A short overview on VR, developing it in Unity and various tips for interaction and performance.
This is presented in ProCodeCG's codeMeetUp() on 15 August 2016
Presentation about how to create mobile Virtual Reality applications without any programming. Given by Mark Billinghurst on March 18th 2017 at TePapa in Wellington, New Zealand.
Presentation on the next generation of human computer interaction by Mark Billinghurst at the MobileTech 2019 conference, April 3rd 2019 in Rotorua, New Zealand. Showcasing HCI trends and capabilities provided by AR/VR.
This document provides an introduction to augmented reality gaming. It discusses motivations for AR gaming and highlights some example AR games including AR Quake and Human Pacman. Key benefits of AR gaming discussed include merging the physical and virtual worlds to engage players in multiple ways. The document also describes some AR games developed by the authors including Hybrid AR Worms and Tankwar, and lessons learned from developing these prototypes.
The document discusses a mini project on augmented reality using internet of things. It involves using a NodeMCU to control an LED/relay module over Wi-Fi. A Blynk app on a mobile phone would allow remote control of the hardware via virtual buttons in augmented reality. Topics covered include internet of things, the ESP8266 and NodeMCU, Arduino IDE, Blynk API, and the flow of the project connecting the physical components over a network.
A four lecture course on how to build AR and VR experiences using Unity, Google Cardboard VR SDK and Vuforia. Taught by Mark Billinghurst from May 10th - 13th, 2016 in XI'an, China
COMP 4010 - Lecture 7: Introduction to Augmented RealityMark Billinghurst
Lecture 7 in the COMP 4010 class on Augmented Reality and Virtual Reality. This lecture provides an introduction to Augmented Reality. This class was taught on September 7th 2017 by Mark Billinghurst at the University of South Australia.
A short overview on VR, developing it in Unity and various tips for interaction and performance.
This is presented in ProCodeCG's codeMeetUp() on 15 August 2016
Presentation about how to create mobile Virtual Reality applications without any programming. Given by Mark Billinghurst on March 18th 2017 at TePapa in Wellington, New Zealand.
Presentation on the next generation of human computer interaction by Mark Billinghurst at the MobileTech 2019 conference, April 3rd 2019 in Rotorua, New Zealand. Showcasing HCI trends and capabilities provided by AR/VR.
This document provides an introduction to augmented reality gaming. It discusses motivations for AR gaming and highlights some example AR games including AR Quake and Human Pacman. Key benefits of AR gaming discussed include merging the physical and virtual worlds to engage players in multiple ways. The document also describes some AR games developed by the authors including Hybrid AR Worms and Tankwar, and lessons learned from developing these prototypes.
The document discusses a mini project on augmented reality using internet of things. It involves using a NodeMCU to control an LED/relay module over Wi-Fi. A Blynk app on a mobile phone would allow remote control of the hardware via virtual buttons in augmented reality. Topics covered include internet of things, the ESP8266 and NodeMCU, Arduino IDE, Blynk API, and the flow of the project connecting the physical components over a network.
A four lecture course on how to build AR and VR experiences using Unity, Google Cardboard VR SDK and Vuforia. Taught by Mark Billinghurst from May 10th - 13th, 2016 in XI'an, China
COMP 4010 - Lecture 7: Introduction to Augmented RealityMark Billinghurst
Lecture 7 in the COMP 4010 class on Augmented Reality and Virtual Reality. This lecture provides an introduction to Augmented Reality. This class was taught on September 7th 2017 by Mark Billinghurst at the University of South Australia.
Lecture 1 of the COMP 4010 course on AR and VR. This lecture provides an introduction to AR/VR/MR/XR. The lecture was taught at the University of South Australia by Mark Billinghurst on July 21st 2021.
Virtual reality (VR) can offer interactive experiences at the library that engage users. Various VR headsets use screens and sensors to immerse users in 3D environments. Libraries can provide VR experiences using affordable mobile headsets or more advanced PC-based systems. Suggested library VR programs explore art, travel, science, and stories to educate and entertain patrons. Careful planning is needed to test equipment and activities.
