devwiki:arfoundation

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devwiki:arfoundation [2022/04/28 12:03] – [UI Setup] yingdevwiki:arfoundation [2022/05/24 12:10] (current) – [Other related info] ying
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       * [opt: use AR Placement interactable -- Single]       * [opt: use AR Placement interactable -- Single]
  
 +====== AR Foundation Setup - markerless v2 ======
 +
 +  - build setting: switch to target platform
 +    * building setting > player setting: other > input setting: both
 +  - Package Manager from Unity registry : install (AR foundation) + (ARCore XR) + (XR interactive toolkit)
 +    * note: if xr interactive pop up, choose  (no for new input, go ahead for xr update)
 +  - build setting > Player setting - other settings: 
 +    - OpenGL before vulkan
 +    - min api : android api level 26 (store 30)
 +    - scripting backend: ILL2CPP
 +    - uncheck armv7 and check arm64
 +    - input: both (need to restart Unity)
 +    - xr plug-in, check ARCore
 +  - create XR > AR session + AR session origin
 +    - ar session origin > add: ar plane manager
 +      - outliner > create XR > AR Default Plane, put it prefab
 +      - drag that plane prefab into AR Plane Manager (plane prefab)
 +      - direction mode: horizontal
 +      - drag that plane prefab into AR Plane Manager (plane prefab)
 +    - ar session origin > add: ar raycast manager
 +    - ar session origin > add: ar anchor manager
 +    - ar session origin > add: AR environment prob manager
 +        - (opt) HDRLightEstimation.cs into Directional Light, (put ar camera there); then, at AR camera manager, light estimation : everything
 +    - AR camera: > add AR gesture interactor
 +    - AR session: > add XR interaction mgr
 +    - AR session: > add AR placement interactable [opt: use AR Placement interactable – Single] (put to place prefab there, select mode: single/multi)
 +  - create GameObject Prefab
 +    - root GameObject > - add: collider (if its children no collider)
 +    - root GameObject > - add : AR selection interactable 
 +      - (opt) quad obj prefab with new material (unlit/transparent > with texture)
 +      - put that selector prefab inside the GameObject prefab, hide, and drag it to selector indicator.
 +      - alternative: [opt for single prefab case: ARSelectionInteractableAuto.cs];
 +    - root GameObject > - add : Translation [opt: ARTranslationInteractableAnchor.cs]
 +    - root GameObject > - add : Rotation/Scale interactable component
 +  - create UI 
 +    - create canvas (1080x1920, scale with screen )
 +    - image with moving sprite
 +      - ctrl+6: animation panel, select the image, and create, and drag image seq into animation
 +      - make the image not blocking user click, uncheck Image > Raycast Target
 +    - (opt) UIManager script --> Canvas object
 +      * AR Camera -> UIManager (AR Camera manager)
 +      * AR Session Origin -> UIManager (Placement manager)
 +      * Plane vis prefab -> Plane Prefab
 +      * Go To AR session > AR placement Interactable Single Anchor: 
 +        * interactable events: add new, drag Canvas to object, and use PlacedObject() function as response
 +  - prefab animation
 +
 +
 +
 +
 +
 +
 +
 +
 +====== AR GPS ======
 +
 +  * import AR GSP package, right click add > AR GPS > Create basic scene structure
 +  * GSP stage object, uncheck "Use moving average"
  
 ====== UI Setup ====== ====== UI Setup ======
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   * https://www.quality-wolves.com/arkit-vs-arcore-vs-vuforia   * https://www.quality-wolves.com/arkit-vs-arcore-vs-vuforia
 +
 +Tool:
 +  * view phone screen on windows:
 +    * https://github.com/Genymobile/scrcpy
  
  • devwiki/arfoundation.1651147407.txt.gz
  • Last modified: 2022/04/28 12:03
  • by ying