FAQ Topics
Account
Yes, you can change your account password. Login and go to your account information. Then, set the new password.
Unfortunately, you cannot change the email address associated to your account on your own.
However, in such cases, please write us an email at request@visionlib.com, including the new email address and the current email-address, which should be changed.
In case you want to stop using VisionLib or its services, please write an email to request@visionlib.com.
You can unsubscribe from VisionLib mailings either by clicking the appropriate unsubscribe link from within the newsletters you have received. Or you can uncheck the email option in your account settings. To do so, login and go to your account information.
Please note, that you cannot unsubscribe from service emails associated to the VisionLib platform, or to VisionLib products and services without stopping to use them.
If you have lost or forgot your password, you can reset and request a new password on the lost password page.
Deployment
This happens, when you deploy a VisionLib-based augmented reality application with the trial, developer or other non-commercial license type. For deployment, you need to obtain an appropriate license.
You can find more information on licensing in the documentation. To request a different license or pricing, please write us at request@visionlib.com.
General
You can start exploring and testing VisionLib within a 30-days trial. You’ll need a trial license, which you get after registering.
After the trial, we recommend using a developer license, when first creating VisionLib-based applications. As soon as the application is finished or ready for distribution, you can obtain a deployment/distribution license for specific applications. You can request these and get other license details by writing us at request@visionlib.com.
You can find and download the SDK and all other files from the download list in the Downloads section. Click on “common” to open the download list and select the desired download items.
HoloLens
Yes, it’s possible to use the Mixed Reality Toolkit with VisionLib. See the integration guide in the documentation.
Yes, it does. You can use VisionLib’s enhanced Model Tracking on HoloLens 1 & 2 and benefit from its object localization properties.
Find the SDK extension package and an examples package for HoloLens development within the “Extensions” folder of the VisionLib SDK download. To test Model Tracking on HoloLens, follow the VisionLib for HoloLens-Tutorial.
We recommend testing the tracking of your model with a mobile or desktop application first, to optimize tracking parameters more quickly.
Still, holograms on HoloLens can be displaced some centimeters, depending on the position of the glasses in front of your eyes. This can easily be solved by moving the HoloLens on your head a little with your hands to adjust the fitting.
Licensing
The trial license is valid only within a limited time frame. Although we grant an extension from time to time, this is not an automated process. If you want to extend your trial license, please write us at request@visionlib.com.
Once an extension has been granted, you can download the updated trial license under ‘personal’ from your download list in the customer area.
If you like to renew your license file, please write us at sales@visionlib.com
If you want to buy a license, or if you have question about licensing details, please write us at sales@visionlib.com. In this email, please provide some details, like:
- which devices are you planning to deploy to?
- how many models are you going to use?
- how many apps do you want to create?
Besides, a general license type overview can be found in the documentation at Licensing.
Some VisionLib distribution licenses have a maximum number of 3D models you can use as tracking reference. If you want to obtain such a license, our team will likely ask you for the (3D) model hash codes. You can generate them by using the VisionLib License Tool.
Run the (VisionLib) License Tool in a Console
Once you have downloaded the VisionLib SDK, unzip it and look for the Tools/ folder inside it. Then, open this folder inside a Terminal, Command Line or Command Prompt app on your desktop and run this command (inside the Tools/ folder):
LicenseTool -m <PATH_TO_MODEL1> -m <PATH_TO_MODEL2> MacOS: ./LicenseTool -m <PATH_TO_MODEL1> -m <PATH_TO_MODEL2>
Copy the Entire Result
Please make sure to copy the complete block enclosed by:
-----BEGIN MODEL HASH BLOCK----- [...] -----END MODEL HASH BLOCK-----
Security Prompt on macOS
Depending on your version, the license tools process might get killed by macOS for security reasons, which the system will issue. In such cases, open System Preferences and press “Allow Anyway” for the License Tool under the Security & Privacy tab.
For more details, have also a look in the documentation at Licensing.
The watermark is only showing up when using the trial or developer license. To remove it, you need to purchase another license type. You can find an overview on options and limitations of all license types in the documentation at Licensing.
If you want to buy a license right away, please contact us at sales@visionlib.com.
