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Question by NicoFad · Dec 06, 2016 at 08:13 PM · vector3gravityaugmented-realityrigidbodies

[Kudan AR] (Markerless) Augmented Reality and Rigidbodies

As the title suggests we are using Kudan AR as an AR solution, since this was the main plus point for using unity in our project. However, we've encountered a lot of problems concerning the use of Rigidbodies in (markerless) Augmented Reality. Our game is supposed to be a building game and when we spawn objects in front of the camera, they start behaving in a very awkward fashion. We add the Rigidbody and Boxcollider via code and as they are spawned in front of the camera when the player is tapping anywhere on the screen (using a raycast to check if it hits anything that isn't a gui. If it's too far away, the object is spawned in fornt of the camera (works fine), BUT I have noticed the gravity (and some rotation) changes according to the camera position and rotation. For example the gravity pulls the objects towards of what is downwards in reference to the camera. We have a plane as a reference point as to where to put the objects and place the markerless object. I want to get the vector pointing exactly downwards from that plane/gameobject and every FixedUpdate() set the Physics.Gravity property to that vector, but how exactly do I get the vector?

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