Revisiting AR, some notes

I haven’t futzed around with AR in a while. Here are some notes from a recent foray back into Unity3d + Vuforia. My students Ayda & Marissa were trying to use ARIS to do some AR in the National Gallery. It worked in their tests with 1 image, and so they went ahead and developed several more triggers and overlays (which took a lot of term time), but then when they went to play the AR, it would crash. I thought maybe it was a memory error, but after reformatting their images, triggers, and database, the crash continued.

We quickly ported it to Unity3d and Vuforia.

– when installing Unity, you now have to install unity hub. It’s from the hub that you add the android sdk, and the vuforia modules, if you forget to add those initially.

– the programming historian tutorial on unity and vuforia is a bit out of date as a consequence

– the unity quickstart guide is pretty good for getting going https://docs.unity3d.com/Manual/vuforia_get_started.html

– it adds 3d objects to the tracking images. For an image overlay, right click on the ImageTarget, select ‘plane’ from 3d object. Drag your image overlay from your assets folder ONTO the plane.

– make sure your plane occupies the same spatial coordinates as your target. Otherwise, in AR the image will float in ‘real’ space at those other coordinates

– name your scene containing all of your ImageTargets ‘scene 1’

– make a new scene for your splash/menu. Call it ‘scene 0’

– make sure to add your scenes to the build settings, and that scene 0 is loaded BEFORE scene 1.

– this tutorial can be followed, more or less, to create the menu http://theflyingkeyboard.net/unity/unity-ui-c-simple-main-menu/

– you really just need the exit button, and the button that loads scene 1 when pressed.