Lock in $30 Savings on PRO—Offer Ends Soon! ⏳

Building xR Experiences With ARCore & Unity

Building xR Experiences With ARCore & Unity

The idea for this talk was to expand upon not just HOW to build AR experiences with ARCore but WHY you should consider it.

Noble Ackerson

October 10, 2017
Tweet

More Decks by Noble Ackerson

Other Decks in Technology

Transcript

  1. 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
  2. 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.
  3. 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
  4. Some Design Principles for Augmented Reality Be mindful of the

    user's safety. Avoid separate onscreen controls. Use the entire display to engage people.
  5. ?

  6. 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 4 (0.8) 3 (0.75) 1 (0.2) 1 (0.35) Other idea 2 (0.4) 3 (0.6) 5 (1) 2 (0.7)
  7. 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
  8. 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