• Stars
    star
    279
  • Rank 147,967 (Top 3 %)
  • Language
    C#
  • License
    Other
  • Created over 7 years ago
  • Updated over 1 year ago

Reviews

There are no reviews yet. Be the first to send feedback to the community and the maintainers!

Repository Details

DEPRECATED! A place to create/learn with Unity, ARKit/ARCore, and Mapbox!

THIS REPOSITORY IS DEPREACTED!

AR support been merged into the main repository https://github.com/mapbox/mapbox-unity-sdk/

Please open issues or PRs there!


unity-repo-banner_preview

Mapbox Unity SDK + ARKit + ARCore For World Scale AR Experiences

A place to create/learn with Unity, ARKit/ARCore and Mapbox!

Note: This library is experimental and will change. It is published to gather feedback from the community. Please use with caution and open issues for any problems you see or missing features that should be added.

We'd love to have you contribute to the project!

Also, see our related iOS library.

What is it?

Check out this presentation for reference.

ARKit specific checks

One limitation of ARKit is that it does not have any knowledge of where in the world a session was started (or ended), nor does it know the True North alignment with the real world. ARKit is great for location positional tracking, but suffers over distance, or when tracking is poor. My testing has shown that ARKit's position begins to drift after just a few meters and becomes very noticeable after 50 meters (average accumulated drift ~10 meters with GPS accuracy 5 meters).

This project aims to inform ARKit of global positioning using location data from the phone, which will enable Unity developers to "anchor" augmented reality experiences to real world coordinates. Given the sheer volume of data that Mapbox provides, the possibilities are endless.

For additional inspiration and reference, please see this library for iOS. Concepts and potential solutions should be similar, though implementation will vary greatly.

Please note: while it is possible to use Mapbox to display 3D maps on your coffee table, this project is aimed at building "world scale" maps and augmented reality experiences.

Examples

In this Repository

Requirements

Known Issues

  • Location permissions on Android must be enabled manually after installing application! See here for related information.
  • AR Tracking state is not yet exposed in the ARInterface
  • Focus square has rendering issues on iOS and Android

Usage

  1. Configure your Mapbox API token.
  2. Open the AutomaticWorldSynchronization scene OR drag WorldAlignmentKit prefab into your scene.
  3. Tune parameters (read more below--I recommend testing with defaults, first):
    1. DeviceLocationProvider
    2. SimpleAutomaticSynchronizationContextBehaviour
    3. AverageHeadingAlignmentStrategy
  4. Build.
  5. When the scene loads, ensure you find at least one ARKit anchor (blue AR plane).
  6. Begin walking. Try walking in a straight line to assist in calculating an accurate heading. How far you need to walk before getting a good Alignment depends on your settings.

How it Works

If you're not familiar with the Mapbox Unity SDK, it may help to check out the built-in examples. You should be familiar with building a map and using LocationProvider. For brevity, I will assume you know how these components work.

All relevant AR World Alignment components live in Mapbox/Unity/AR.

At the core, we use a SimpleAutomaticSynchronizationContext to align our map (world) to where the AR camera thinks it is in the world. This context uses the AR position deltas (a vector) and GPS position deltas (mapped to Unity coordinates) to calculate an angle. This angle represents the ARKit offset from True North. Note: I could have used LocationService compass heading, but I've found it's often far more inaccurate than these manual calculations.

ISynchronizationContext

OnAlignmentAvailable

This event is sent when the context has successfully calculated an alignment for the world. This alignment can be used to manipulate a root transform so that it appears to be aligned with the AR camera.

SimpleAutomaticSynchronizationContext

Due to ARKit positional drift over distance, we need to constantly refresh our offset (and potentially our heading). To do so, we should consider the range at which ARKit begins to visually drift, as well as the accuracy of the reported location (GPS). You can think of this relationship as a venn diagram.

venn

The center of the circles represent reported ARKit and GPS positions, respectively. The radius of the circles represent "accuracy." The intersection represents a potentially more accurate position than either alone can provide. The bias value represents where inside that "intersection" we want to be.

As previously mentioned, we use the delta between position updates to calculate a heading offset. Generally (depending on GPS accuracy), I've found this to be far more reliable and accurate than compass data.

angle

The end result of a successful synchronization is an Alignment, which offers a rotation and position offset. These values are meant to be used to modify the transform of a world root object. We have to do this because ARKit's camera should not be modified directly.

UseAutomaticSynchronizationBias

Attempt to compute the bias (see below) based on GPS accuracy and ArTrustRange.