Augmented reality (AR) combines real and virtual images, is interactive in real-time, and has virtual content registered in 3D space. The document traces the history of AR from early experimentation in the 1960s-1980s to mainstream commercial applications today. Key developments include the first head-mounted display in 1968, mobile phone AR in the 2000s, and consumer products like Google Glass. The document also provides examples of AR applications in various domains such as marketing, gaming, manufacturing, and healthcare.
Lecture 8 in the COMP 4010 course on AR and VR. This lecture gives an overview of Augmented Reality technology. Taught by Mark Billinghurst on October 5th, 2017 at the University of South Australia
Virtual Reality refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels. Virtual Reality is often used to describe a wide variety of applications, commonly associated with its immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head mounted displays, database gloves and miniaturization have helped popularize the concept. Jaron Lanier coined the term Virtual Reality in 1987. Today Virtual Reality plays a big part in the everyday lives of the world’s population.
Lecture on Mobile AR as part of the 2017 COMP 4010 course on AR and VR taught at the University of South Australia. Lecture taught on October 19th 2017 by Gun Lee. Slides prepared by Mark Billinghurst.
2013 426 Lecture 1: Introduction to Augmented RealityMark Billinghurst
This document provides an overview of Mark Billinghurst's COSC 426 Augmented Reality course. It introduces Mark and his background in AR. The course will cover the introduction, technology, interaction techniques, tools, applications and research directions of AR over 11 weekly lectures. Assessment will include a group research project, assignments, and a final exam. An introduction to AR defines its key characteristics of combining real and virtual images interactively in real-time while registered in 3D.
Getting started with Unity and AR/VR for the .NET developer - October 2020Davide Zordan
The document discusses developing augmented and virtual reality applications using Unity and .NET. It covers introducing mixed reality, developing VR interactions and locomotion in Unity, adding speech recognition, hand tracking, and developing for augmented reality. Key topics include using Unity and SteamVR, the Mixed Reality Toolkit, and Microsoft's Azure mixed reality services.
COMP 4010 Lecture 9 providing an overview of Augmented Reality Technology. Taught by Mark Billinghurst on October 8th 2019 at the University of South Australia.
A presentation given by Mark Billinghurst on April 21st 2015 at the CHI 2015 conference. This talk presents highlights from the journal paper:
M. Billinghurst, A. Clark, and G. Lee. A Survey
of Augmented Reality, Foundations and
Trends in Human-Computer Interaction.
Vol. 8, No. 1 (2015) 1–202, 2015
Available at :http://www.nowpublishers.com/article/Details/HCI-049
The first lecture from the Augmented Reality Summer School talk by Mark Billinghurst at the University of South Australia, February 15th - 19th, 2016. This provides an introduction to Augmented Reality and overview of the history.
With the advance of virtual reality technologies like HMD (head-mounted-displays) creatives together with UX/UI designers face today one of the most exciting moments one could ever ask for – the challenge of a new medium and the opportunity to create a range of symbology which will help design great immersive and engaging experiences.
Creating a Virtual Reality in Unity - by Unity Evangelist Kelvin Lo智傑 楊
This document discusses creating virtual and augmented reality experiences using Unity. It covers Unity's support for various VR and AR platforms like Oculus Rift, HoloLens, Gear VR and PlayStation VR. It provides guidance on performance optimization for mobile VR and discusses how to design experiences that account for human factors like vision, hearing, motion sickness and empathy. The document outlines Unity's roadmap for improving VR graphics performance and supports. It also briefly highlights the growing market for VR and AR technologies.
