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Getting Started With MRTK (for Beginner)

Getting Started With MRTK (for Beginner)

TakashiYoshinaga

June 20, 2020
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  1. Getting Started With MRTK
    for Beginner

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  2. #AR_Fukuoka
    Hashtag

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  3. Goal
    Learn about object manipulation as the basic usage of MRTK
    https://youtu.be/qUQXZACp35A

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  4. Sample Data
    http://arfukuoka.lolipop.jp/mrtk/Sample.zip

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  5. Downloading MRTK (1/3)
    https://github.com/Microsoft/MixedRealityToolkit-Unity
    releases

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  6. Downloading MRTK (2/3)
    Microsoft Mixed Reality Toolkit v2.4.0 is used for this tutorial
    少し下にスクロール

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  7. Downloading MRTK (3/3)
    Download Foundation.2.4.0.unitypackage
    Foundation.2.4.0.unitypackage

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  8. Creating Project (1/6)
    Launch UnityHub and click Project
    Project

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  9. Creating Project (2/6)
    Click ▽ aligned on the right side of NEW button.

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

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

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  12. Creating Project (5/6)
    Create

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  13. Creating Project (6/6)
    Unity Editor will appear

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  14. 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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  15. Installation of MRTK (2/3)
    Apply
    Click Apply button to switch the setting to xR.

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

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

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  18. Adding 3D Object into the Space (2/3)
    ①3D Object
    ②Cube

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  19. Adding 3D Object into the Space (3/3)
    Cube should appear

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  20. Run
    View from camera
    will be shown.
    Click to play
    Click it again to
    stop preview

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  21. Modification of Objectʼs Transform
    Click Cube

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  22. Modification of Objectʼs Transform
    Move Rotate Scale

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  23. Inputting Values to Transform Object
    Click Cube

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

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

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  26. Controlling Viewpoint of Scene
    Letʼs set the object at
    the center of scene tab

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  27. Controlling Viewpoint of Scene
    Double Click Cube

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  28. Controlling Viewpoint of Scene
    Object can be shown on the center of Scene tab.

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

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

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

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  32. Changing Color of Cube (2/4)
    Element0

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

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  34. 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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  35. Itʼs necessary to create Material file
    to edit appearance of a object.

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

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

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

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  39. Application of Material (1/2)
    Open Materials of Cube in Inspector
    ② See Default-Material
    ①Cube

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

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  41. Editing Color of Cube (1/3)
    ①Cube
    ②Material should be
    New Material

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  42. Editing Color of Cube (2/3)
    Open NewMaterial
    Click □ next
    to Albedo

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  43. Editing Color of Cube (3/3)
    Color should be changed

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  44. How to Save this Scene (1/4)
    File

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

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

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

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

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  49. Letʼs use MRTK from now!

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  50. What Youʼll Do at First?
    Prepare moving around and using hand in UnityEditor

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  51. Using Camera of MRTK (1/3)
    MixedRealityToolkit

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

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

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  54. Play (1/4)
    Click Play

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  55. 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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  56. Play (3/4)
    [Shift] :Show left hand
    [Space] :Show right hand
    While hand is appearing+
    [Click] :Pinch
    [Scroll] :Forward/Back

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

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  58. Letʼs manipulate Cube

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  59. Making Cube Manipulatable (1/3)
    ①Cube
    ②Add Component

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  60. Making Cube Manipulatable (2/3)
    Search [manipulation]
    Select ManipulationHandler

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  61. Making Cube Manipulatable (3/3)
    ①Cube
    ②ManipulationHandler
    should be added

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  62. Enable Near Interaction
    ①Cube
    ②Add Component

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  63. Enable Near Interaction
    ①Search [Near]
    ②NearInteractionGrabbable

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  64. Enable Near Interaction
    ①Cube
    ②NearInteractionGrabbable
    should be added

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  65. Play (1/4)
    Click Play

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  66. One Hand Manipulation

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  67. Play (2/4)
    Shift or Space

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  68. Play (3/4)
    Put the cursor on Cube

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  69. Play (4/4)
    Drag and move Cube

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  70. Two Hand Manipulation

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

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

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

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  74. Play (4/5)
    Drag and move

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

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  76. Letʼs Add Another Object

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  77. Adding Obj File(1/7)
    Assets

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  78. Adding Obj File (2/7)
    Sample Folder → Model

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  79. Adding Obj File (3/7)
    Drag & Drop
    Model into Assets

