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ErrorInvalidArgument: Could not create a cross platform ARCore session
Hi! I have been assigned the task to convert a Unity project that builds upon ARCore from Android, where it works properly, to iOS. Unfortunately, I am running into some errors that, after scouring the web for a few hours, I still fail to find any solution on. The currently biggest problem is, that every time the iPhone should access the camera to detect a playing plane, there is only a white screen. Every time the app should open the plane detection dialog, this error occurs (in the Xcode console):
Unloading 5 Unused Serialized files (Serialized files now loaded: 0)
WARNING: Shader Unsupported: 'ARCore/ARBackground' - Pass '' has no vertex shader
Shader 'Galactic Sudios/Ultra Emissive Particles': fallback shader 'ParticleAdditive' not found
WARNING: Shader Unsupported: 'ProBuilder/Standard Vertex Color' - Pass 'Meta' has no vertex shader
WARNING: Shader Unsupported: 'Custom/LightOnly' - Pass 'Meta' has no vertex shader
WARNING: Shader Unsupported: 'StandardGlow' - Pass 'META' has no vertex shader
WARNING: Shader Unsupported: 'StandardGlow' - Pass 'META' has no vertex shader
UnloadTime: 5.943625 ms
Could not create a cross platform ARCore session (ErrorInvalidArgument).
GoogleARCoreInternal.ARCoreIOSLifecycleManager:CreateSession(ARCoreSession)
(Filename: ./Runtime/Export/Debug.bindings.h Line: 45)
System memory in use before: 94.8 MB.
System memory in use after: 32.5 MB.
Unloading 871 unused Assets to reduce memory usage. Loaded Objects now: 2472.
Total: 6.682792 ms (FindLiveObjects: 0.568333 ms CreateObjectMapping: 0.087750 ms MarkObjects: 1.347167 ms DeleteObjects: 4.678583 ms)
I believe the warnings and the memory information are not relevant to the error; it seems to be rather this line Could not create a cross platform ARCore session (ErrorInvalidArgument).
that appears to be problematic. Yet, I cannot find any information on it in the docs, ARCore's source code or the web. Does anybody have any idea where this could derive from?
I'm using an iPhone X with iOS 12.x, Xcode 10 and Unity 2018.3.6f1 Personal. ARCore is - I would dare to say due to the Android version working properly - installed correctly, the ARKit plugin is in the Asset folder as well and iOS support enabled.
@JonasLecking were you able to resolve this? I've bumped into the same issue right now following the Quickstart for IOS in the ARCore documentation from Google.
I'm wondering if this is even relevant anymore seeing as Unity has marked the Unity-ARKit-Plugin as deprecated and therefore everyone should be using ARFoundation directly in Unity.
Hey Chris,
No I was not able to resolve it; I didn’t put much effort into it though, the app was either way mostly targeted at Android and converting it to iOS was more like exploring the potential of Unity. But I guess you’re right, ARFoundation seems to be a better option now.
On 18. Oct 2019, at 23:07, chris-o3h [email protected] wrote:
@JonasLecking https://github.com/JonasLecking were you able to resolve this? I've bumped into the same issue right now following the Quickstart for IOS https://developers.google.com/ar/develop/unity/quickstart-ios in the ARCore documentation from Google.
I'm wondering if this is even relevant anymore seeing as Unity has marked the Unity-ARKit-Plugin as deprecated and therefore everyone should be using ARFoundation directly in Unity.
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Same issue.
same issue here with Uniy3D 2019 and ARCore 1.17. Please fix this issue
The ARCore SDK for Unity has been deprecated in favor of the ARCore Extensions for AR Foundation.