VR is all about immersion, and the ability to track the user's position in space is a key element of it. However, to date, this has only been available in desktop and console VR, even though modern smartphones already incorporate the essential technology to make it possible in mobile VR too. This blog explains how to achieve inside-out tracking in mobile VR using only Unity and AR SDKs with today's handsets.
If you have ever tried a room scale VR console or desktop game then you will understand how badly I wished to implement mobile inside-out VR tracking. The problem was that there were no SDK’s and/or phones to try it. At the beginning of the year, I saw the first opportunity at CES when the news about the new ASUS release supporting Tango and Daydream became public. This ended up being an accidental leak, because as it turned out, the ASUS release was not available until June. Only then I could create my first inside-out mobile VR tracking project in Unity for Daydream using the Tango SDK. When I got it working, it was amazing to walk in the real world and see how my camera in VR also moved around virtual objects. It felt so natural and it is something you need to experience yourself.
The second chance I had to implement inside-out tracking became available when Google released the ARCore SDK. On the same day, Unity released a version supporting it. I was so excited I couldn’t wait! So, that weekend I got my second inside-out mobile VR tracking project in Unity. This time for the Samsung GearVR using the Google ARCore SDK on a Samsung Galaxy S8. This mobile device has an Arm Mali-G71 MP20 GPU capable of delivering high image quality in VR by using 8x MSAA running consistently @ 60 FPS.
This blog is intended to share my experience in developing inside-out mobile VR tracking apps and making it available to Unity developers. The Unity integration with ARCore SDKs is not yet prepared to do inside-out mobile VR tracking out of the box (or it wasn’t intended to do it) so I hope I will save you some time and pain with this blog.
I hope you will experience the same satisfaction I had when you implement your own Unity mobile VR project with inside-out tracking. I will explain step by step how to do it with the ARCore SDK. As I implemented it on the Tango SDK first, I have also included a step by step guide for that as an additional appendix item.
I won’t point out all the steps you need to follow to get Unity working. I assume you have Unity 2017.2.0b9 or later, and have the entire environment prepared to build Android apps. Additionally, you need a Samsung Galaxy S8. Unfortunately, you can try inside-out VR tracking based on Google ARCore only on this phone and Google Pixel and Pixel XL so far.
The first step is to download the Unity package of the Google ARCore SDK for Unity (arcore-unity-sdk-preview.unitypackage) and import it to your project. A simple project will be enough; just a sphere, a cylinder and a cube on a plain.
You will also need to download the Google ARCore service. It is an APK file (arcore-preview.apk), and you need to install it on your device.
At this point you should have a folder in your project called “GoogleARCore” containing a session configuration asset, an example, the prefabs, and the SDK.
Figure 1. The Google ARCore SDK folders after imported in Unity.
We can now start integrating ARCore in our sample. Drag and drop the ARCore Device prefab that you will find in the Prefabs folder into the scene hierarchy. This prefab includes a First-Person Camera. My initial thought was to keep this camera that automatically converts to the VR camera when ticking the “Virtual Reality Supported” box in Player Settings. I understood later that this is a bad decision. The reason for this is that this is the camera used for AR. We mean the camera used to render the phone camera input together with the virtual objects we add to the “real world scene”. I have identified three big inconveniences so far:
So, we will use our own camera. As we are working on a VR project, place the camera as a child of a game object (GO); so we can change camera coordinates according to the tracking pose data from the ARCore subsystem. It is important to note here that the ARCore subsystem provides the camera position and orientation, but I decided to use only the camera position and let the VR subsystem to work as expected. The head orientation tracking the VR subsystem provides is in sync with the timewarp process and we don’t want to disrupt this sync.
The next step is to configure the ARCore session to use exclusively what we need for tracking. Click on the ARCore Device GO and you will see in the Inspector the scripts attached to it as in picture below:
Figure 2. The AR Core Device game object and the scripts attached to it.
Double click on Default SessionConfig to open the configuration options and untick the “Plane Finding” and “Point Cloud” options as we don’t need them as they add a substantial load on the CPU. We need to leave “Enable AR Background” (passthrough mode) ticked in options otherwise the AR Session component won’t work and we won’t get any camera pose tracking.
Figure 3. The session settings as we need to set.
The next step is to add our own ARCore controller. Create a new GO ARCoreController and attach to it the script HelloARController.cs we will borrow from the GoogleARCore/HelloARExample/Scripts folder. I renamed it to ARTrackingController and remove some items we don’t need. My ARCoreController looks as the picture below. I have also attached to it a script to calculate the FPS.
Figure 4. The ARCoreController GO.
