xR Experiences
with ARCore &
Unity
/c/nobleackerson
@nobleackerson
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What is Augmented
Reality?
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Sort of...
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The mixture of the real world
and virtual worlds so that
one understands the other.
This creates experiences that
cannot possibly happen
anywhere else.
- Graeme Devine, Magic Leap
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The R is for Data
Image Credit: https://dribbble.com/AndrewCoyleDesign
xR works when
computers interpret the
environment and return
responses that engage
our senses.
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Hi, I’m Noble
Technical Product Manager, Independent Dev
Development
environment
● Unity 2017.2.0b9 or later
● Configure Player Settings:
○ Other Settings > Multithreaded Rendering: Off
○ Other Settings > Minimum/Target API Level:
Android 7.0 or higher
○ XR Settings > ARCore Supported: On
● Prepare your phone
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Editor/Code
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Tracked Plane
HelloARController.cs
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Point cloud
/SDK/.../PointClud.cs (/PointCloudVisualizer.cs)
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Managing Our Model
HelloARController.cs
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Light Estimation
/SDK/.../LightEstimate.cs
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Some Design Principles for Augmented Reality
Be mindful of the user's safety.
Avoid separate onscreen
controls.
Use the entire display to
engage people.
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Visual clutter in AR
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?
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Building
Engaging AR
Experiences
That Matter
Factors Effort/Cost Marketability Better in AR
- Unique
Solves a
problem
Score
Weights 20% 25% 20% 35% 100%
Metro Issues AR
Visualizer
3
(0.6)
5
(1.25)
2
(0.4)
3
(1.05)
3.3
Workout with
AR/AI Assistant
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(0.8)
3
(0.75)
1
(0.2)
1
(0.35)
Other idea 2
(0.4)
3
(0.6)
5
(1)
2
(0.7)
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Demos
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What About Audio?
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Audio and haptic
feedback enhances
xR experiences.
Provide confirmation that a virtual object
has come into contact with a physical
surface or other virtual object
In summary
● It is still the early days of AR (xR generally)
● The R in AR is Data
● Make it obvious you’re gathering data
● Build for mobile AR
● Consider WebAR for quick demos
● Be mindful of the user's safety
● Favor functional experiences that matter