SynchronizationBias

How much to compensate for drift using location data (1 = full compensation). This is only used if you are not using UseAutomaticSynchronizationBias.

MinimumDeltaDistance

The minimum distance that BOTH gps and ar delta vectors must differ before new nodes can be added. This is to prevent micromovements in AR from being registered if GPS is bouncing around.

ArTrustRange

This represents the radius for which you trust ARKit's positional tracking, relative to the last alignment. Think of it as accuracy, but for AR position.

AddSynchronizationNodes(Location gpsNode, Vector3 arNode)

You can think of a synchronization node as a comparison of ARKit and location data. You are essentially capturing the position of both "anchors" at the same time. We use this information to compute our Alignment.

SimpleAutomaticSynchronizationContextBehaviour

This class is mostly a monobehaviour wrapper around the context itself, which allows you to specify settings in the inspector. However, it also has knowledge of when ARAnchors are added, so as to offset the Alignment height based on a detected anchor height.

This class is also responisble for listening to location updates from the LocationProvider and adding synchronization nodes (gps + ar positions) to the context. Important: GPS positions must be converted to Unity coordinate space before adding to the context!

Lastly, this object needs an AbstractAlignmentStrategy which is used to determine how an Alignment should be processed. For example, you can snap, lerp, or filter and then lerp a transform (such as the WorldRoot). I've had the best success and most stable results using the AverageHeadingAlignmentStrategy.

ManualSynchronizationContextBehaviour

This example context relies on a TransformLocationProvider that is a child of a camera responsible for drawing a top-down map. You can use touch input to drag (one finger) and rotate (two fingers) the camera to manually position and orient yourself relative to the map (your target location is represented with the red arrow in the example scene). On the release of a touch, the alignment will be created.

Note: This implementation does not attempt to compensate for ARKit-related drift over time!

AverageHeadingAlignmentStrategy

This AlignmentStrategy is responsible for averaging the previous alignment headings to determine a better heading match, over time. Additionally, it will not use Alignments with reported rotations outside of some threshold to reposition the world root transform. This is important because sometimes a GPS update is wrong and gives us a bad heading. If we were to offset our map with this heading, our AR object would appear to be misaligned with the real world.

Note: this implementation is actually a bit of a hack. Ideally, filtering of this type should be done directly in an ISynchronizationContext. I've used this approach in the interest of time and to keep the example context as simple as possible.

MaxSamples

How many heading samples we should average. This is a moving average, which means we will prune earlier heading values when we reach this maxmimum.

IgnoreAngleThreshold

We will not use any alignments that report a heading outside of our average plus this threshold to position or rotate our map root. This helps create a more stable environment.

LerpSpeed

When we get a new alignment (that should not be dismissed), this value represents how quickly we will interpolate from our previous world root alignment to our new world root alignment. Smaller values mean the transition will appear more subtle.

DeviceLocationProvider

You will need to experiment with various DesiredAccuracyInMeters and UpdateDistanceInMeters settings. I recommend keeping your update distance on the higher side to prevent unnecssary alignment computation. The tradeoff, of course, is that you may begin to drift. Which value you use depdends entirely on your application.

Limitations

While I have done extensive testing "on the ground," I've been in limited, specific locations, with ideal GPS accuracy. I make no guarantees that what is currently provided in this library will solve your problems or work in your area (please help me make it better).

There are various TODO and FIXME tasks scattered around in the Mapbox.Unity.Ar namespace. Please take a look at these to get a better idea of where I think there are some shortcomings. In general, my implementation so far is quite naive. Hopefully the community can help improve this with new context implementations or more sophisticated algorithms/filters.

Solving for UX is not an easy matter. Manual calibration works great, but is not user-friendly (or immune to human error). Automatic calibration works, but still has shortcomings, such as requiring the user to walk x meters before acquiring a workable alignment.

There's a giant Log button. Use this log to help diagnose issues. If you're seeing lots of red lines (or the alignment just doesn't seem to be working), then something is wrong. Search the C# solution to see what may be the cause of those. If you want, log your own data there, too! You can also use the map toggle to show your paths (AR = red, GPS = blue). If you are aligned properly, the two paths should nearly be on top of one another.

Other issues to note:

  • ARKit tracking state is not really used to infuence this alignment process. If you lose tracking, fail to find anchors, background the application, etc., you will need to start a new session and calibrate again.

What about Mapbox?