The Update function of the ARTrackerController script will look like below:
public void Update (){ _QuitOnConnectionErrors(); if (Frame.TrackingState != FrameTrackingState.Tracking) { trackingStarted = false; // if tracking lost or not initialized m_camPoseText.text = "Lost tracking, wait ..."; const int LOST_TRACKING_SLEEP_TIMEOUT = 15; Screen.sleepTimeout = LOST_TRACKING_SLEEP_TIMEOUT; return; } else { m_camPoseText.text = ""; } Screen.sleepTimeout = SleepTimeout.NeverSleep; Vector3 currentARPosition = Frame.Pose.position; if (!trackingStarted) { trackingStarted = true; m_prevARPosePosition = Frame.Pose.position; } //Remember the previous position so we can apply deltas Vector3 deltaPosition = currentARPosition - m_prevARPosePosition; m_prevARPosePosition = currentARPosition; if (m_CameraParent != null) { Vector3 scaledTranslation = new Vector3 (m_XZScaleFactor * deltaPosition.x, m_YScaleFactor * deltaPosition.y, m_XZScaleFactor * deltaPosition.z); m_CameraParent.transform.Translate (scaledTranslation); if (m_showPoseData) { m_camPoseText.text = "Pose = " + currentARPosition + "\n" + GetComponent<FPSARCoreScript> ().FPSstring + "\n" + m_CameraParent.transform.position; } }}
public void Update ()
{
_QuitOnConnectionErrors();
if (Frame.TrackingState != FrameTrackingState.Tracking) {
trackingStarted = false; // if tracking lost or not initialized
m_camPoseText.text = "Lost tracking, wait ...";
const int LOST_TRACKING_SLEEP_TIMEOUT = 15;
Screen.sleepTimeout = LOST_TRACKING_SLEEP_TIMEOUT;
return;
}
else {
m_camPoseText.text = "";
Screen.sleepTimeout = SleepTimeout.NeverSleep;
Vector3 currentARPosition = Frame.Pose.position;
if (!trackingStarted)
trackingStarted = true;
m_prevARPosePosition = Frame.Pose.position;
//Remember the previous position so we can apply deltas
Vector3 deltaPosition = currentARPosition - m_prevARPosePosition;
m_prevARPosePosition = currentARPosition;
if (m_CameraParent != null) {
Vector3 scaledTranslation = new Vector3 (m_XZScaleFactor * deltaPosition.x, m_YScaleFactor * deltaPosition.y, m_XZScaleFactor * deltaPosition.z);
m_CameraParent.transform.Translate (scaledTranslation);
if (m_showPoseData) {
m_camPoseText.text = "Pose = " + currentARPosition + "\n" + GetComponent<FPSARCoreScript> ().FPSstring + "\n" + m_CameraParent.transform.position;
I removed everything but the checking of connection errors and the right tracking state. I have replaced the original class members by the ones below:
public Text m_camPoseText;public GameObject m_CameraParent;public float m_XZScaleFactor = 10;public float m_YScaleFactor = 2;public bool m_showPoseData = true;private bool trackingStarted = false;private Vector3 m_prevARPosePosition;
You then need to populate the public members in the Inspector. The camPoseText is used to show in the screen some data for debugging as errors, when tracking is lost, the phone camera position obtained from the Frame and the virtual camera position after applying the scale factors.
As I mentioned before, you hardly will be able to always map your real environment one to one to the virtual scene, and this is the reason I have introduced a couple of scaling factors for the movement on the XZ plane and in the Y axis (up-down).
The scale factor depends of the virtual size (vSize) we want to walk through and the actual space we can use in the real world. If the average step length is 0.762 m and we know we have room in the real world to do only nSteps, then a first approximation to the XZ scale factor will be:
scaleFactorXZ = vSize / (nSteps x 0.762 m)
I kept the _QuitOnConnectionErrors() class method and only changed the message output to use the Text component m_camPoseText.
private void _QuitOnConnectionErrors(){ // Do not update if ARCore is not tracking. if (Session.ConnectionState == SessionConnectionState.DeviceNotSupported){ m_camPoseText.text = "This device does not support ARCore."; Application.Quit(); } else if (Session.ConnectionState == SessionConnectionState.UserRejectedNeededPermission){ m_camPoseText.text = "Camera permission is needed to run this application."; Application.Quit(); } else if (Session.ConnectionState == SessionConnectionState.ConnectToServiceFailed){ m_camPoseText.text = "ARCore encountered a problem connecting. Please start the app again."; Application.Quit(); }}
After all this work, your hierarchy (besides your geometry), should look like in the picture below:
Figure 5. The needed ARCore game objects as listed in the hierarchy.