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  80. Adding Obj File (4/7)
    Model

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  81. Adding Obj File (5/7)
    model.obj

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  82. Adding Obj File (6/7)
    Drag & Drop model.obj
    into Hierarchy

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  83. Adding Obj File (7/7)
    ①model
    Set chair as following nbv
    Position 0.5 -0.3 1
    Rotation 0 180 0

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

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  85. Adding Collider (1/5)
    ①model
    ②Add Component

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

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  87. Adding Collider (3/5)
    Bounding box will appear

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

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

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  90. Make Chair Manipulatable (1/5)
    ①model
    ②Add Component

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  91. Make Chair Manipulatable (2/5)
    ① Searchmanipulation
    ②ManipulationHandler

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  92. Make Chair Manipulatable (3/5)
    ①model
    ②Add Component

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  93. Make Chair Manipulatable (4/5)
    ①Search near
    ②NearInteractionGrabbable

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  94. Make Chair Manipulatable (5/5)
    ①model
    ②NearInteractionGrabbable should be appear

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  95. Restrict the Direction of the Chair
    ①model
    ②Set One Hand Rotation Mode Near/Far to
    Gravity Aligned Maintain Rotation to User

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  96. Allow Only Rotation for 2 Hand Operation
    ①model
    ②Set Rotate for
    Two Hand Manipulation Type
    ③ Set Y Axis Only for
    Constraint On Rotation

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  97. Play
    Put cursor on chair
    Drag to move Rotate with to hands

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  98. Play
    Stop

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  99. Remove Performance Viewer
    Can be deleted

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  100. Remove Performance Viewer
    ①MixedRealityToolKit
    ②Copy & Customize

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

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

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  103. Play

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  104. Play
    Stop

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

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

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  107. Build Setting for HoloLens2
    File

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  108. Build Setting for HoloLens2
    Build Setting

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  109. Build Setting for HoloLens2
    ①Universal Windows Platform
    ②Switch Platform

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  110. Build Setting for HoloLens2
    Apply

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  111. Build Setting for HoloLens2
    Player Settings...

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

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  113. Build for HoloLens2
    Build

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  114. Build for HoloLens2
    New Folder

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  115. Build for HoloLens2
    Rename new folder to build

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  116. Build for HoloLens2
    ①build
    ②Select Folder

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  117. Wait for a moment...

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  118. Build for HoloLens2
    Open build

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

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  120. Build for HoloLens2
    Release ARM

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  121. Build for HoloLens2

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  122. Build for HoloLens2
    Device

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  123. Connect HoloLens2 and PC
    by using USB cable

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  124. Build for HoloLens2
    ① Debug
    ②Start without debug

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  125. View Slide

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

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

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  128. Instalation of ARFoundation
    Window

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  129. Instalation of ARFoundation
    Package Manager

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  130. Instalation of ARFoundation
    ①AR Foundation
    ②Open version list

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  131. Instalation of ARFoundation
    ①All Version
    ②1.5.0-preview.6

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  132. Instalation of ARFoundation
    Install

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  133. Setting procedure for iOS
    is from next page.

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

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  135. Installation of ARKit (for iOS)
    Install

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  136. Setting procedure for Android
    is from next page.

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

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  138. Installation of ARCore (for Android)
    Install

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  139. Setting procedure for both
    ARCore/ARKi is from here.

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  140. Build Setting for ARFoundation
    ①MixedRealityToolkit
    ②DefaultHoloLens2Configuration

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  141. Build Setting for ARFoundation
    Copy & Customize

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

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  143. Build Setting for ARFoundation
    ①Camera
    ②Clone

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

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  145. Build Setting for ARFoundation
    Camera Setting Providers

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  146. Build Setting for ARFoundation
    -

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  147. Build Setting for ARFoundation
    AddCameraSettingsProvider

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  148. Build Setting for ARFoundation
    Newdataprovider 0

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  149. Build Setting for ARFoundation
    Open Taypeを開く

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

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  151. Remofe Performance Viewer
    Diagnostics

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  152. Remofe Performance Viewer
    Turn Off Enable Diagnostics System

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  153. Build for ARFoundation
    File

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  154. Build for ARFoundation
    Build Settings...

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  155. Build for ARKit(iOS)
    ①iOS
    ②Switch Platform

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  156. Build for ARCore(Android)
    ①Android
    ②Switch Platform

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  157. Build for ARFoundation
    Apply

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  158. Build for ARFoundation
    Player Settings...

