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Getting Started with Non-Programming AR Development with MRTK

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Speaker Name︓吉永崇(Takashi Yoshinaga) Affiliation︓Steampunk Digital ISIT Community: AR Fukuoka

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SNS https://www.linkedin.com/in/tks-yoshinaga/ https://twitter.com/Taka_Yoshinaga LinkedIn Twitter

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#AR_Fukuoka Hashtag

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Download Sample Data http://arfukuoka.lolipop.jp/mrtk_np/Sample.zip

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Download MRTK v2.4.0 (1/3) https://github.com/Microsoft/MixedRealityToolkit-Unity Releases

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Download MRTK v2.4.0 (2/3) MRTK v2.4.0 is used for this tutorial Scroll down

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Download MRTK v2.4.0 (3/3) Download only Foundation.2.4.0.unitypackage Foundation.2.4.0.unitypackage

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Todayʼs Goal Show and Manipulate Virtual Object without Programming https://youtu.be/Yae3bOtidTk

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Creating Project (1/6) Launch Unity Hub and click Project プロジェクト

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Creating Project (2/6) Click ▽ aligned on the right side of NEW button. 新規作成横の▽

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Creating Project (3/6) Select 2018.4.xxf1 (2018.4.23f1 is selected in this deck) 2018.4.xxf1

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Creating Project (4/6) ①3D ②Set the project name (ex.ARFukuoka_MRTK) ③Select the directory to save the project

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Creating Project (5/6) Create

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Creating Project (6/6) Unity Editor will be shown

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Installation of MRTK (1/3) Double click the unitypackage. Click Import button of Import Unity Package dialog. Microsoft.MixedReality. Toolkit.Unity.Foundation .2.4.0.unitypackage Import

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Installation of MRTK (2/3) Apply Click Apply button to switch the setting for XR.

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Installation of MRTK (3/3) Close Close MRTK Project Configurator dialog.

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Adding 3D Object into the Space (1/3) Right click blank of Hierarchy

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Adding 3D Object into the Space (2/3) ①3D Object ②Quad

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Adding 3D Object into the Space (3/3) Quad is shown ※Backside is invisible

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Adjust Viewpoint of Scene [←] [→]: Move to Left/RIght [↑][↓]: Zoom In/Out [Alt]+Drag: Rotation +Drag: Move to ←→↑↓

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Adjust Viewpoint of Scene Object can be shown on the center of Scene tab. Double click Quad

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Run カメラから⾒た空間 が表⽰される Click to play Click it again to stop preview

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Modification of Objectʼs Transform Click Quad

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Modification of Objectʼs Transform Move Rotate Scale

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Inputting Values to Transform Object Click Quad

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Inputting Values to Transform Object Inspector p Properties of each object can be added/edited in Inspector p Position/Rotation/Scale are editable in Transform.

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Inputting Values to Transform Object p Properties of each object can be added/edited in Inspector p Position/Rotation/Scale are editable in Transform. Set as following Positionを 0 0 1 Rotation 0 0 0 Scale 0.3 0.3 0.3

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Adjust Viewpoint of Scene Letʼs set the object at the center of scene tab

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Adjust Viewpoint of Scene Double Click Quad

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Next Step Not only Transform but also appearance and behavior and properties can be edited in Inspector

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Changing Color of Cube (1/4) ① Quad ② See Mesh Renderer ③ Open Materials

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Changing Color of Cube (2/4) Element0

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Changing Color of Cube (3/4) Appearance information is described in Material file

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Changing Color of Cube (4/4) Detail of Material is shown at the bottom of Inspector. But Default-Material is not editable.

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Itʼs necessary to create Material file to edit appearance of an object.

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Creating Material (1/3) Create Material to describe color of Quad. ①Assets ②Right Click

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Creating Material (2/3) ①Create ②Material Create Material to describe color of Quad.

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Creating Material (3/3) Create Material to describe color of Quad. New Material should appear

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Application of Material (1/3) ①Quad Open Materials of Quad in Inspector ② See Default-Material

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Application of Material (2/3) Replace Default-Material with New Material. Drag & Drop into Default-Material

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Application of Material (3/3) ①Quad ②Material should be New Material

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Next Step...

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Application of Texture (1/8) ②Open Dropdown Menu ③Unlit ④Transparent ①See New Material

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Application of Texture (2/8) ①Click ▼ to open NewMateria ②Texture can be set here

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Application of Texture (3/8) ①Assets ②Import New Asset

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Application of Texture (4/8) ①arfukuoka.png ②Import

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Application of Texture (5/8) ①Quad ②Open New Materia

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Application of Texture (6/8) ①Assets ② see arfukuoka.png (Do NOT click)

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Application of Texture (7/8) Drag & Drop arfukuoka.png into None(Texture)

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Application of Texture (8/8) Texture is applied

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How to Save this Scene (1/4) File

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How to Save this Scene (2/4) SaveAs...

