out that I'd need a VAT number, I tried using ARToolKit to give me some open source (And non-VAT-requiring) augmented goodness. Unfortunately, it just doesn't seem to work, at least for my Android phone. It seems to take a lot more setup than one Vuforia, there's roughly the same level of support, and ARToolKit seems to have worse tracking. Which wouldn't be a bad trade-off if it'd work outside of the Unity Editor for me frown

Nevertheless, here's a few tips I've learned if you want to go down the ARToolKit path. Even if I didn't ultimately get much use out this knowledge, it might help someone out down the line:

  1. ARToolKit connects to it's own private server in order to calibrate your camera. So you NEED to have an internet connection. This is common for commercial augmented reality SDK's, but one could be forgiven for assuming that ARToolKit wouldn't need to. This is usually the cause of the black screen issue when you astart up an ARToolKit app.
  2. You need to tell ARToolKit which ARWrapper file to use for each environment (You can see how to config those files in this video). You'll get errors telling you that unity doesn't know which class to use if you don't do this.
  3. If you're on an iPhone, look into disabling the stereo video source option (ARController). This is due to the iPhone not actually having a stereo camera, and it might be worth disabling for Android too.
  4. Disable native GL texturing (ARController). This was broken in an older version of ARToolKit, so it could potentially still be an issue in later releases.


Merry Christmas!