With access to Mapbox geospatial data, you can easily augment the AR experience to great effect. Here are some ideas:

  • Use the road layer to construct navigation meshes for your zombie apocalypse simulation
  • Use the building layer to occlude AR elements or anchor AR billboards on building facades
  • Use Mapbox Directions API to perform realtime navigation and overlay the routes in AR
  • Geofence your AR experiences based on landuse or custom data (or procedurally place gameobjects based on type)
  • Show points of interest (POI) above or on real places
  • Use global elevation data to more accurately plant AR objects on the ground (especially useful for distant objectsβ€”imagine geotagging something on a cliff or in a valley)
  • Use various label layers to show street and water names
  • Use Geocoding to find out what's nearby and show that information
  • Use building layer to raycast against for gameplay purposes (ARKit cannot detect vertical planes, but a building could subsitute for this)
  • Capture data/input from users at runtime and upload with Mapbox Datasets (use these datasets to generate a tileset to show on a map or to use for logic at runtime)
  • Using the above: create world persistence that everyone experiences simultaneously (multiplayer with local and global context)
  • Build indoor navigation networks and use buildings footprints for geofencing purposes (when a building is entered, disable GPS tracking and switch to ARKit trackingβ€”we also likely known which entrance was used)

Looking to the Future

What can we do to improve automatic alignment? Here are several ideas:

  • Use compass data to augment the angles we calculate. Confirm or more heavily weight a computed angle if it is similar to the compass. Note: this likely requires the device to be facing the direction it is moving in.
  • Use weighted moving averages or linear regression of location and AR position to find more optimal alignments. Location updates with poor accuracy will have very little influence on the overall alignment. AR position updates with poor tracking state or lots of cumulative drift will have very little weight. Time will affect both, such that more recent updates are weighted more heavily.
  • Using the above, weighted heading values will also help improve position offset. This is because we use the heading to "rotate" our GPS location.
  • Store last known "good" alignment on application background and use that as a restore point until you successfully find a new alignment.
  • We could try to ignore GPS entirely up to a certain cumulative AR distance, barring some complication (tracking state changed). This may lead to longer stretches of properly "anchored" AR elements, relative to the AR camera.
  • Use smaller DeviceLocationProvider UpdateDistanceInMeters to more quickly find an initial alignment. Increase this value one calibration is achieved.
  • Ignore alignments immediately after ARKit is determined to have taken drastic turns. Local tracking is far better suited for measuring sharp turns than GPS.
  • Completely filter out poor GPS results. Drift could become problematic, but this may be ideal compared to a very inaccurate GPS update.
  • Is ARKit drift fairly consistent (across devices, assuming enough resources available to properly track)? If so, we can project our position along the delta vector to compensate for that drift. GPS would be used rarely, in this instance (and that's a good thing for a "stable" world).

More Repositories

1

mapbox-gl-js

Interactive, thoroughly customizable maps in the browser, powered by vector tiles and WebGL
JavaScript
10,264
star
2

pixelmatch

The smallest, simplest and fastest JavaScript pixel-level image comparison library
JavaScript
6,055
star
3

mapbox-gl-native

Interactive, thoroughly customizable maps in native Android, iOS, macOS, Node.js, and Qt applications, powered by vector tiles and OpenGL
C++
4,297
star
4

tippecanoe

Build vector tilesets from large collections of GeoJSON features.
C++
2,423
star
5

awesome-vector-tiles

Awesome implementations of the Mapbox Vector Tile specification
2,311
star
6

delaunator

An incredibly fast JavaScript library for Delaunay triangulation of 2D points
JavaScript
2,255
star
7

earcut

The fastest and smallest JavaScript polygon triangulation library for your WebGL apps
JavaScript
2,174
star
8

supercluster

A very fast geospatial point clustering library for browsers and Node.
JavaScript
2,061
star
9

robosat

Semantic segmentation on aerial and satellite imagery. Extracts features such as: buildings, parking lots, roads, water, clouds
Python
1,997
star
10

mapbox.js

Mapbox JavaScript API, a Leaflet Plugin
HTML
1,902
star
11

geojson.io

A quick, simple tool for creating, viewing, and sharing spatial data
JavaScript
1,740
star
12

geojson-vt

Slice GeoJSON into vector tiles on the fly in the browser
JavaScript
1,731
star
13

flamebearer

Blazing fast flame graph tool for V8 and Node πŸ”₯
JavaScript
1,634
star
14

maki

A POI Icon Set
JavaScript
1,475
star
15

polylabel

A fast algorithm for finding the pole of inaccessibility of a polygon (in JavaScript and C++)
C++
1,312
star
16