You can read and print the license details by using the VisionLib License Tool:
- Run the (VisionLib) console License Tool
Once you have downloaded the VisionLib SDK, unzip it and look for the Tools/ folder inside it. Then, open this folder inside a Terminal, Command Line or Command Prompt app on your desktop and run this command (inside the Tools/ folder) in order to print information about the given license:LicenseTool -l <PATH_TO_LICENSE_FILE>
For more details, also have a look in the documentation at Licensing.
Some VisionLib licenses are host-bound. In order to obtain and request such licenses, our team will likely ask you for your hostID. The hostID is not similar to a MAC address or whatsoever. You can read and plot the hostID in these ways:
- Retreive the hostID from a VisionLib Unity project
- VisionLib SDK 2.0.0 and newer: The hostID can be retrieved via the `VisionLib > About` window, which can be found in the main menu of the Unity Editor.
- VisionLib SDK 20.11.1 and older: Whenever you run a VisionLib-based Unity scene (e.g. one of the VL examples scenes) in the Unity editor, VisionLib will print the hostID in the console log.
- Use the (VisionLib) License Tool in a console
Once you have downloaded the VisionLib SDK, unzip it and look for the “LicenseTool” folder inside it. Then, open this folder inside a Terminal, Command Line or Command Prompt app on your desktop and run this command (inside the LicenseTool/ folder):LicenseTool -i MacOS: ./LicenseTool -i
Note, that on some machines the window might quit too quickly, when double clicking the .exe file out of a file browser. Thus, we recommend using the CLI commands.
For more details, also have a look in the documentation at Licensing.
When using VisionLib with Unity, make sure you’ve copied a valid license file into the StreamingAssets/VisionLib/
folder. Also check the name of the file: if it is not named “license.xml”, drag and drop it in the public field of the TrackingConfiguration
component on the VLTracking
GameObject.
If you still encounter problems, send us an email at request@visionlib.com and attach your license file. We’ll check, if something is wrong with your file.
Be it within the trial time or regularly use, you always need license file to run VisionLib.
You get all your (active) licenses from the download list in the Downloads section. Click on “common” to open the list. In order to use the license file in Unity, copy it into the StreamingAssets/VisionLib/
folder and if it is not named “license.xml”, drag and drop it in the public field of the TrackingConfiguration
component on the VLTracking
GameObject.
VisionLib will blame if your license file has expired. In such cases, write us at sales@visionib.com.
A bundle ID or bundle identifier uniquely identifies an application in Apple’s or Android’s ecosystem.
This means that no two applications can have the same bundle identifier. To avoid conflicts, Apple, Google and others encourages developers to use reverse domain name notation for choosing an application’s bundle identifier.
To generate such an ID, let’s take VisionLib as an example for a demo app we call MyTestARapp. Using visionib.com reversed, an Id could look like this:
com.visionlib.demoapps.myTestARapp
Working in Unity, one can set IDs for an app at Project Setting > Player.
Depending on the license type, identifiers might be needed to have a license issued.
You can find and download all your licenses from your download list in the Downloads section. Click on “personal” to open the download list or look for it at the end of the download list.
You can find an overview on options and limitations of all license types in the documentation at Licensing.
When using VisionLib with Unity, copy the license file into the StreamingAssets/VisionLib/
folder. And if it is not named “license.xml”, drag and drop it in the public field of the TrackingConfiguration
component on the VLTracking
GameObject.
Yes, the watermark will be removed automatically, once you use your applicable purchased license.
You can find an overview on options and limitations of all license types in the documentation at Licensing. If you want to buy a license right away, please contact us at sales@visionlib.com.
Model Tracking
Yes, you can change the init pose during runtime by moving the VLInitCamera
prefab. Please see also these articles on working with init poses and re-initialization in the documentation.
Yes, basically you can. It’s a question of setting an appropriate so called init pose (more info in the documentation). Or you can use Auto Initialization. However, not every object has a well detectable shape or geometry from all angles. Thus, we recommend avoiding to detect or initialize from such (unsuitable) angles that might lead to ambiguousness.
Of course, you can.
You will need well matching 3D models of the physical objects you want to track. VisionLib needs them as so-called model references for tracking.
You can change these 3D models used for tracking before deployment and dynamically during runtime. You can manage 3D model references in the .vl config file.
In Unity, the easiest way is to place your model inside the Streaming Assets folder in your project’s Assets directory and reference it in the .vl config file. You need to use VisionLib’s prefabs or scripts to control the reference model usage. You can also use 3D meshes and GameObjects from the hierarchy as tracking references.