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  159. Setting procedure for iOS
    is from next page.

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  160. Build for ARKit(iOS)
    Other Settings

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

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  162. Build for ARKit(iOS)
    Strip Engine CodeをOff

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  163. Setting procedure for Android
    is from next page.

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

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  165. Build and Run
    for ARCore/ARKit

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  166. 動作の様⼦

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  167. Ctrl / Command + S
    Save

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  168. Letʼs Use Spatial Awareness
    Next Step is...

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  169. Use room mesh model

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  170. Duplicate Current Scene
    File

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  171. Duplicate Current Scene
    Save As...

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  172. Duplicate Current Scene
    Save As...

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  173. Import of Spatial Mesh Model
    Assets

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  174. Import of Spatial Mesh Model
    Import New Asset

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  175. Import of Spatial Mesh Model
    ①room.obj
    ②import

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  176. Import of Spatial Mesh Model
    room should appear

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  177. Import of Spatial Mesh Model
    MixedRealityToolkit
    Clone

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  178. Import of Spatial Mesh Model
    ①Set ProfileName as Sample2 MixedRealityToolkit...
    ②Clone

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  179. Visualization of Spatial Mesh Model
    ①MixedRealityToolkit
    ②Spatial Awareness

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  180. Visualization of Spatial Mesh Model
    Clone

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  181. Visualization of Spatial Mesh Model
    ①Set ProfileName as Sample2MixedRealityCameraProfile
    ②Clone

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  182. Visualization of Spatial Mesh Model
    Windows Mixed Reality Spatial Mesh Observer

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  183. Visualization of Spatial Mesh Model
    Typeを開く

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  184. Visualization of Spatial Mesh Model
    ①Microsoft.MixedReality.Toolkit.SpatialObjectMeshObserver
    ②SpatialObjectMeshObserver

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  185. Visualization of Spatial Mesh Model
    Clone

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  186. Visualization of Spatial Mesh Model
    ①Set ProfileName as Sample2SpatialObjectMeshObserver...
    ②Clone

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  187. Visualization of Spatial Mesh Model
    See Spatial Mesh Object

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  188. Visualization of Spatial Mesh Model
    See room (Do NOT click)

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  189. Visualization of Spatial Mesh Model
    Drag&Drop into ExampleSpatialMesh

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  190. Visualization of Spatial Mesh Model
    Replaced to room

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  191. Replace Material of Spatial Mesh
    Click ○ aligned on the right
    of MRTK_
    Wireframe

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  192. Replace Material of Spatial Mesh
    Defaultで検索
    Defaultを選択
    ※他のMtaterialでもOK

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  193. Replace Material of Spatial Mesh
    Example Spatial Mesh
    Default Material

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  194. Using Gravity
    ①model
    ②Add Component

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  195. Using Gravity
    ①Search rigid
    ②Rigidbody

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  196. Using Gravity
    ①model
    ②Rigidbody
    ③Turn ON Use Gravity

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  197. Run

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  198. Depending on the development environment,
    the chair may fall off before the mesh
    appears on the scene.
    Keep the chair in the air at first and allow it
    to fall when you let go of your hand.

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  199. Turn Off Gravity
    ①model
    ② See Rigidbody

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  200. Turn Off Gravity
    ①Use GravityをOff
    ②Is KinematicをOn
    Note︓
    Turn Is Kinematic On to prevent physical interference.
    Prevents the chair from hitting the mesh and flying away
    when the app is launched.

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  201. Turn On Gravity After Manipulation
    model
    The ManipulationHandler has OnManipulation
    Started/Ended, which makes it easy to get
    the operation started and finished.

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  202. Turn On Gravity After Manipulation
    ①model
    ②Add Component

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  203. Turn On Gravity After Manipulation
    ①Clear Search Area
    ③Set Script Name
    ex)PhysicsScript
    ②New script
    ④Create and Add

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  204. Letʼs Write Script
    ①model
    ②Physics Script should appear.