togeojson

convert KML and GPX to GeoJSON, without the fuss
JavaScript
1,185
star
17

mapbox-studio-classic

JavaScript
1,136
star
18

node-pre-gyp

Node.js tool for easy binary deployment of C++ addons
JavaScript
1,071
star
19

webgl-wind

Wind power visualization with WebGL particles
JavaScript
943
star
20

geobuf

A compact binary encoding for geographic data.
JavaScript
917
star
21

mapbox-navigation-ios

Turn-by-turn navigation logic and UI in Swift on iOS
Swift
861
star
22

earcut.hpp

Fast, header-only polygon triangulation
C
850
star
23

mapbox-gl-draw

Draw tools for mapbox-gl-js
JavaScript
827
star
24

Fingertips

Touch indicators on external displays for iOS applications.
Swift
809
star
25

XcodeClangFormat

Format code in Xcode 8+ with clang-format
Objective-C++
808
star
26

vector-tile-spec

Mapbox Vector Tile specification
805
star
27

pbf

A low-level, lightweight protocol buffers implementation in JavaScript.
JavaScript
746
star
28

mapbox-android-demo

Google Play demo app for the Mapbox Maps SDK for Android
Java
704
star
29

mbutil

Importer and Exporter of MBTiles
Python
694
star
30

osm-bright

A Carto template for OpenStreetMap data
CartoCSS
690
star
31

mapbox-unity-sdk

Mapbox Unity SDK - https://www.mapbox.com/unity/
C#
677
star
32

mapboxgl-jupyter

Use Mapbox GL JS to visualize data in a Python Jupyter notebook
Python
661
star
33

carto

fast CSS-like map stylesheets
JavaScript
653
star
34

mapbox-sdk-js

A JavaScript client to Mapbox services, supporting Node, browsers, and React Native
JavaScript
652
star
35

concaveman

A very fast 2D concave hull algorithm in JavaScript
JavaScript
640
star
36

leaflet-omnivore

universal format parser for Leaflet & Mapbox.js
JavaScript
625
star
37

mapbox-react-examples

Example patterns for building React apps with Mapbox GL JS
JavaScript
615
star
38

martini

A JavaScript library for real-time RTIN terrain mesh generation
JavaScript
609
star
39

polyline

polyline encoding and decoding in javascript
JavaScript
604
star
40

mapbox-navigation-android

Mapbox Navigation SDK for Android
Kotlin
572
star
41

mbtiles-spec

specification documents for the MBTiles tileset format
569
star
42

tiny-sdf

Browser-side SDF font generator
HTML
562
star
43

mapnik-vector-tile

Mapnik implemention of Mapbox Vector Tile specification
C++
546
star
44

storytelling

Storytelling with maps template
HTML
541
star
45

mapbox-gl-leaflet

binding from Mapbox GL JS to the Leaflet API
JavaScript
518
star
46

tilelive

fast interface to tiles with pluggable backends - NOT ACTIVELY MAINTAINED
JavaScript
514
star
47

cheap-ruler

Fast approximations for common geodesic measurements 🌐
JavaScript
416
star
48

mapbox-java

The Mapbox Java SDK – Java wrappers around Mapbox APIs and other location data
Java
403
star
49

jni.hpp

A modern, type-safe, header-only, C++14 wrapper for JNI
C++
388
star
50

mercantile

Spherical mercator tile and coordinate utilities
Python
381
star
51

mapbox-maps-android

Interactive, thoroughly customizable maps in native Android powered by vector tiles and OpenGL.
Kotlin
368
star
52

variant

C++11/C++14 Variant
C++
365
star
53

leaflet-image

leaflet maps to images
JavaScript
360
star
54

mapbox-gl-geocoder

Geocoder control for mapbox-gl-js using Mapbox Geocoding API
JavaScript
357
star
55

mbview

View mbtiles locally
EJS
353
star
56

csv2geojson

magically convert csv files to geojson files
JavaScript
353
star
57

mbxmapkit

DEPRECATED - Lightweight Mapbox integration with MapKit on iOS
Objective-C
336
star
58

