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ArUco markers and marker-based tracking features
Marker-Based Location Sharing setup
- Setting up Marker-Based Location Sharing
- Creating ArUco markers for Marker-Based Location Sharing
- Aligning the height of a virtual scene using an ArUco marker
- Moving a user to a specific point in a virtual scene
- Setting up Marker-Based Location Sharing with VIVE Business Streaming
- Marker-Based Location Sharing APIs (AIO)
- Marker-Based Location Sharing APIs (PC VR)
LBE Mode/LBE Hybrid Mode setup
LBE map configuration
Marker-Based Drift Prevention and Marker-Based Relocation setup
Marker-Based Scene Alignment setup
- Setting up Marker-Based Scene Alignment
- Configuring the position of an ArUco marker in a virtual scene (Unity)
- Creating ArUco markers for Marker-Based Scene Alignment
- Setting up Marker-Based Scene Alignment with VIVE Business Streaming
- Marker-Based Scene Alignment APIs (AIO)
- Marker-Based Scene Alignment APIs (PC VR)
Simulator VR Mode setup
- Setting up Simulator VR Mode
- Pairing wrist trackers with a headset
- Installing an anchor controller or tracker in a VR simulator
- Coordinate alignment
- Anchor controller and tracker origin points
- Aligning VR and anchor coordinate systems using a VR controller
- Aligning VR and anchor coordinate systems using an ArUco marker
- Simulator VR Mode FAQs
- Contact Us
ArUco marker JSON files
Two types of JSON files can be employed when creating VR content that incorporates ArUco markers.
When creating ArUco markers, the marker settings are contained in a JSON file that you can upload to the headset or insert directly into an application's code. The marker settings are then sent to the headset's tracking engine through an API, enabling the headset to identify the ArUco markers in the play area. For details, see the following:
Two types of JSON files are generated when creating ArUco markers:
The strings included in this file can be implemented independently of code. The JSON file is uploaded to the internal or external headset storage, and the marker settings are applied when the application loads the strings in the JSON file.
With this method, an application's code doesn't need to be modified for the marker settings to be applied.
The strings included in this file can be embedded directly into the application's code. The strings are copied and pasted into the code, and the marker settings are applied when the headset loads the application.
With this method, the headset doesn't need to access a JSON file from internal or external storage to apply marker settings. The marker settings are applied when the headset loads the application.