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Unable to view object in AR mode #4582
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Just want to add that we're experiencing a similar issue with AR using |
@ikhizarwork Can you give us the details requested in our issue template you deleted? We can only help if we know what device/browser/AR-mode and such you're using. @palashk92 Can you link a GLB that used to work and no longer loads in scene-viewer? We can pass that bug along. |
Here is the file that's failing (I am unable to attach the GLB file so here's a link to download it) https://admin-fts.threekit.com/api/files/f9fa0d33-b75c-48dd-8b19-0c326e3ba0cd/content |
@eugenecys Can you take a look at this Scene Viewer regression (@palashk92's comments)? |
@elalish we are experiencing a similar issue as @palashk92 has mentioned, earlier our gltf and glb files were running properly in modelviewer and as well as in AR mode , but currently the same old gltf and glb files are not opening in AR mode in both the devices i.e andriod and IOS . Please note that the problem is with the AR mode only , Model is getting viewed properly in Model-viewer component , |
Here's another example of a file that does not work (Please download and extract it from the ZIP file). No errors or warnings were reported by the glTF viewer(s). When I tried to debug it using
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@milesgreen @hybridherbst Since you are generally the most up to date on testing AR across platforms. Have you seen these problems? Any insights? |
Thank you. I'll look into fixing that warning. However the other file I provided has no warnings or errors, but simply fails to load |
One thing I noticed is that for both models, when entering AR, Three.js is throwing a warning to the console that USDZExporter does not support negative scales: However, I don't think this is necessarily causing your issue, as even with those warnings, the models are still working. I have tested both models in the following configurations:
@palashk92 - are you able to confirm which version of MV you're using and which version of iOS you're seeing an issue with? |
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Our issue is only on Android. We're using scene-viewer 1.0. Apologies for not clarifying that in my initial messages. This is how we're generating the intent URL(the actual URLs are redacted): We tested it on an OnePlus 6 and a Pixel 8 Pro.
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Hi, I was wondering if there was any update on this? |
@palashk92 you wrote
Did you? Also, did you test with less textures as described above? |
I have fixed that warning. As for textures, I can't change that particular file/model due to certain constraints, but I tried with a different model that has less textures (11) and all the textures are now 512x512. It still fails. Attached is that file |
Hello, Happy New Year to you guys! I was wondering if there was any update based on my updated findings? |
Hi, can we have an update on this? It impacts our production environment. If there's anything else we can try to workaround/mitigate the issue please let us know |
@AdrianAtGoogle Can you repro this Scene Viewer bug? |
@elalish Device Details Kindly help with this. |
@Azeem00786 I think your iOS issue is unrelated to the Scene Viewer (Android) issue here. That looks like a Quick Look bug (@grorg) - did it actually crash, or did you close it? I've noticed QuickLook getting slower and slower at loading models - my impression is it's not getting a lot of work these days. You can try filing a bug on WebKit - sometimes we get some traction there for QuickLook issues. |
@elalish Thanks for your reply. I closed the AR view manually. I will add this bug to WebKit because there are a lot of 3D GLB models that are not opening inside iOS. |
Snap. Any glb I make throws the same Couldn't load object error when it moves over into Android AR. Your example pages work just fine. Oh this is getting silly, now it works; for some models. |
@clochardM33 Is this with WebXR mode or Scene Viewer? WebXR should work the same as 3D mode for any GLB, since it's using the same rendering code. |
Scene Viewer. All 3 pages are configured with "ar-modes = scene-viewer webxr quick-look" 1 - https://blacreative.co.uk/demo/bd%20bathroom%20cabinets/ |
Indeed it is. You might look at KTX2 textures to reduce your GPU RAM footprint. |
On it. Thanks. |
I can confirm the browser being a problem. I have an iPhone 8 and the auto-generated usdz fails in Firefox but works in Safari. |
Of course @elalish is on the money yet again. Following this up did reveal another gottcha for me, but that is for a different Issue. |
@ConfidantCommunications Are you saying AR works in Firefox on iOS now? I wasn't aware of that. Any errors or information regarding the failure? Have you filed an issue on Firefox? |
@elalish Yes Firefox iOS works if given a pre-generated USDZ. I've not pursued this further yet. I'm currently consumed with upgrading a Three.js project to use the AR capability of model-viewer. Once I actually have something that works in Safari I will look at getting Firefox working with auto-USDZ models. |
I am using the google modelviewer to view the 3D and then further use the AR functionality to view the object in AR form , my 3D is working perfectly fine , i have multiple 3D gltf files which i am succesfully able to view both in 3D and in AR form , but some of the files are not getting viewed in AR form , it is not showing anything when i am clicking on small cubicle form which opens up the object in AR form , there are some gltf files which are around 22MB size , which is not getting rendered in AR , and some files are around 10MB but still not getting opened up in AR while it is perfectly getting viewed in 3D form .
please help with the following issue .
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