Compatibility between ARKit plugin and iVidCapPro

Hello,

iVidCap pro is a plugin under iOS to record what happens in the scene. It uses, at the origin, openGL2. But, it should has been compatible with metal since version 1.7 in december 2016.

ARKit (the plugin) is actually only compatible with Metal. I saw a pull request under your bitbucket that try to make the compatibility with openGL 2.0.

Today if I try to use iVidCap & ARKit, my application crashes under metal (iVidCap) or I don’t have any camera return from ARKit (openGL 2.0).

Is a compatibility between ARKitplugin and openGL2.0 is under the way ? How can I do to make this two compatibles ? I only have these plugins in the project I’m talking about.

Hope you can help me,

We finally manage to make it works !

How do we did it.

First of all, we used iVidCap version 1.7 to ensure the best possible usage of the plugin.

Then, even when the ARKit team say “Use the last update on the store !”, it is better to download the full projet from the bitbucket (https://bitbucket.org/Unity-Technologies/unity-arkit-plugin)

Then, go from the different commits of the openGL2.0 branch and download the file that needed to be change.

After that, used the shader and camera from the arkit plugin. You NEED to have the ARKit camera in the scene at the launch (more safe). Then go through the build settings and only used openGL2.0.

At this stage everything worked for us (XCode Beta 6)

Enjoy, Spooklight

I tried using the latest Unity 2017.3 and OpenGL 3.0 ES

I manually merged the OpenGL 2.0 branch into the latest ARKit code.

The end result is that I can see the camera being rendered but it has a green tint on it. If I use the shader provided in OpenGL branch in Unity it will tint Red.

float4 ycbcr = float4(y, tex2D(_textureCbCr, texcoord).ra, 1.0);

I’ve traced it down to this line of code, it appears to be converting the YUV wrong or something? Why would it shade it green.