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How to Save this Scene (3/4) ①Name as Sample1 ②Save

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How to Save this Scene (4/4) Sample1 should be appear in Assets folder

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You can override the scene with current info by Ctrl / Command + S

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Letʼs use MRTK from now!

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What Youʼll Do with MRTK at First? Prepare moving around and using hand in UnityEditor

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Using Camera of MRTK (1/3) MixedRealityToolkit

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Using Camera of MRTK (2/3) Add to Scene and Configure...

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Using Camera of MRTK (3/3) MixedRealityToolKit and MixedRealityPlayspace should appear

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Play (1/4) Click Play

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Play (2/4) [A][D] :Move to Left and Right [W][S] :Zoom In/Out [Q][E] :Move to Up and Down RightClick + Drag :Rotation

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Play (3/4) ※Object canʼt be manipulated so far [Shift] :Show left hand [Space] :Show right hand While hand is appearing+ [Click] :Pinch [Scroll] :Forward/Back

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Play (4/4) Stop before going to next step

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Letʼs manipulate Quad

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Making Quad Manipulatable (1/3) ①Quad ②Add Component

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Making Quad Manipulatable (2/3) Search [manipulation] Select ManipulationHandler

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Making Quad Manipulatable (3/3) ①Quad ②ManipulationHandler is added

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Play (1/4) Playをクリック

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One Hand Manipulation

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Play (2/4) Shift or Space

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Play (3/4) Put the cursor on Quad

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Play (4/4) Drag and move Quad

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Two Hand Manipulation

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Play (1/5) Show left hand by pushing Shift

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Play (2/5) ①Click after putting cursor on Quad ② Hit [T] to fix left hand

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Play (3/5) Show right hand by pushing Space

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Play (4/5) Drag and move

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Play (5/5) You can Rotate/Scale Cube

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For Smartphone

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Play (1/2) Put the cursor shown in the center of view on Quad

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Play (2/2) Drag to move

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Letʼs Add Another Object

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Adding Obj File(1/6) Assets

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Adding Obj File(2/6) Sample Folder → Model

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Adding Obj File (3/6) Drag & Drop Model into Assets

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Adding Obj File (4/6) Model

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Adding Obj File (5/6) model.obj

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Adding Obj File (6/6) Drag & Drop model.obj into Hierarchy

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Adjusting Object (1/3) ①model Put chair as following Position 0.5 0 1

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Adjusting Object (2/3) Click ▼ at the left of mode to open child hierarchy

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Adjusting Object (3/3) model under upper level of model Set trans form as bellow Position 0 -0.45 0 Rotation 0 180 0 It is possible to adjust the Transform using only the model in the upper level, but for the sake of efficiency, I divided the operation into two steps

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In order to enable chair to detect contact with hand, Collider should be added to model.obj

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Adding Collider (1/5) ①model (上の階層の⽅) ②Add Component

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Adding Collider (2/5) ②BoxCollider ①Search box

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Adding Collider (3/5) Bounding box will appear

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Adding Collider (4/5) ①model ②Edit Collider

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Adding Collider (5/5) Adjust position of each face by moving■

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Make Chair Manipulatable (1/3) ①model ②Add Component

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Make Chair Manipulatable (2/3) ②ManipulationHandler ① Searchmanipulation

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Make Chair Manipulatable (3/3) ①model ② Manipulation Handler is added

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Allow Only Scaling for 2 Hand Operation ①model ②Set Scale for Two Hand Manipulation Type

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Play

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Play Stop

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Remove Performance Viewer Can be deleted

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Remove Performance Viewer ①MixedRealityToolKit ② Open dropdown menu under Mixed Reality Toolkit

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Remove Performance Viewer ①MixedRealityToolKit ②DefaultHololens2ConfigureProfile

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Remove Performance Viewer Clone

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Remove Performance Viewer ②Clone ①Change Profile Name to Sample1 MixedRealityToolkit...

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Remove Performance Viewer ①Diagnostics ②Turn Enable Diagnostics System into Off

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Play Performance Viewer become invisible

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Play Stop

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p HoloLens2 p ARFoundation(ARKit/ARCore) Running On AR Devices

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p HoloLens2 p ARFoundation(ARKit/ARCore) Running On AR Devices

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Build Setting for HoloLens2 File

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Build Setting for HoloLens2 Build Setting

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Build Setting for HoloLens2 ①Universal Windows Platform ②Switch Platform

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Build Setting for HoloLens2 Apply

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Build Setting for HoloLens2 Player Settings...

