Hands-On Review: Vuforia SDK 5

Hands-On Review: Vuforia SDK 5

Yesterday, I had the chance to play with the recently released Vuforia SDK 5. Previously, I’ve written about it and excited by its promise. This SDK has its own set of AR and VR features, which intrigued me. So, I thought, why not dive in head first and add another tool to my arsenal, who knows some project might benefit from it? The SDK comes in 3 flavors, native iOS, native Android and Unity Plugin. Since I’m pretty much working with Unity these days, I decided to pick the latter. As with my previous encounter with this SDK, installing and using it inside Unity is a breeze. Basically the SDK gives me several prefabs that I can use straightaway. But its biggest selling point is the image/object recognizer & tracker. With this, I can track whatever image/marker that I want and augmented it with any object. This is AR, Vuforia’s bread and butter experience. What’s really new in this SDK version, is the ability to pair AR Camera (this is the camera that does image recognizing and tracking) with additional 3rd party camera provided by HMD such as Google Cardboard or Oculus Mobile VR. This enables the application to be rendered in stereo mode, thus enabling VR mode for your application. So, the mobile device is used for two things: image tracking through its camera stereo rendering on its screen Using this for a project in Unity itself is pretty easy, though might be complicated for beginner (the manual is pretty much scattered in Vuforia’s site at the moment). In case you need a help, here’s what I did...