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 components. Currently Multi-AR supports AR-Kit and AR-Core.

There are there demo-scenes in this release of the package. The object-spawner demo instantiates and anchors a preconfigured model to the detected surfaces. The object-controller demo shows, hides and controls the one of three game models in the scene. The anchor-unachor scene demonstrates what happens when you to anchor or unachor an object to a world surface. The Multi-AR package works with all versions of Unity editor – Personal, Plus or Pro.

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

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 the AR-Kit or AR-core Unity packages. They are included in the Multi-AR package.
3. Open a demo-scene from the MultiAR/DemoScenes-folder.
4. Build and run the scene on AR-Kit or AR-core. They should work.
5. Look at the settings of the MultiARManager-component in the scene. Try to change some of them and re-run the scene on the AR platform, to see the effect.

* The setup instructions for AR-Kit may be found here.
* The setup instructions for AR-Core may be found here.

* If you get compilation errors, make sure you use Unity v2017.2 or later.
* Make sure your device supports the respective AR-platform. Try its basic samples on the device, to see if they work.
* Check once again you followed all setup steps for the respective AR-platform.

* The Multi-AR online documentation will be available soon.
* For more information look at Readme-MultiAR.pdf, located in the MultiAR/_Readme-folder in the package.

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


10 thoughts on “Multi-AR

  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.

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