You can test the connection to echoAR 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
The test your app, you can switch to the
Scene view and drag the echoAR prefab into the hierarchy. If the API key was set correctly you should be able to see 3D assets from the echoAR console stream into Unity.
If you are seeing the 3D models in Unity but not in the AR app you build, this might be a mobile shader support issue.
Try adding the following metadata to your models in the console:
Now restart the mobile app.
Scale the model by pinching the screen with two fingers.
You can also change the size of the model by adding a metadata key named
scale to the 3D models. See how in the Data Page section of the documentation.
If the build process is successful and the app is running but the phone screen seems black, it might be the case that you need to build the app as 64-bit.
In August 2020, Google Play Services for AR (ARCore) removed support for 32-bit-only apps on some 64-bit devices. When you build your app as 32-bit for newer 64-bit devices, the app fails to create an ARCore session and might crash or result in a black screen when attempting to start an AR session.
Unity supports x64 since 2017 LTS.
To build your app as 64-bit, go to
File > Build Settings > Player Settings.
Player > Android Logo.
Other Settings scroll down and change your Script Backend to
IL2CPP, and you will be able to check the
ARM64 checkbox as active.
Now rebuild your app.
Make sure to have Google Play Services for AR installed on your Android device.
Try using Unity 2019.4 to insure no AR Foundation package errors.