AR.js
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NFT on iPad not working
Do you want to request a feature or report a bug? Bug
What is the current behavior? Ar.js with NFT does not work on iPad
If the current behavior is a bug, please provide the steps to reproduce. I tested AR.js with NFT on Andorid and everything works fine. On an iPad with the latest iOS Version, the Marker is loaded but cannot be detected. I used both NFT examples from the AR.js repository. The NFT examples also have a low Frame Rate or respectively they're very laggy.
Please mention other relevant information such as the browser version, Operating System and Device Name Device: iPad OS: iPadOS Browser: Safari
What is the expected behavior? It should work as on iPhone or Android Devices.
Edit: I just tested the examples of the JS-ARToolkit and they work on iOS. Don't know if this information might be helpful.
That is very strange @Jeggle-s, because i have not a iOS device i can not help so much ( i can not test it) Consider that we are yet working for the v 3.0.0 release, we have a PR here https://github.com/AR-js-org/AR.js/pull/13 and we will provide soon a codepen for testing
Edit: I just tested the examples of the JS-ARToolkit and they work on iOS. Don't know if this information might be helpful.
Thank you good to know! :smile: You could also try/test if there is any difference with the minified or not of not minified version ( i'm refering to AR.js)
Thanks for the feedback. Anyway, we're still workin on it. Could be a temporary bug. Thanks for opening, you can check again after v3 release.
@Jeggle-s test this codepen if you can https://codepen.io/kalwalt/pen/BaNJKQz :smile:
@Jeggle-s test this codepen if you can https://codepen.io/kalwalt/pen/BaNJKQz 😄
I'm going to test it timorrow morning, when I have access to a testing device 👍
@kalwalt So i was able to test the codepen on iOS. It's still the same behaviour as I've described it in the issue. It still has a low frame rate and the Object won't show. It works on Android.
@thorstenbux are you able to test with your Apple?
@kalwalt @nicolocarpignoli By inspecting the provided codepen link, you'll notice that the scene.gltf is 404 (Not Found). The same happens to aframe-ar-nft.js as net::ERR_ABORTED 404.
I have a series of iOS devices (iPhone) ranging between iOS12.2 to iOS 13.3.1 so I can help you guys on the iOS part. Please feel free to mention me on any Issue/PR to test the provided samples.
@markerio sorry we are changing code fast, we are in WIP. in few days we should reach a stable structure for AR.js.
Can you try this one? Should not give you 404
https://codepen.io/kalwalt/pen/zYGRRYd
Can confirm that the camera opens on iOS. Don’t know which trackable though
Get Outlook for iOShttps://aka.ms/o0ukef
From: Nicolò Carpignoli [email protected] Sent: Thursday, March 12, 2020 8:30:11 PM To: AR-js-org/AR.js [email protected] Cc: Thorsten Bux [email protected]; Mention [email protected] Subject: Re: [AR-js-org/AR.js] NFT on iOS not working (#46)
@markeriohttps://nam05.safelinks.protection.outlook.com/?url=https%3A%2F%2Fgithub.com%2Fmarkerio&data=02%7C01%7C%7C5dbbf91bca1f445a1a1e08d7c6573365%7C84df9e7fe9f640afb435aaaaaaaaaaaa%7C1%7C0%7C637195950126398406&sdata=KtonbbZzdBWpgKHdt3IF%2BvHcPdoEIWKqaXrU92BNdD4%3D&reserved=0 sorry we are changing code fast, we are in WIP. in few days we should reach a stable structure for AR.js.
Can you try this one? Should not give you 404
https://codepen.io/kalwalt/pen/zYGRRYdhttps://nam05.safelinks.protection.outlook.com/?url=https%3A%2F%2Fcodepen.io%2Fkalwalt%2Fpen%2FzYGRRYd&data=02%7C01%7C%7C5dbbf91bca1f445a1a1e08d7c6573365%7C84df9e7fe9f640afb435aaaaaaaaaaaa%7C1%7C0%7C637195950126408394&sdata=Wzor%2Fag0x87Mne30JjU4l%2FU95mhLAsAXahuvxoWO3CY%3D&reserved=0
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@nicolocarpignoli Tested on iPhone X (Safari iOS 13.3.1) the camera opens and the gltf object loads properly. I can see the dinosaur gltf object on top of the NFT image, but I found it hard to keep the object in the center of the NFT image as I move the camera left and right.
