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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
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  1. xR Experiences
    with ARCore &
    Unity
    /c/nobleackerson
    @nobleackerson

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  2. What is Augmented
    Reality?

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  3. Sort of...

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  4. 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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  5. 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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  6. Hi, I’m Noble
    Technical Product Manager, Independent Dev

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  9. So what is ARCore?

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  10. Motion Tracking

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  11. Area Learning

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  12. Depth Perception

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  13. ARCore
    Environmental
    Understanding
    Motion
    Tracking
    Light
    Estimation

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  14. 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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  15. Editor/Code

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  16. Tracked Plane
    HelloARController.cs

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  17. Point cloud
    /SDK/.../PointClud.cs (/PointCloudVisualizer.cs)

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  18. Managing Our Model
    HelloARController.cs

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  19. Light Estimation
    /SDK/.../LightEstimate.cs

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  20. 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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  21. Visual clutter in AR

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  22. ?

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  23. 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)

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  24. Demos

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  25. What About Audio?

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  26. 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

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  27. Safety, Comfort, Happiness, Engagement,
    Utility
    Image Credit: Luden.io
    Testing & Validation

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  28. 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

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  29. Thank you!
    @nobleackerson

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