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  205. Letʼs Write Script
    ①model
    ②Open Physics Script

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  206. using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    public class PhysicsScript : MonoBehaviour
    {
    // Start is called before the first frame update
    void Start()
    {
    }
    // Update is called once per frame
    void Update()
    {
    }
    }
    Editing Script

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  207. using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    public class PhysicsScript : MonoBehaviour
    {
    Delete Start and Update function
    }
    Editing Script

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  208. using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    public class PhysicsScript : MonoBehaviour
    {
    //SetGravityにtrue/falseを渡すことで重⼒および物理⼲渉のOn/Offを切り替える
    public void SetGravity(bool flag)
    {
    //重⼒のOn/Offを設定
    gameObject.GetComponent().useGravity = flag;
    //物理的な⼲渉のOn/Offを設定
    gameObject.GetComponent().isKinematic = !flag;
    }
    }
    Function to Switch On/Off Physics

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  209. Turn On Gravity when Manipulation is Ended
    ①model
    ②On Manipulation Ended
    ③Click +

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  210. Turn On Gravity when Manipulation is Ended
    ①model
    Drag & Drop into
    area of shown as None

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  211. Turn On Gravity when Manipulation is Ended
    ①model
    ②Click No Function

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  212. Turn On Gravity when Manipulation is Ended
    ②SetGravity(bool)
    ①PhysicsScript

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  213. Turn On Gravity when Manipulation is Ended
    ①model
    ③Turn On
    ②See Manipulation Ended

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  214. Setting Hand Gesture
    ①model

    View Slide

  215. Setting Hand Gesture
    ①SetManipulation Type
    as One Handed Only
    ②Set Constraint on Rotation as None

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  216. The object (chair) will rebound and roll
    when spatial meshes are refreshed
    on the actual HoloLens.
    Turn off gravity as soon as collision
    with spatial mesh

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  217. using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    public class HandScript : MonoBehaviour
    {
    //SetGravityにtrue/falseを渡すことで重⼒および物理⼲渉のOn/Offを切り替える
    public void SetGravity(bool flag)
    {
    gameObject.GetComponent().useGravity = flag;
    gameObject.GetComponent().isKinematic = !flag;
    }
    //Called when collision is occured
    private void OnCollisionEnter(Collision collision)
    {
    SetGravity(false);
    }
    }

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  218. Delete Unused Object
    Remove Cube

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  219. Delete Unused Object

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  220. Play on Unity Editor

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  221. Letʼs build and deploy this
    application into xR device.

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  222. p HoloLens2
    p ARFoundation(ARKit/ARCore)
    Run On Each Device

    View Slide

  223. p HoloLens2
    p ARFoundation(ARKit/ARCore)
    Run On Each Device

    View Slide

  224. Setting for HoloLens2
    ① model
    ② Spatial Awareness

    View Slide

  225. Setting for HoloLens2
    See Windows Mixed Reality Spatial Mesh Observer

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  226. Setting for HoloLens2
    Open dropdown menu aligned on right of Type

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  227. Setting for HoloLens2
    ①MicrosoftMixedReality.Toolkit.WindowsMixedReality.SpatialAwareness
    ②MicrosoftMixedReality.Spatial.MeshObserver

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  228. Build -> Deploy -> Run
    Installation

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  229. View Slide

  230. p HoloLens2
    p ARFoundation(ARKit/ARCore)
    Run On Each Device

    View Slide

  231. p HoloLens2
    p ARFoundation(ARKit/ARCore)
    Run On Each Device

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  232. Setting for AR Foundation
    ①MixedRealityToolkit
    ②See Mixed Reality Toolkit

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  233. Setting for AR Foundation
    MobileMixedRealityToolkitConfiguration
    (The setting made in the first half of tutorial)

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  234. Letʼs use plane detection
    instead of spatial awareness.

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  235. Using Plane Detection
    ①MixedRealityPlayspace
    ②Add Component

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  236. Using Plane Detection
    ①SearchAR Plane
    ②AR Plane Manager

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  237. Using Plane Detection
    ①MixedRealityPlayspace
    AR Session Origin & AR Plane Manager
    should be added

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  238. Using Plane Detection
    Right click on the blank of Hierarchy

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  239. Using Plane Detection
    ①XR
    ②AR Default Plane

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  240. Using Plane Detection
    ①See AR Default Plane
    ②Assets

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  241. Using Plane Detection
    Drag&Drop AR Default Plane
    into Assets

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  242. Using Plane Detection
    Delete AR Default Plane

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  243. Using Plane Detection
    ①MixedRealityPlayspace
    ②See Plane Prefab

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  244. Using Plane Detection
    ①SeeAR Default Plane
    (※ Do NOT click)
    ②Drag & Drop into None
    aligned right of Plane Prefab

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  245. Using Plane Detection
    Plane Prefab should be
    AR Default Plane

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  246. Build -> Deploy -> Run
    Installation

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  247. View Slide

  248. Fin.

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