![]() terrain and nav meshes in Unity have this restriction. Recall that some assets can’t be moved or rotated at runtime, e.g. Notice there is no special handling of scale here because the camera and planes are already in content space. If (Physics.Raycast(ray, out rayHit, float.MaxValue, planeLayerMask)) We can use code like this: Ray ray = camera.ScreenPointToRay(Input.mousePosition) For example, say we want to place an object on a plane when the user taps the screen. This means we can do normal physics raycasts without worrying about scale. Since the AR Root GameObject has a scale factor, it will also scale the planes. The plane prefab that we use has a plane primitive and mesh collider on it, arranged in such a way that unit scale will produce a 1x1 meter plane. For our needs, however, we simply add a mesh collider to our plane GameObjects and raycast against the mesh collider of the plane. We could transform from content space to device space, perform the hit test, then transform the result back into content space. However, they are not scale aware (that is, the hit test is performed in device space). To set the scale, simply set the value of ARController.scale.īoth ARKit and ARCore provide APIs for hit testing against feature points and planes. The AR Root GameObject should have an ARController component, which manages the lifecycle of the AR SDK. Our hierarchy during runtime might look like this: We can then apply scale and a positional offset to the AR Root GameObject which will move and scale the camera and planes. All device-generated GameObjects, such as planes, are instantiated as siblings to the camera GameObject. It’s much easier to simply scale the camera.įor our Unite demos, we put the Unity Camera under a parent GameObject called “AR Root”. Particle systems don’t have an overall scale factor, so the developer would need to tweak several individual settings in order to maintain the original look. Other systems, such as terrain and nav meshes, can’t be scaled or moved once created, so scaling them is not an option. Scaling down physics objects can cause instability, jitter, or other undesirable changes in behavior. The latter is much more difficult, since many systems within Unity change their behavior or are difficult to scale effectively.įor example, physical interactions will change under scale. Scaling the content, by contrast, transforms content space into device space. Multiplying positional data by a scale factor transforms from device space into content space. We’ll call this original space in which the scene was authored “content space." Unity also uses meters, but a common use case might be to scale those multi-meter tall objects down to the size of a few real-world centimeters. planes, are also relative to this startup position. That is, (0, 0, 0) refers to the position at the time the app began. Rotational information does not need to be scaled.ĪRCore and ARKit produce information in meter scale, but it is relative to where it begins tracking. This includes the position of the device itself, as well as any data it generates, such as planes or feature points. The easiest thing to do is simply multiply all positional data coming from the device by a constant scale value. ![]() Moving around, your screen becomes obscured with these giant pixels. When you launch the game, you may only see a few giant pixels that take up most of the screen. ![]() ![]() With a few minor scene changes, you are ready to see how the game looks in AR. Transitioning the Ragin’ Rooster game over to ARKit / ARCore first involves importing the specific asset package for each AR technology into your game. AR has one additional aspect which you may not be anticipating: scale. How difficult is it to transition a third person perspective game like this into an AR experience?when moving to any new platform, you always expect some common issues, such as User Interface changes and different forms of input. Next, you import rooster asset into your city scene.A 0.3 meter high rooster isn’t going to terrorize anyone, so you set his scale to 100 in all three axises, making your roster 30 meters high, impressive! You settle on one that has a 100 meter by 100 meter area for the city block. You could start with a city block environment from the Asset Store. Suppose you want to create a desktop game called Ragin’ Rooster, the story of an irradiated giant chicken that scratches and pecks cities apart.
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