DEPRECATED-mapbox-ios-sdk

REPLACED – use https://www.mapbox.com/ios-sdk instead
Objective-C
325
star
59

mapbox-sdk-py

Python SDK for Mapbox APIs **DEVELOPMENT IS TEMPORARILY PAUSED, SEE CONTRIBUTING.md**
Python
319
star
60

potpack

A tiny rectangle packing JavaScript library (for sprite layouts)
JavaScript
314
star
61

mapbox-maps-ios

Interactive, thoroughly customizable maps for iOS powered by vector tiles and Metal
Swift
313
star
62

vector-tile-js

Parses vector tiles with JavaScript
JavaScript
308
star
63

node-mbtiles

mbtiles utility, renderer, and storage backend for tilelive
JavaScript
285
star
64

mapbox-maps-flutter

Interactive, thoroughly customizable maps for Flutter powered by Mapbox Maps SDK
Swift
282
star
65

geo-googledocs

Tools to integrate Mapbox with Google Docs
JavaScript
276
star
66

delatin

A fast JavaScript terrain mesh generation tool based on Delaunay triangulation
JavaScript
273
star
67

hubdb

a github-powered database
JavaScript
272
star
68

flutter-mapbox-gl

Moved to https://github.com/tobrun/flutter-mapbox-gl
Java
271
star
69

mapbox-gl-styles

Prebuilt Mapbox GL styles for use in Mapbox GL JS or the Mapbox Mobile SDKs and as a starting point for custom maps built with Mapbox Studio
JavaScript
268
star
70

simplestyle-spec

A simple styling convention for GeoJSON data
266
star
71

postgis-vt-util

postgres helper functions for making vector tiles
PLpgSQL
265
star
72

gzip-hpp

Gzip header-only C++ library
C++
265
star
73

protozero

Minimalist protocol buffer decoder and encoder in C++
C++
261
star
74

sphericalmercator

Spherical Mercator math in Javascript
JavaScript
259
star
75

shp-write

create and write to shapefiles in pure javascript
JavaScript
254
star
76

geojsonhint

IMPORTANT: development of this project has been paused, see the README (Validate GeoJSON against the specification)
JavaScript
253
star
77

mason

Cross platform package manager for C/C++ apps
Python
252
star
78

wellknown

GeoJSON-emitting WKT parser for browsers and node
JavaScript
249
star
79

Hecate

Fast Geospatial Feature Storage API
Rust
247
star
80

pyskel

Skeleton of a Python package
Python
243
star
81

mapbox-plugins-android

Mapbox Android Plugins are a collection of libraries that extend our other SDKs, helping you design powerful mapping features while the plugins handle most of the heavy lifting.
Java
240
star
82

mapbox-gl-directions

Directions plugin for mapbox-gl-js using Mapbox Directions API.
JavaScript
236
star
83

tilejson-spec

JSON format for describing map tilesets.
234
star
84

mapping

OpenStreetMap contributions from the data team at Mapbox
JavaScript
233
star
85

tilebelt

simple tile utilities
JavaScript
230
star
86

geojson-merge

Merge multiple GeoJSON files into one FeatureCollection.
JavaScript
229
star
87

mapbox-arkit-ios

Utilities for combining Mapbox maps and location services with ARKit in your applications.
Swift
224
star
88

mapbox-scenekit

Swift
224
star
89

react-native-mapbox-ar

Location based augmented reality components using React Native, Viro and Mapbox
Objective-C
221
star
90

mapbox-gl-native-android

Interactive, thoroughly customizable maps in native Android powered by vector tiles and OpenGL
Java
211
star
91

mapbox-gl-native-ios

Interactive, thoroughly customizable maps for iOS powered by vector tiles and OpenGL
Objective-C++
211
star
92

Simple-KML

Simple KML is a simple & lightweight parsing library for KML written in Objective-C for the iOS platform.
Objective-C
208
star
93

turf-swift

A Swift language port of Turf.js.
Swift
205
star
94

react-colorpickr

A themeable colorpicker with HSL and RGB support for React
TypeScript
205
star
95

eternal

A C++14 compile-time/constexpr map and hash map with minimal binary footprint
C++
201
star
96

node-fontnik

Fonts β‡’ protobuf-encoded SDF glyphs
JavaScript
201
star
97

ecs-watchbot

Make robots do your work for you
JavaScript
194
star
98

leaflet-pip

point in polygon intersections for leaflet
JavaScript
194
star
99

tile-cover

Generate the minimum number of tiles to cover a geojson geometry
JavaScript
183
star
100

MapboxStatic.swift

Static map snapshots with overlays in Swift or Objective-C on iOS, macOS, tvOS, and watchOS
Swift
183
star