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Showing posts from October, 2020

Week 4: Markerless Implementation and Finalisation

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Markerless Virtual Worlds At this point, we have some of the project done and running, such as detecting planes and displaying the portal on the new plane, now we have to work on travelling to Paris when the user enters the portal. First, we start by finding a suitable 360 video, that we be the virtual world behind the portal. We found a video that is about Paris and it shows the main attractions there plus captions of what landmarks they are showing at the moment, which is really cool, so we downloaded it and imported it to the assets in our project. Our goal now is to add the video to the scene, and since it’s a 360 video, a sphere is perfect to have the video playing on the circumference of the sphere.  So we created a sphere and we scale it up to 50, so it becomes the new virtual world. We attach a Video Player component to it and add our video as the Video Clip. Now, the video is playing on both sides of the portal, but we want it to only play on the other side, to do so, we s...

Week 3: Markerless Introduction

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 AR Markerless Portals  On thursdays’ Mix1 session we got introduced to the next assignment, a markerless AR application with educational purpose so we started by thinking of some ideas. We decided to work on AR ports that will transport you to another city, in this case Paris and London, so when a plane is detected it will appear two doors that will act as portals to the respective cities. For our application we chose to work with ARCore SDK so we downloaded and imported the package. At the beginning, Unity showed a lot of errors when we first added the ARCore SDK, so we had to install additional packages from the Package Manager which are: Multiplayer HLAPI, and XR Legacy Input Helper. The next step was to create a Scene that we named HelloAR, and later we switched platform to Android under Build settings. To do this steps we followed the steps from ARCore official webpage:  https://developers.google.com/ar/develop/unity/quickstart-android . Now that the set up was don...

Week 3: AR Final Result

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AR Brick Breaker Finalisation  This week we finished the project, Kasper recommended using velocity on FIxedUpdate() so the function will be executed periodically while our game is running.  This fixed our problem with the balls’ behaviour, we also angled the side walls so we wouldn’t end up in an infinite loop. This is a video showing the final result:

Week 2: AR Implementation

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AR Brick Breaker Implementation In the second session of MIX1 we were given lab hours to work on our project so we started by adding the images we wanted to use as image targets to the Vuforia Database and we imported them to our Unity project. We added an AR Camera and two image targets. The first image target will be the player, and the other one will be level 1 of the game. Once we had set up the camera and image targets we proceeded to add the models. The player consists of a paddle that the user will move around to hit the ball. The level 1 consists of a board, some walls, the bricks and the ball.  At this point we had all the elements so we tried to run it on our phone devices but this took us a little more time than we expected so we decided to keep working on the weekend.  On Saturday we worked on adding the properties and scripts. We started by adding a collider and a bouncy material to all the walls, the bricks, the ball, and the paddle from the player so every time ...