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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. 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