Keynote for CASH 2020 (International Conference on Computer Assisted System in Health, Education and Sustainable Development)
Among the primary technology of the 4th Industrial Revolution are Virtual Reality (VR). The technology has already reached the consumer with the mature development of software and hardware. Besides that, contents and data play important and significant role to boost the future lifestyle including sports. The growth of contents contributed by technology users will lead to how they will benefits from the technology for their lifestyle. Although Virtual Reality was seen as technologies reserved for gamers, many have realized the significant potential in a wide range of industries and applying the technologies to more serious matter such as sports. Gamification always been used as motivation method for athelete as well as ordinary user throughout the physical activity and provide a set of rules to encourage for better performance. This talk will include trends and applications of Virtual Reality and Gamification in Sports. Samples will be taken from research carried out at Institute of Human Centered Engineering (iHumEn), Universiti Teknologi Malaysia and other renowned related research centres worldwide. Specifically, the research and development work of in Virtual Reality and Gamification conducted by our team will be exposed. Furthermore, generality of impacts with VR and gamification in sports will be highlighted.
https://mycasd.upm.edu.my/cash2020/speakers.html
Patrick O'Shaughnessey, Founder of Patched Reality Inc, gives an overview of AR SDK tutorial options, and tutorials using 4 of the most widely used SDK's in Unity 3D.
COSC 426 Lecture 1: Introduction to Augmented RealityMark Billinghurst
This is the first lecture of the COSC 426 graduate course on Augmented Reality taught at the University of Canterbury. It was taught by Mark Billinghurst on July 17th 2014. It covers a basic introduction to Augmented Reality.
keynote speech by Mark Billinghurst at the Workshop on Transitional Interfaces in Mixed and Cross-Reality, at the ACM ISS 2021 Conference. Given on November 14th 2021
Augmented Reality Application - Final Year ProjectYash Kaushik
The document is a project report on augmented reality. It discusses the history and types of augmented reality, including marker-based and markerless augmented reality. It describes an augmented reality app called AmiMap developed by the student for their final year project. The app uses markers to trigger augmented reality content like maps. The report discusses the software, portals and process used to develop the app in Unity and deploy it on Android. It also talks about some problems faced and solutions explored for augmented reality development.
Lecture 1 of the COMP 4010 course on AR and VR. This lecture provides an introduction to AR/VR/MR/XR. The lecture was taught at the University of South Australia by Mark Billinghurst on July 21st 2021.
Virtual reality (VR) can offer interactive experiences at the library that engage users. Various VR headsets use screens and sensors to immerse users in 3D environments. Libraries can provide VR experiences using affordable mobile headsets or more advanced PC-based systems. Suggested library VR programs explore art, travel, science, and stories to educate and entertain patrons. Careful planning is needed to test equipment and activities.
Augmented reality (AR) combines real and virtual images, is interactive in real-time, and has virtual content registered in 3D space. The document traces the history of AR from early experimentation in the 1960s-1980s to mainstream commercial applications today. Key developments include the first head-mounted display in 1968, mobile phone AR in the 2000s, and consumer products like Google Glass. The document also provides examples of AR applications in various domains such as marketing, gaming, manufacturing, and healthcare.
Lecture 8 in the COMP 4010 course on AR and VR. This lecture gives an overview of Augmented Reality technology. Taught by Mark Billinghurst on October 5th, 2017 at the University of South Australia
Virtual Reality refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels. Virtual Reality is often used to describe a wide variety of applications, commonly associated with its immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head mounted displays, database gloves and miniaturization have helped popularize the concept. Jaron Lanier coined the term Virtual Reality in 1987. Today Virtual Reality plays a big part in the everyday lives of the world’s population.
Lecture on Mobile AR as part of the 2017 COMP 4010 course on AR and VR taught at the University of South Australia. Lecture taught on October 19th 2017 by Gun Lee. Slides prepared by Mark Billinghurst.
2013 426 Lecture 1: Introduction to Augmented RealityMark Billinghurst
This document provides an overview of Mark Billinghurst's COSC 426 Augmented Reality course. It introduces Mark and his background in AR. The course will cover the introduction, technology, interaction techniques, tools, applications and research directions of AR over 11 weekly lectures. Assessment will include a group research project, assignments, and a final exam. An introduction to AR defines its key characteristics of combining real and virtual images interactively in real-time while registered in 3D.