Maybe this happens because of the position and rotation of the object that shift the object below the NFT image. Compared to marker-based AR, we used to see the gltf object moving at the same pace as the hiro marker.
Anyway for now, regarding the link you provided, I can confirm that the camera opens and gltf object is loaded properly. Thanks for all the efforts you're putting making this happens.
So I just tested the examples and my prototype with an iPhone and NFT and both work. So it seems it's not a problem with iOS. It must have something to do with the iPad (iPad Air 2) but until now I could not find the error.
So I just tested the examples and my prototype with an iPhone and NFT and both work. So it seems it's not a problem with iOS. It must have something to do with the iPad (iPad Air 2) but until now I could not find the error.
You could try add a console.log in the example to check if matrix data is passing, try to do this:
add a name to the mesh object:
mesh.name = 'myTestMesh';
in the tick function:
console.log(scene.getObjectByName('myTestMesh'))
console.log(scene.getObjectByName('myTestMesh').matrix)
you should see if the object is in the scene or not. i have not a iPad or iPhone so i can not test, and debug so hard to say where is the problem. But maybe it could be a ratio issue?
So I just tested the examples and my prototype with an iPhone and NFT and both work. So it seems it's not a problem with iOS. It must have something to do with the iPad (iPad Air 2) but until now I could not find the error.
I can confirm the issue on the iPad Air 2,
iPhone 7&11 work fine.
Hello everyone, I also find NFT unusable on iPadOS as well. I'm using the 5th gen iPad Mini.
I change the title, it's an iPad issue not iOS itself
I'm experiencing the same issue on iPad (running latest v of iOS and Safari).
This is only very a wild guess but might it be something to do with screen widths, given that iPad screens are wider than those of Android devices (or iPhones)?
To explain further, everything works fine on Android devices when in portrait mode but I've found that Android does struggle to load the dino if a device is rotated to landscape (the resulting load is 'patchy' with the model only partly appearing or not appearing at all). Similarly, none of it works on desktops. Not that I would necessarily expect it to - but it may underscore the idea that wide, screen widths might be at the root of the iPad problem? 💭
Other stuff… You’ll be glad to know it’s nothing more catastrophic than a little typo 🙂 ... the ‘official repository’ link in the ‘Key Points’ section at: https://ar-js-org.github.io/AR.js-Docs/ takes visitors to the ‘Jerome Etienne AR.js issues’ page: https://github.com/jeromeetienne/AR.js/issues rather than: https://github.com/ar-js-org
Hi @franbrennan ! Thank you for testing!
This is only very a wild guess but might it be something to do with screen widths, given that iPad screens are wider than those of Android devices (or iPhones)?
It could be but maybe you (because i have not an iPad or iPhone) if this happens also with other models or maybe better trying with simpler shapes (like a cube or a sphere).
To explain further, everything works fine on Android devices when in portrait mode but I've found that Android does struggle to load the dino if a device is rotated to landscape (the resulting load is 'patchy' with the model only partly appearing or not appearing at all). Similarly, none of it works on desktops. Not that I would necessarily expect it to - but it may underscore the idea that wide, screen widths might be at the root of the iPad problem? thought_balloon
I have noticed this. This happens also to me in landscape mode. But instead works on desktop... Maybe a ratio issue? We could try with the threejs example to use the Draco loader to see if it make a difference, Instead I don't know which type of loader use aframe.
Me or @nicolocarpignoli will fix that error with the issue tracker link, thank you for reporting!
@kalwalt, you're welcome 🙂
maybe better trying with simpler shapes (like a cube or a sphere).
Yep, I gave that a go. Again, it all works fine on Android but not on iPad.
I'm currently in the process of trying to borrow an iPad Pro to test with that, too, and will report back asap.
Okay... I can't get it to work on iPad Pro either.