As in my project, the camera is colliding with some chess pieces in a chess room (this is an old demo I use every time I need to show something quick) I have added a CharacterController component to it.
At this point we are almost ready. We just need to set up the player settings. Besides the standard settings we commonly used for Android, Google recommends:
Other Settings > Multithreaded Rendering: Off
Other Settings > Minimum API Level: Android 7.0 or higher
Other Settings > Target API Level: Android 7.0 or 7.1
XR Settings > ARCore Supported: On
Below you can see a capture of my XR Settings. It is important to set the Single-pass option to reduce the number of draw calls we issue to the driver (almost halved).
Figure 6. The XR Settings.
If you build your project following the above described steps you should get the mobile VR inside-out tracking working. For my project, the picture below was my rendering result. The first line of text shows the phone camera position in the world supplied by Frame.Pose. The second line shows the FPS, and the third line shows the position of the VR camera in the virtual world.
Although the scene is not very complex in terms of geometry, the chess pieces are rendered with reflections based on local cubemaps, there are camera-chess pieces and chess pieces – chess room collisions. I am using 8x MSAA to achieve high image quality. Additionally, the ARCore tracking subsystem is running and all this on the Samsung S8 CPU and Arm Mali-G71 MP20 GPU render the scene at a steady 60 FPS.
Figure 7. A screenshot from a Samsung Galaxy S8 running VR in developer mode with inside-out tracking.
At this point, I hope you have been able to follow this blog and build your own mobile VR Unity project with inside-out tracking and above all, experience walking around a virtual object while doing the same in the real world. You will agree with me that it feels very natural and adds even more sense of immersion to the VR experience.
Just a few words about the quality of the tracking. I haven’t performed rigorous measurements, and these are only my first impressions after some tests and the feedback of colleagues that have tried my apps. I have tried both implementations indoors and outdoors, and they worked pretty stable on both scenarios. The loop closing was also very good, with no noticeable difference when coming back to the initial spot. When using Google ARCore I was able to go out of the room and the tracking still worked correctly. Nevertheless, formal tests need to be performed to determine the tracking error and stability.
Up to now we have been bound to a chair, moving the virtual camera by means of some interface being able to control only the camera orientation with our head. However, now we are in total control of the camera in the same way we control our eyes and body. We are able to move the virtual camera by replicating our movements in the real world. The consequences of this new “6DoF power” are really important. Soon, we should be able to play new types of games on our mobile phones that up to now are only possible in the console and desktop space. Other potential applications of mobile inside-out VR tracking in training and education will be possible soon as well just with a mobile phone and a VR headset.
As always, I really appreciate your feedback on these blogs and please any comments on your own inside-out mobile VR experience.
As I mentioned at the beginning of the blog, I managed to get VR inside-out tracking working initially using the Tango SDK and Daydream. This appendix entry is a step by step guide on how I did it. You will need an ASUS AR Zenfone as it is the only phone so far that supports both Tango and Daydream platforms.
Create a very simple Unity project with a sphere, cube, capsule and cylinder and place them on a plane at some height, so later you could look at the objects from below (See Fig. 8).
Figure 8. Simple Unity scene to test mobile VR inside-out tracking with tango and Daydream.
The first step is to download the Google Tango SDK for Unity. I tried the latest version Ikariotikos (Version 1.54, June 2017) but it didn’t work properly on the first Unity 2017 version released with native support for Tango. When rendering Unity doesn't clean the back buffer and the render accumulates in the frame buffer. So I decided to work with the previous version known as Biyelgee (TangoSDK_Biyelgee_Unity5.unitypackage ) released in December 2016; which I worked previously with Unity 5.6.0p4. You need to download and import this Unity package. I googled the information and was looking for a download link to provide it but I wasn’t able to find it.
After importing the Biyelgee Unity package you will have in the project, an Asset folder called Google-Unity containing a Scripts folder, and two other folders as shown below:
Figure 9. The content of the TangoPrefabs and TangoSDK folders after importing the Tango Unity package.
The next step is to add the Tango Delta Camera and Tango Manager prefabs located in the TangoPrefabs folder to the hierarchy. The Tango Delta Camera comes with a Trail, Frustum and Axis GOs. We don’t need any of them so we can remove or disable them as shown in the picture below. We neither need the Main Camera as we will use the Multi Camera of the Tango Delta Camera prefab, so I also disabled it.
Figure 10. The hierarchy of the project showing the Tango components.