Getting started with Unity and AR/VR for the .NET developer - October 2020Davide Zordan
The document discusses developing augmented and virtual reality applications using Unity and .NET. It covers introducing mixed reality, developing VR interactions and locomotion in Unity, adding speech recognition, hand tracking, and developing for augmented reality. Key topics include using Unity and SteamVR, the Mixed Reality Toolkit, and Microsoft's Azure mixed reality services.
COMP 4010 Lecture 9 providing an overview of Augmented Reality Technology. Taught by Mark Billinghurst on October 8th 2019 at the University of South Australia.
A presentation given by Mark Billinghurst on April 21st 2015 at the CHI 2015 conference. This talk presents highlights from the journal paper:
M. Billinghurst, A. Clark, and G. Lee. A Survey
of Augmented Reality, Foundations and
Trends in Human-Computer Interaction.
Vol. 8, No. 1 (2015) 1–202, 2015
Available at :http://www.nowpublishers.com/article/Details/HCI-049
The first lecture from the Augmented Reality Summer School talk by Mark Billinghurst at the University of South Australia, February 15th - 19th, 2016. This provides an introduction to Augmented Reality and overview of the history.
With the advance of virtual reality technologies like HMD (head-mounted-displays) creatives together with UX/UI designers face today one of the most exciting moments one could ever ask for – the challenge of a new medium and the opportunity to create a range of symbology which will help design great immersive and engaging experiences.
Creating a Virtual Reality in Unity - by Unity Evangelist Kelvin Lo智傑 楊
This document discusses creating virtual and augmented reality experiences using Unity. It covers Unity's support for various VR and AR platforms like Oculus Rift, HoloLens, Gear VR and PlayStation VR. It provides guidance on performance optimization for mobile VR and discusses how to design experiences that account for human factors like vision, hearing, motion sickness and empathy. The document outlines Unity's roadmap for improving VR graphics performance and supports. It also briefly highlights the growing market for VR and AR technologies.
Keynote for CASH 2020 (International Conference on Computer Assisted System in Health, Education and Sustainable Development)
Among the primary technology of the 4th Industrial Revolution are Virtual Reality (VR). The technology has already reached the consumer with the mature development of software and hardware. Besides that, contents and data play important and significant role to boost the future lifestyle including sports. The growth of contents contributed by technology users will lead to how they will benefits from the technology for their lifestyle. Although Virtual Reality was seen as technologies reserved for gamers, many have realized the significant potential in a wide range of industries and applying the technologies to more serious matter such as sports. Gamification always been used as motivation method for athelete as well as ordinary user throughout the physical activity and provide a set of rules to encourage for better performance. This talk will include trends and applications of Virtual Reality and Gamification in Sports. Samples will be taken from research carried out at Institute of Human Centered Engineering (iHumEn), Universiti Teknologi Malaysia and other renowned related research centres worldwide. Specifically, the research and development work of in Virtual Reality and Gamification conducted by our team will be exposed. Furthermore, generality of impacts with VR and gamification in sports will be highlighted.
https://mycasd.upm.edu.my/cash2020/speakers.html
Patrick O'Shaughnessey, Founder of Patched Reality Inc, gives an overview of AR SDK tutorial options, and tutorials using 4 of the most widely used SDK's in Unity 3D.
COSC 426 Lecture 1: Introduction to Augmented RealityMark Billinghurst
This is the first lecture of the COSC 426 graduate course on Augmented Reality taught at the University of Canterbury. It was taught by Mark Billinghurst on July 17th 2014. It covers a basic introduction to Augmented Reality.
keynote speech by Mark Billinghurst at the Workshop on Transitional Interfaces in Mixed and Cross-Reality, at the ACM ISS 2021 Conference. Given on November 14th 2021
Augmented Reality Application - Final Year ProjectYash Kaushik
The document is a project report on augmented reality. It discusses the history and types of augmented reality, including marker-based and markerless augmented reality. It describes an augmented reality app called AmiMap developed by the student for their final year project. The app uses markers to trigger augmented reality content like maps. The report discusses the software, portals and process used to develop the app in Unity and deploy it on Android. It also talks about some problems faced and solutions explored for augmented reality development.