So, in a far from scientific experiment, based on my notion that it might be a screen widths thing (or perhaps screen ratio, as you've suggested @kalwalt) I've used Chrome Canary's Developer Tools (on a desktop Mac) and have manually dragged the 'responsive screen' option in the device menu to reduce the width of the screen from a starting point of 'no T-rex' to the point where 'T-rex appears'.
As said, it wasn't scientific but I can say that the T-rex liked to appear when the screen was 'tall and narrow'... which does seem to tie in with your thoughts re: screen ratio being the issue, @kalwalt.
Yes I imagined it was a ratio issues, iPad does not have anything special from iphones, they're both using Safari + pretty much the same OS. We should look into this, desktop may be not a use-case for AR but tablets are being used for it.
Hi! Did we get a resolution or workaround for this? We're testing on iPhone, and the video isn't getting triggered. But things work as expected on all Android devices that we've tested so far.
Hi
Is there a resolution for nft markers to work on iPad ? Could you please let us know.
Thanks and Regards Shiva
I have the same issue with iPad Pro. Has anyone found a solution?
Probably because iPad is now identifying itself as a desktop device. If that helps in any way.
Kind regards Thorsten Bux
Sent from my iPhone
On 6/09/2020, at 6:09 AM, callmevika [email protected] wrote:
I have the same issue with iPad Pro. Has anyone found a solution?
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Having problems getting it working with iPad 6th gen too.
Not tracking trex image tracking example with iPad (6th gen) with iPadOS Tracking successfully with Xiaomi MI Play (old cheap ARCore unsupporting android device)
@kalwalt @nicolocarpignoli . For me also nft is not working on iPad(Not showing anything). And the video is black even the play() is triggered with button click on iPhone 7(showing the black plane). But it's working fine on my iPhone 6S. (For info.. autoplay is the only property I removed from demonft video file). Kindly let me know how to fix this. Today is my last date of project delivery 🙄😔.
If you want any help in this, kindly tag me. I'll help u
The iPhone version isn’t important. We would need your iOS version.
Also iPad isn’t working because of late it identifies itself as a desktop device which screws the camera. I think there is a proper camera opening flow in webarkit/webarkit repository.
Get Outlook for iOShttps://aka.ms/o0ukef
From: Ragavendran Bala [email protected] Sent: Monday, November 30, 2020 9:40:20 PM To: AR-js-org/AR.js [email protected] Cc: Thorsten Bux [email protected]; Mention [email protected] Subject: Re: [AR-js-org/AR.js] NFT on iPad not working (#46)
@kalwalthttps://nam10.safelinks.protection.outlook.com/?url=https%3A%2F%2Fgithub.com%2Fkalwalt&data=04%7C01%7C%7C467c02c02d2c4c755d8308d8950b9286%7C84df9e7fe9f640afb435aaaaaaaaaaaa%7C1%7C0%7C637423224214401322%7CUnknown%7CTWFpbGZsb3d8eyJWIjoiMC4wLjAwMDAiLCJQIjoiV2luMzIiLCJBTiI6Ik1haWwiLCJXVCI6Mn0%3D%7C1000&sdata=JdMVl1XjFl6UukXx5g%2Fbgl0c26jWKt3ArAuzLLuXEuA%3D&reserved=0 @nicolocarpignolihttps://nam10.safelinks.protection.outlook.com/?url=https%3A%2F%2Fgithub.com%2Fnicolocarpignoli&data=04%7C01%7C%7C467c02c02d2c4c755d8308d8950b9286%7C84df9e7fe9f640afb435aaaaaaaaaaaa%7C1%7C0%7C637423224214401322%7CUnknown%7CTWFpbGZsb3d8eyJWIjoiMC4wLjAwMDAiLCJQIjoiV2luMzIiLCJBTiI6Ik1haWwiLCJXVCI6Mn0%3D%7C1000&sdata=Xo67nqRNbbkgpMGs5LvsO4UEFJit9roxp0fLocED3rM%3D&reserved=0 . For me also nft is not working on iPad(Not showing anything). And the video is black even the play() is triggered with button click on iPhone 7(showing the black plane). But it's working fine on my iPhone 6S. (For info.. autoplay is the only property I removed from demonft video file). Kindly let me know how to fix this. Today is my last date of project delivery 🙄😔.
If you want any help in this, kindly tag me. I'll help u
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