Multi-AR Examples

Multi-AR Examples package provides an easy way to deal with the specifics of different AR platforms, and separate it from the development of the AR scenes. Currently the Multi-AR Examples-package supports iOS AR-Kit, Android AR-Core and Windows Mixed Reality. Support for more AR platforms will come later.

There are more than ten demo-scenes in the package. The anchoring demos show how to anchor and control virtual objects in the AR scenes, collider demo – how to utilize the AR surface collisions, portal demo – how to show virtual portals in the world, visualizer demos – how to save and restore AR environments.

You can find short descriptions of all demo-scenes in the online documentation. The Multi-AR package works with all versions of Unity editor – Personal, Plus and Pro.

How to Run the Demo Scenes:
1. Download and import the Multi-AR package into new Unity project.
2. You don’t need to import any external AR platform-specific package.
3. Open a demo-scene from the MultiAR/DemoScenes-folder.
4. Build and run the scene on the target platform – iOS, Android or UWP.
5. Look at the settings of the MultiARManager-component in the scene. Try to change some of them and then re-run the scene on the target AR platform, to see the effect.

The setup instructions for AR-Kit, AR-Core and Windows-MR may be found in the Readme-MultiAR-Examples.pdf-file in the package.

One request:
My only request is NOT to share the package or its demo scenes in source with others, or as part of public repositories. Please respect my work.

* If you get compilation errors, make sure you use Unity v2017.2.0 or later.
* If you target AR-Core Preview2, make sure you use Unity v2017.3.0 or later.
* Make sure your device supports the respective AR-platform, and the Unity editor supports builds for the respective platform.
* Check once again, if you followed all setup steps for the respective target platform.

* The Multi-AR online documentation is available here.
* For more information look at the Readme-MultiAR-Examples.pdf-file, located in the MultiAR/_Readme-folder of the package.

* The official release of the Multi-AR package is available at the Unity Asset Store.

What’s new in version 2.1:
1. Updated AR-Core interface to support AR-Core Preview2.
2. Updated AR-Core Unity plugin to AR-Core Preview2 Unity plugin.
3. Updated AR-Kit Unity plugin to v2018-01-17.
4. Updated AR-Kit interface to use mouse instead of touch for the input actions in editor mode.
5. Updated AR-Core interface to use mouse instead of touch for the input actions in editor mode.

Video worth more than 1000 words:
Here is a video, courtesy of Satwant Singh, created for the ‘Multi-AR Examples’ package:


15 thoughts on “Multi-AR Examples

  1. Hi Rumen, The link to the AssetsStore is broken. Also, a search for MultiAR does not return anything… H

    On Wed, Oct 4, 2017 at 9:36 PM, – Technology, Health and More wrote:

    > Rumen F. posted: “Multi-AR package provides an easy way to deal with the > specifics of different AR platforms. This way the developer may concentrate > on the creation of the Unity scenes, set up each scene only once, and leave > the platform-specific stuff to the Multi-AR comp” >

  2. Hi Rumen.

    I am using your Multi AR Asset, it amazing and working fine.
    But, in Object Controller Demo if i apply some rotation and scaling to Current Selected Model and than if i touch some where else on the detected plane, its rotation is getting reset as of original, scaling remain same as i applied but rotation is getting reset.

    Any idea how to solve this issue?

    • Hi, the rotation of the model is set in the SetCurrentModelWorldPos()-method of ObjectController.cs-script. Please comment out ‘currentModel.LookAt(…)’ and ‘currentModel.rotation = …’ lines, if you want to set the object rotation in your method or script.

      • Hi Rumen,

        I have some question about this Plug-in,
        1. Where is the Android Main Fest File?
        2. How you managing the Android Permissions?

        Because i am trying to Save the screen shot to a Gallery but is is showing as “Access Denied”.
        Any Idea?
        The same code is working fine in other Apps with Android Main fest file.
        But i cant able to see the Android main fest file. Still i generated the main fest file and when i added that file in my app, the app gets installed on device but its crashed immediately.

        Waiting for your quick reply.


      • Hi, I suppose you mean the Android manifest-file. As far as I remember, Unity creates the manifest automatically based on the API you use, when you build for Android platform. I also think there is a major bug in Unity 2017.2.0, when ‘AR-Core support’ is enabled. I had similar experience like yours, but with other permissions. Here is my workaround: Disable the MultiARController-object in the scene and ‘AR Core supported’ in XR-settings. Uninstall the current app on the phone, just in case. Then build and run the updated app on the phone and it will ask you for the “missing” permissions. Then re-enable AR-Core support and MultiARController-object in the scene, build and run it again on the phone. It may ask you for additional camera permission for AR-Core this time. Then you will have all needed permissions.

  3. Hey Rumen , I need to discuss the Surface Saver and loader scenes . Maybe you could help me out in a chat . I have some paid project for you which will need minor adjustments in your surface saver and loader scenes . Kindly guide me even if you don’t want to do the project .

    • I’m busy with multiple projects at the moment, feel a bit exhausted and don’t have time to do anything external. Feel free to ask your questions here or on Skype, and I’ll try to answer them, the best way I can.

      • I want to make an indoor navigation application . So basically I want to use savesurface demo of yours to save my indoor area and anchors I touched and then replace those anchor points with custom objects like navigation arrows to guide user where he wants to go . I also messaged you on skype if you can help me around this Ill be grateful

Leave a Reply

Fill in your details below or click an icon to log in: Logo

You are commenting using your account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s