This is the second version of Build an AR app presentation. It gives a detailed step by step guide on building a complete AR app from scratch using Vuforia
1. The document provides an introduction to setting up virtual reality projects using Unity 3D and C# scripting. It discusses installing the JDK, Android SDK, and introducing VR/AR SDKs and tools like Unity.
2. The document then covers setting up a VR project in Unity, including importing VR SDK packages and using the "GvrEditorEmulator" to simulate a VR headset camera.
3. It also provides overviews of Unity 3D, commonly used VR SDKs, and introduces C# as a scripting language for building immersive applications in Unity.
Slides showing how to use Unity to build Google Cardboard Virtual Reality applications. From a series of lectures given by Mark Billinghurst from the University of South Australia.
Let’s get real: An introduction to AR, VR, MR, XR and moreUnity Technologies
This document provides an agenda for a webinar on introducing various extended reality (XR) technologies including augmented reality (AR), virtual reality (VR), and mixed reality (MR). The webinar will begin at specific times in different time zones and cover an introduction to XR, an overview of XR platforms, and getting started with XR in Unity. It will include a question and answer session and optional overtime sections on XR best practices and visual scripting extensions.
This document discusses developing augmented reality (AR) and virtual reality (VR) applications using React Native. It provides an overview of AR and VR history and technologies. It then discusses using the Viro React library to build cross-platform AR, VR, and XR applications in React Native. It covers components for 3D objects, lighting, and particle effects. Examples are provided for basic component layout and using 3D models, lighting, and particle effects in a Viro application. Considerations for when to use Viro React are discussed.
Lessons Learned: Designer/Developer Productivity in Windows Presentation Foun...goodfriday
Join the IdentityMine team for an in-depth discussion around lessons learned on Windows Presentation Foundation (WPF) designer/developer workflow and productivity. They look at several real world WPF applications they have built and show you how to help maximize productivity across the entire team from Graphic Designer to Interactive Designer to Developer. Also, get a sneak peek at several of IdentityMine's forthcoming Blendablesâ„¢ Brand WPF Control products and take the opportunity to participate in an open Q&A session with the team
This document provides an overview of the Unity game engine, including what Unity is, how to install it, its basic features like graphics, physics, scripting, and more. It discusses Unity's support for 2D and 3D games across over 20 platforms. The document also covers Unity's tools for building games, scripting, multiplayer/networking, audio/animation, navigation, assets, and how to build games for different platforms.
The document provides an overview of Unity basics, mobile VR development, and the XR Toolkit. It discusses the Unity editor interface, positioning and scaling objects, and basic scripting. It also covers building Unity scenes for mobile VR using Cardboard, enabling developer options on Android, and deploying builds. Finally, it introduces the XR Toolkit for creating cross-device VR interactions and lists additional Unity resources.
This document provides instructions for setting up a DIY mobile VR experience using Unity and the Google Cardboard SDK. The key steps are:
1. Download Unity 5 and the Google Cardboard SDK for Unity. Get an Android phone, Cardboard viewer, and Bluetooth controller.
2. Import a first person character controller asset. Add the Cardboard SDK to Unity. Create a test scene.
3. Build the Cardboard controller by adding prefabs for the character controller and Cardboard SDK, removing the main camera, and adjusting scripts.
4. Connect a PS4 controller via Bluetooth and remap the buttons. Build and deploy the Unity project to an Android device.