The final step is to edit the TangoDeltaPoseController script attached to the Tango Delta Camera GO as in the picture below.
Figure 11. The scripts attached to the Tango Delta Camera game object.
Here, we have a similar problem described for the use of ARCore. The TangoDeltaPoseController sets the position and orientation of the CharacterController attached to the Tango Delta Camera. Nevertheless, the VR subsystem takes care of the head orientation according to the readings from the inertial sensors and syncs with the timewarp process. We won’t change anything in that so we will set only the position of the character controller and will comment the line that sets the orientation as in the code snippet below.
// Calculate final position and rotation deltas and apply them.Vector3 deltaPosition = m_tangoPosition - m_prevTangoPosition;Quaternion deltaRotation = m_tangoRotation * Quaternion.Inverse(m_prevTangoRotation);if (m_characterMotion && m_characterController != null){ m_characterController.Move(deltaPosition); //transform.rotation = deltaRotation * transform.rotation;}else{ transform.position = transform.position + deltaPosition; //transform.rotation = deltaRotation * transform.rotation;} m_tangoPosition.x *= m_motionMappingScaleXZ;m_tangoPosition.z *= m_motionMappingScaleXZ; m_tangoPosition.y *= m_motionMappingScaleY;
If you want to control as well the scale of the mapping (by default is 1:1) then you will need to do it in this script. Find the line that captures the m_tangoPosition from the uwOffsetTuc matrix:
m_tangoPosition = uwOffsetTuc.GetColumn(3);
and insert below it the following code snippet:
m_tangoPosition.x *= m_motionMappingScaleXZ;m_tangoPosition.z *= m_motionMappingScaleXZ; m_tangoPosition.y *= m_motionMappingScaleY;
The m_motionMappingScaleXZ and m_motionMappingScaleY are the scale factors applied for the motion in the XZ plane and for the up-down motion. You can declare both as public class members so you can set the value in the inspector for testing until you find the right value.
At this point we have all that is needed to build our project, but first we need to set the building settings. In the project settings we need to tick the Virtual Reality Supported box and add Daydream to the list of Virtual Reality SDks.
When using Daydream we have to set the Minimum API level to 24. But when building the project we will get the error: “Unable to merge Android Manifest. See the Console for more details.”
If we look at the console message we can read:
Error: [Temp\StagingArea\AndroidManifest-main.xml:4, C:\...\...\MyProject\Temp\StagingArea\android-libraries\unitygvr\AndroidManifest.xml:3] Main manifest has <uses-sdk android:minSdkVersion='17'> but library uses minSdkVersion='19'
To solve this problem we need to edit the AndroidManifest.xml file that Tango has added in the folder Assets/Plugins/Android and change the original line
<uses-sdk android:minSdkVersion="17" android:targetSdkVersion="23" />
to
<uses-sdk android:minSdkVersion="19" android:targetSdkVersion="23" />
After solving this issue you should be able to build the project, but before don’t forget to set Stereo-Rendering method to Single-Pass to reduce the load on the CPU and balance somehow the additional load of the Tango tracking system.
Once you build your project and run on your ASUS AR Zenfone you will see that after the sync with the controller (Fig. 12) the Tango subsystem shows the classical “HOLD TIGHT” screen during the initialization (Fig. 13) and after some seconds you will be able to see your 3D virtual scene (Fig. 14) and walk around it as you do in the real world.
Last but not least, the Daydream headset wasn’t designed for this kind of use case and it covers the whole back part of the phone. As for tracking the Tango sensors need to have a clear path I had to do some small changes as you can see in the picture below (Fig. 15).
Figure 12-14. The screen we see when launching the app: the sync controller screen, the Tango initialization screen and the app running screen. Figure 15. Daydream device cover modified to allow clear path to device Tango sensors.
As I mentioned in the conclusion, please leave any comments, questions or feedback in the comments section. I hope you enjoyed this guide, get inside-out tracking working and enjoy it as much as I did!
Hi Roberto, what a good tutorial. But I have problems, getting it working in Unity 2018.4.9f1 . The provided ARCore package gave out a compiler error in the session component script (Even when AR setting was tuned on in XR settings). So I downloaded the up to date ARCore Package (arcore-unity-sdk-1.13) but I fear the HelloARController.cs has changed so drastically, that your version of the script doesn't resemble it at all.
Could you take a look at this and maybe give some hints how it will work in the newer version!? That 'd be super cool.
Kind regards, MisterX.
Hello Roberto, I wish you a merry christmas. I could solve the compilation errors of the script by combining it with the new HelloAR script and the new class definitions.
Thank you again for your great tutorial.