Have a look in the documentation. There are several articles with examples and explanations:
Although some 3D models might work right away, we do recommend preparing models for tracking purposes. Please read and follow these guideline recommendations in the documentation.
You can change the 3D model used for tracking before deployment and dynamically during runtime. You can change and manage 3D model references in the .vl config file.
In Unity, the easiest way is to place your model inside the Streaming Assets folder in your project’s Assets directory and reference it in the .vl config file. You need to use VisionLib’s prefabs or scripts to control the reference model usage. You can also use 3D meshes and GameObjects from the hierarchy as tracking references (experimental).
Have a look in the documentation. There are several articles with examples and explanations:
In Unity, init poses are created and set by using the VLInitCamera prefab. Drag&Drop this prefab into your hierarchy.
During development, you can control the init pose by pointing the VLInitCamera towards the 3D model and by moving and placing it accordingly. Choose a placement, that gives you a nice and reasonable spot on your desired tracking target, that defines, from which point you want to it to be found initially.
More information can be found in this article on working with init poses in the documentation.
You can also set an init pose in the .vl config file directly. An example can be found in the Configuration File Reference.
Yes there is an integration for ARKit, ARCore and HoloLens SLAM. You can use external SLAM techniques and VisionLib’s Model Tracking together. Details on how to use this can be found in the documentation.
With the 20.10.1 release, we also added an integration for ARFoundation. Find more details on the ARFoundation documentation page.
We recommend testing the tracking of your model with a mobile or desktop application first, to optimize tracking parameters more quickly.
Still, holograms on HoloLens can be displaced some centimeters, depending on the position of the glasses in front of your eyes. This can easily be solved by moving the HoloLens on your head a little with your hands to adjust the fitting.
By default, VisionLib collects and stores further poses on-the-run, in order use them as fallback poses, when tracking gets lost. Sometimes, these poses might be corrupted or inappropriate, though.
You can either call a “soft reset”, which sets VisionLib tracking state to “lost” and resets to the original init-pose. If this doesn’t help, you can further call a “hard reset”, which on top clears the collected pose cache. More on this in this docu article on (re-)initialization.
Aside from the quality threshold ( minInlierRatioInit ), which may be set too high in the -.vl config file for a good initialization, this usually might indicate bad calibration.
Whenever you feel that tracking and initialization are working only moderate, or your line model and your tracked object appear misfitting “here and there” while trying to match them, check if you have set the correct calibration for your (mobile) device or camera. During development, e.g. if you use a USB camera, VisionLib will output, if the calibration data for the device is missing.
There is a video tutorial on YouTube regarding calibration on desktops and calibration on mobiles, and an article in the documentation.
Model Tracking enables you to localize desired objects in the camera image with means of computer vision techniques. In order to do that, Model Tracking uses 3D (CAD) data of these real physical objects (also called tracking targets) as reference information to enable and “tell” the computer vision system about the objects it should find.
Because 3D data is used, there is no need to train or teach the computer vision system beforehand about the objects it should find.
Instead, and in contrast to other techniques including SLAM and feature tracking, there is no need for prior preparation or pre-acquisitions of the physical tracking targets anymore. Such techniques are good for spontaneous augmentations on-the-fly in almost unknown environments. But they are bad for localizing distinct objects and for “non-constant sceneries”, because they tend to break when objects move, or when lighting conditions change – typical computer vision obstacles.
Model Tracking, in contrast, enables you to precisely pin augmentations to referred objects, and you are thus truly connecting virtual and real domains. It masters the above mentioned obstacles. And, you can gain from a fast and robust object tracking with no further information required, except the 3D models.
Find more background on tracking techniques in the documentation.
SDK
Yes, it does. You can use VisionLib’s enhanced Model Tracking on HoloLens 1 & 2 and benefit from its object localization properties.
Find the SDK extension package and an examples package for HoloLens development within the “Extensions” folder of the VisionLib SDK download. To test Model Tracking on HoloLens, follow the VisionLib for HoloLens-Tutorial.
Some VisionLib distribution licenses have a maximum number of 3D models you can use as tracking reference. If you want to obtain such a license, our team will likely ask you for the (3D) model hash codes. You can generate them by using the VisionLib License Tool.
