What to do when things don't work as expected with building your Unity app.
Our team is actively investigating the following issues:
Building your app for Universal Windows Platform (UWP) or HoloLens 2 might fail.
When I press Play in Unity I see a black screen!
You can test the connection to echo3D by pressing Play to start the app on Unity.
Note that the Game view will show a black screen - that is expected as the Game view tries to access the mobile AR camera which doesn't exists when running on a desktop machine.
When you build the app on iOS or Android the app will be able to access the camera
To test your app, you can switch to the Scene view and drag the echo3D prefab into the hierarchy. If the API key was set correctly you should be able to see 3D assets from the echo3D console stream into Unity.
I can see the 3D models in Unity but not in the mobile app!
If you are seeing the 3D models in Unity but not in the AR app you build, it might be the case that the models are too big/small to fit the screen. Try scaling them up/down by pinching the screen or by adding metadata.
I can properly see the 3D models in Unity but in the mobile app they lose their colors or completely white/black!
This might be a mobile shader support issue. The shaders used in Unity are not automatically included in the mobile app build.
To resolve the issue:
Add a folder called Resources inside the Assets/echo3D folder.
Copy all shaders you are using into the Assets/echo3D/Resources folder.
For example, when using the the open-source Unity + AR Foundation + echo3D example project, copy all files underAssets/echo3D/Libraries/glTFast/Runtime/Shaderinto the Assets/echo3D/Resourcesfolder you created.
This will force the shaders to be included in the mobile app build.