Invited for technology trend talk in University Teknikal Melaka, I presented some of the trend and technology that can be implemented for their final year project to promote employability. Presented the following topic:
1) Industry 4.0
2) Blockchan
3) AR and VR
4) Mobile app development (emphasize on creating project in React and Flutter)
5) Web development (emphasize on doing it using Javascript technology)
6) Machine Learning
7) IOT
8) Big Data
9) Cloud computing
10) Devops
The document provides information about Android operating system. It describes that Android is an open source operating system based on Linux kernel maintained by Google. It allows hardware manufacturers to use it freely on their devices and provides a unified framework for software developers to build and distribute mobile applications. The document then explains Android software stack including Linux kernel, libraries, Dalvik Virtual Machine, application framework and applications layer. It also discusses installing Android SDK, setting up development environment in Eclipse or IntelliJ IDEs, and using emulators or real devices for testing applications.
The document discusses building low-cost virtual reality (VR) experiences using Google Cardboard. It provides an overview of VR fundamentals and history. It then explains how to build a Cardboard VR viewer and develop basic Cardboard VR applications using tools like Unity. Examples are given of panoramic and 3D VR scenes that can be created. Guidelines are also provided for adding interactivity and following Google's design specifications for Cardboard applications.
The document discusses Android 3.1, which was designed for tablets and introduced new features like the holographic UI, action bar, fragments, drag and drop, and digital rights management API. It provides details on the Motorola XOOM tablet that launched with Android 3.1, including its specs. It also summarizes the new features in Android 3.x like fragments, which allow modularizing an app's UI and functionality. The document gives advice for app development on Android 3.1 and points to resources on API differences and best practices.
This document provides an overview of the Unity game engine. It describes what Unity is, how to install it, and its main features. Unity can be used to create both 2D and 3D games and supports multiple platforms. It includes tools for graphics, physics, scripting, multiplayer networking, audio, animation, navigation, assets, and building games for different platforms. C# or JavaScript can be used for scripting. Visual Studio is recommended for script editing.
Verold Studio allows users to build and publish interactive 3D content to the web without coding. It provides visual tools for designers and artists to create scenes and define behaviors. Developers can customize projects using HTML/CSS/JavaScript and Three.js. The editor supports collaboration, importing 3D models and textures, animations, and publishing projects to be embedded on websites or downloaded as standalone apps. Components can be created to add interactivity and integrate third party libraries.
The document discusses developing applications with Pharo. It covers making a release version using a minimal Pharo image and loading only needed code. Branding is discussed, including creating a thin executable layer. Verification of applications through signing is proposed, including signing the Pharo image. Distribution options like Open Build Service are presented, which can build packages for multiple platforms. Foreign function interface is mentioned as a way to reuse external libraries.
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2. A B O U T M E
Sanjit Singh
Student, Hacker, Sub - Team lead @ NASA SUITS, Space Coach @ AFWERX,
Research Assistant @ Rutgers University & Mixed Reality Developer @ MPLEX
Co-Founder & Former VP, XBoost
Building the future – VR/AR, Robotics, Brain computer Interfaces,
Virtual Worlds, AI, Humanoids & more cutting-edge technologies.
Connect @ https://www.linkedin.com/in/sanjit-singh-66374b6a/
Follow @ https://twitter.com/sanjitpsingh
3. What is Virtual &
Augmented Reality
Virtual Reality: 3D generated virtual
environment in which users can interact with
as if they were in that simulation to gain
immersive experiences of there
surroundings.
Augmented Reality: 3D Computer generated
environment projected from the virtual
world onto the real world as holograms.
4. Early days Mixed Reality
Dr. Ivan Sutherland Morton Heilig
Dr. Tom Furness Dr. Grigore (Greg) Burdea Dr. Mark Billinghurst
5. Types of VR/AR Headsets
HoloLens
Magic Leap
Nreal
Project North Star
Oculus Rift &
Oculus Quest
Google Cardboard VR
HTC VIVE & Windows Mixed Reality Headset
12. Where The Future is Headed
• Metaverse – virtual world with artificial life (cyberspace) with users can interact with virtual agents
in a simulation
• Sci-fi fantasy into reality
13. Mixed Reality Toolkit (MRTK)
• MRTK – A library designed for XR developers use into there projects and provides set of
components for interaction, UI, rapid prototyping and more.