Run the (VisionLib) License Tool in a Console
Once you have downloaded the VisionLib SDK, unzip it and look for the Tools/ folder inside it. Then, open this folder inside a Terminal, Command Line or Command Prompt app on your desktop and run this command (inside the Tools/ folder):
LicenseTool -m <PATH_TO_MODEL1> -m <PATH_TO_MODEL2> MacOS: ./LicenseTool -m <PATH_TO_MODEL1> -m <PATH_TO_MODEL2>
Copy the Entire Result
Please make sure to copy the complete block enclosed by:
-----BEGIN MODEL HASH BLOCK----- [...] -----END MODEL HASH BLOCK-----
Security Prompt on macOS
Depending on your version, the license tools process might get killed by macOS for security reasons, which the system will issue. In such cases, open System Preferences and press “Allow Anyway” for the License Tool under the Security & Privacy tab.
For more details, have also a look in the documentation at Licensing.
You can read and print the license details by using the VisionLib License Tool:
- Run the (VisionLib) console License Tool
Once you have downloaded the VisionLib SDK, unzip it and look for the Tools/ folder inside it. Then, open this folder inside a Terminal, Command Line or Command Prompt app on your desktop and run this command (inside the Tools/ folder) in order to print information about the given license:LicenseTool -l <PATH_TO_LICENSE_FILE>
For more details, also have a look in the documentation at Licensing.
Some VisionLib licenses are host-bound. In order to obtain and request such licenses, our team will likely ask you for your hostID. The hostID is not similar to a MAC address or whatsoever. You can read and plot the hostID in these ways:
- Retreive the hostID from a VisionLib Unity project
- VisionLib SDK 2.0.0 and newer: The hostID can be retrieved via the `VisionLib > About` window, which can be found in the main menu of the Unity Editor.
- VisionLib SDK 20.11.1 and older: Whenever you run a VisionLib-based Unity scene (e.g. one of the VL examples scenes) in the Unity editor, VisionLib will print the hostID in the console log.
- Use the (VisionLib) License Tool in a console
Once you have downloaded the VisionLib SDK, unzip it and look for the “LicenseTool” folder inside it. Then, open this folder inside a Terminal, Command Line or Command Prompt app on your desktop and run this command (inside the LicenseTool/ folder):LicenseTool -i MacOS: ./LicenseTool -i
Note, that on some machines the window might quit too quickly, when double clicking the .exe file out of a file browser. Thus, we recommend using the CLI commands.
For more details, also have a look in the documentation at Licensing.
Yes, there is a C-API and other native APIs as well. Look at these articles in the documentation for C-API and Objective-C use.
You can find and download the SDK and all other files from the download list in the Downloads section. Click on “common” to open the download list and select the desired download items.
Unity SDK
Since VisionLib 2.x, the Unity SDK is installed as a custom package, using Unity’s Package Manger. Learn more in the documentation about installation and available packages.
This error can occur, when you have moved or deleted the package. UPM package content isn’t stored as files in the Unity project. Only a reference to the tarball file is.
For instance, if you have imported the VisionLib package to your project from your download directory, and you remove it there, you get such an error.
The location of the tarball file is important and moving or deleting it will break the dependencies of your Unity project. To prevent this from happening, save the package to the Packages
folder of your project and import it from that location. This will result in a relative path in your package-lock.json
.
Read more on this and installing UPM packages in the documentation.
When using VisionLib with Unity, make sure you’ve copied a valid license file into the StreamingAssets/VisionLib/
folder. Also check the name of the file: if it is not named “license.xml”, drag and drop it in the public field of the TrackingConfiguration
component on the VLTracking
GameObject.
If you still encounter problems, send us an email at request@visionlib.com and attach your license file. We’ll check, if something is wrong with your file.
Since VisionLib 2.x, the example scenes have been separated from the core SDK, and grouped in a custom package. The same goes for other extensions, such as for ARFoundation or HoloLens.
Note, that all examples have been separated from their core SDK files. While these are grouped in a tarball
now, the examples are grouped in a .unitypackage
.
Look up details on all available packages in the documentation.
When using VisionLib with Unity, copy the license file into the StreamingAssets/VisionLib/
folder. And if it is not named “license.xml”, drag and drop it in the public field of the TrackingConfiguration
component on the VLTracking
GameObject.