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Build Setting for HoloLens2 ①XR Settings ②Select 16-bit depth ad Depth Format

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Build for HoloLens2 Build

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Build for HoloLens2 New Folder

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Build for HoloLens2 Rename new folder to build

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Build for HoloLens2 ①build ②Select Folder

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Wait for finishing build

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Build for HoloLens2 Open build

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Build for HoloLens2 Open solution (*.sln) with VisualStudio2019

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Build for HoloLens2 Release ARM

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Build for HoloLens2 ▼

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Build for HoloLens2 Device

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Connect HoloLens2 and PC by using USB cable

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Build for HoloLens2 ①デバッグ ②Start without debug

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動作の様⼦

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p HoloLens2 p ARFoundation(ARKit/ARCore) Running On AR Devices

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p HoloLens2 p ARFoundation(ARKit/ARCore) Running On AR Devices

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Installation of ARFoundation Window

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Installation of ARFoundation Package Manager

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Installation of ARFoundation Advanced

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Installation of ARFoundation Turn ON Show preview packages

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Installation of ARFoundation ①AR Foundation ②Open version list

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Installation of ARFoundation ①All Version ②1.5.0-preview.6

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Installation of ARFoundation Install

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Setting procedure for iOS is from next page.

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Installation of ARKit (for iOS) ①ARKit XR Plugin ②2.1.2

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Installation of ARKit (for iOS) Install

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Setting procedure for Android is from next page.

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Installation of ARCore (for Android) ①ARCore XR Plugin ②2.1.2

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Installation of ARCore (for Android) Install

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Setting procedure for both ARCore/ARKi is from here.

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Build Setting for ARFoundation MixedRealityToolkit

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Build Setting for ARFoundation ①Camera ②Clone

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Build Setting for ARFoundation ②Clone ①Set ProfileName as Mobile MixedRealityToolkit...

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Build Setting for ARFoundation Camera Setting Providers

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Build Setting for ARFoundation Windows Mixed Reality Camera Settings

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Build Setting for ARFoundation See Type

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Build Setting for ARFoundation Open dropdown menu

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Build Setting for ARFoundation ①MicrosoftMixedReality.Toolkit.Experimental.UnityAR ②UnityARCameraSetting

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Remove Performance Viewer Turn Off Enable Diagnostics System

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Build for ARFoundation File

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Build for ARFoundation Build Settings...

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Build for ARKit(iOS) ①iOS ②Switch Platform

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Build for ARCore(Android) ①Android ②Switch Platform

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Build for ARFoundation Apply

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Build for ARFoundation Player Settings...

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Setting procedure for iOS is from next page.

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Build for ARKit(iOS) Other Settings

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Build for ARKit(iOS) Set Bundle Identifier ex) com.Yoshinaga.ARFukuoka

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Build for ARKit(iOS) Strip Engine CodeをOff

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Setting procedure for Android is from next page.

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Build for ARCore(Android) Set Package Name ex)com.yourname.arfukuoka

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Build and Run for ARCore/ARKit

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動作の様⼦

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Ctrl / Command + S 現状を保存

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Transform with Bounding Box Next Step...

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Next Step…

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Applying Bounding Box ①model ②Add Component

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Applying Bounding Box ①Search [bounding] ②Click BoundingBox

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動作確認

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Store Objects in the Dock Next Step...

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Creating Dock Right Click Hierarchy

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Creating Dock Create Empty

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Creating Dock ①GameObject ②Rename as Dock1

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Creating Dock Add Component

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Creating Dock Search [sphere] SphereCollider

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Creating Dock SphereCollider is added

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Creating Dock Set radius of collider to 0.1m

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Creating Dock Add Component

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Creating Dock Search [dock] DockPosition

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Creating Dock DockPosition is added

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Creating Dock ①Right click Dock1 ②3D Object ③Quad

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Creating Dock Set translation Position: 0, -0.1, 0 Rotation: 90, 0, 0 Scale: All 0.2

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Creating Dock ①MeshRenderer ②Open Materials

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Creating Dock Click at the right of Element0

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Creating Dock HolographicBackPlateCircular

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Creating Dock Like this

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Duplication of Dock Dock1

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Duplication of Dock Duplicate

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Duplication of Dock Dock1(1) Rename as Dock2

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Making Object Dockable ①Quad ②AddComponent

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Making Object Dockable dock Dockable

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Making Object Dockable Dockable

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Making Object Dockable ①model ②AddComponent

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Making Object Dockable dock Dockable

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Making Object Dockable Dockable

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Making Object Dockable ①Dock1 ①Dock Position

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Making Object Dockable ①See Quad ②Drag & Drop into Docked Object

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Making Object Dockable ①Dock2 ①Dock Position

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Making Object Dockable ①See model ②Drag & Drop into Docked Object

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Adjust Position of Docks ①Dock1 Position:-0.2,-0.2,0.5

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Adjust Position of Docks ①Dock2 Position: 0.2,-0.2,0.5

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Fin.

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