• Very cross platform
• Supports: Android, IOS, HoloLens, Oculus, Magic Leap, Nreal & more
• Game engines that use MRTK: Unity3d & Unreal
• Our focus will be Unity3D - No Unity or C# experiences needed
14. Unity
Installation
guide
• Unity Hub: https://unity3d.com/get-unity/download
• Create Unity Account
• Unity Version: 2021.1.24f1
• Note: iPhone users need to have MacBook to build on
IOS platforms along with XCode installed
• Android Users also have android studio installed with
API Level minimum set to 24 and API level highest to
latest version
21. MRTK Popup
• If all goes well with
importing, then MRTK popup
from image to left is what
should be see
• Click Unity OpenXR plugin
22.
23. Unity is Restarting
- Once restart completes, you will get another MRTK popup
- Click Show XR Plugin Management Settings
24. XR Plugin Management Settings
• Click on Android logo to the right (for android users)
• Check ARCore
25. Now you can click Skip this step
On the right side of image, there is apply default settings, Click Apply
Unity will restart again
26. Popup configuration shows up again. Click next
From Right side you will get importing TMP Essentials options
Click Import TMP Essentials
27. MRTK Import All Done
- After importing TMP Essentials,
you will get MRTK Setup Completed
message shown on the left
- Click Done
28. Building on Platform
• As mentioned, we will be building on Mobile Platform (Android)
• In Unity go to File-Build Settings
• In order to build apps, unity needs to know which scenes to build
• Click Add Open Scenes
• Then Click on Android under Platforms
• Click Switch Platform
• Note after platform switches to android incase you get Popups again from MRTK
configuration, just repeat it
29. Player Settings
• Player Settings-Android icon-Other Settings
• Right Side of player settings we see many options
• Make sure minimum API level is set to 24
• Under Graphic APIs click on Vulkan and underneath press
the minus button (that will delete Vulkan)
30. Setting up MRTK Camera
- On the left you have the original Unity Scene with the built-in main camera
- Right click on Main Camera under Sample Scene and click on Delete
- Go the very top left and look for Mixed Reality
- Click on that and then go to toolkit-Add to Scene and Configure
- You will get a new camera that comes with MRTK along with other gameobjects we will use to configure
31. MRTK Build
Configuration
• Click on MixedReality Toolkit
Gameobject under Hierarchy
• Go to the right and you will see
Experimental Settings
• On the top click on Clone
• You will have clone profile popup
• Under that go to profile name
• We will rename it
MobileMixedRealityToolkitConfiguratio
nProfile
• After doing that, click clone
32. • Click on Camera
• Do the same thing again
• Clone and then rename profile to
MobileMixedRealityCameraProfile
• Click Clone
33. MRTK Camera Settings
- Look for Camera Setting Providers to the
right
- You will the current camera providers set by
default
- To the right click the minus button for all 3
to delete them
34. - We will create new camera setting for mobile AR for MRTK
- Click Add Camera Settings Provider
- You will have a new data provider
- Click Type-Microsoft.MixedReality.Toolkit.Experimental.UnityAR-UnityARCameraSettings
36. Simple Build
• Go to Mixed Reality-Toolkit-Utilities-UnityAR-
Update Scripting Defines
• Connect your Phone to Computer
• Go to File-Build Settings-Build And Run
• If all goes well and it builds on phone it should
look like the picture from the right side
• Now we can start adding some interactable
features
38. • Under Sample Scene Delete MixedRealitySceneContent
• Left Click MixedRealitySceneContent Under HandInteractionExample
• Drag it on top of HandInteractionExample
• Right Click on HandInteractionExample under Hierarchy and click Remove Scene
• You will get prompted an option to save. Click Don’t Save as we do not want to override the scene
Adding Interactable
Objects