Cascading effect of 3D GameObjects (Tango, unity, Android)

I started using unity to build Tango applications for Android. I had experience with unity and Android before, but I was a novice to tango. I followed these guidelines: https://developers.google.com/tango/apis/unity (/ unity-setup)

It doesn't apply to the latest version of unity, so I finally chose 5.6.0. I started with simple motion tracking and simple ar tutorial, but I have the strange cascade effect of 3D GameObjects on both simulators and mobile phones

Cascade effect:

I looked around, but I didn't see anyone with similar problems. What is this and how should I solve it?

Mobile phone: Lenovo pb2-690y with Android 6.0.1

resolvent:

Looking at your screenshot, I will assume that your problem is the clear sign of the camera. In unity scene, four different clear signs can be set on the camera - they are Sky@R_ 93_ 2419 @, solid color, depth only and not clear

The behavior you see here may be caused by the unset do not clear flag or * * depth only * flag, which means that the camera's rendering buffer will not be cleared every time the frame is rendered. In this mode, since the camera only renders the objects in the scene rather than the sky frame, you will see the past rendering history of the objects, It does not clear the part of the buffer where the object no longer exists

The solution to this problem is to set the clear flag to solid color and the background color to black equivalent. After rendering all elements, the selected background color will be applied to the remaining screen and any previous rendering of the object will be cleared to prevent the position from changing relative to the camera since the last frame

Similarly, use Sky@R_ 93_ The 2419 @ clear flag will display the skybox texture without any elements

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