Augmented Reality Apps in Unity without Code: Art, Tech, and Activism | Steven Christian | Skillshare

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Augmented Reality Apps in Unity without Code: Art, Tech, and Activism

teacher avatar Steven Christian, Create & Conquer!

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

31 Lessons (3h 46m)
    • 1. AR Activism Course Introduction Trailer

      1:05
    • 2. About this Course

      5:29
    • 3. (Optional) About the Creator and Why Augmented Reality Matter to Black Creators

      5:18
    • 4. (Optional) What is AR

      9:28
    • 5. (Optional) How to use AR for Activism

      3:54
    • 6. (Optional) Reasons to use AR for Activism

      6:50
    • 7. (Optional) Why Use AR for Activism

      7:51
    • 8. (Optional) Unity Game Engine Introduction and Walkthrough

      25:28
    • 9. Setup Unity

      8:33
    • 10. (Optional) Vuforia Engine Introduction and Walkthrough

      6:33
    • 11. Setup Vuforia

      6:18
    • 12. Setup AR Environment in Unity

      9:31
    • 13. Search for AR Content

      6:40
    • 14. Add 3D Models to AR Scene

      5:46
    • 15. Test AR Experience

      3:59
    • 16. Setup Lights in AR Scene

      3:30
    • 17. Orient 3D Models in AR

      2:30
    • 18. Scale and Duplicate 3D Models in AR

      3:22
    • 19. Continue to AR with UI Elements

      0:43
    • 20. Build an AR App

      4:37
    • 21. Add UI to An AR App

      12:15
    • 22. Adding Scale Code to 3D Model in AR

      12:31
    • 23. Adding Rotate Code to 3D Model in AR

      5:51
    • 24. Add Interactivity to AR

      8:59
    • 25. Add Toggle To UI

      9:13
    • 26. Debug AR Experience

      3:42
    • 27. Build AR App for Android

      4:02
    • 28. Create AR App Icon

      16:10
    • 29. Create AR App Splash Screen

      16:33
    • 30. Export AR App Final Build for Android

      5:44
    • 31. Wrapup and Next Steps

      3:37
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About This Class

Have you ever wondered how augmented reality could be used in activism? Maybe you have wanted to make an augmented reality but you don't know how to code. In this free course, Steven Christian will be exploring how you can use art and technology to make impact statements through augmented reality. You will learn the basics of augmented reality, how to us art in activism, how to build an augmented reality experience in Unity without any code, and how to enhance the experience of thought provoking art with a user interface and user controls.

Meet Your Teacher

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Steven Christian

Create & Conquer!

Teacher

Hello, I'm Steven. Born and raised in Sacramento, CA, I grew up playing sports my whole life. Mainly football, basketball, and baseball. I was fortunate enough to excel in football and earn a scholarship at the University of Hawaii. During my college career, I injured my hips and had to get hip surgery. It was then that I began to explore art and comics. It became an avenue of self-expression as well as therapy. Years later, I hung up the cleats, received my Master of Arts from Oregon State, and is now studying to apply to Medical School. In hopes of reinventing myself as a visual artist, I aim to create a series that reflects my environment, and inspire and promote creativity.

I am a full stuck augmented reality mobi... See full profile

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Transcripts

1. AR Activism Course Introduction Trailer: Those are gone. My name is Stephen Christian. I am a augmented reality mobile developer. What I will be talking to you about in this course is how to use activism with art tech in augmented reality. And so one of the things that we will be doing is we'll be learning how to make an augmented reality app without any code. And so you, in this course, you will learn the basics of augmented reality, how it can be used to make a statement. How to use the Unity game engine for augmented reality. How to search for 3D models for content, how to build augmented reality experiences without code, and how to build mobile apps that you can publish on the App Store. And so this course is catered towards people that are looking to get into the AR space in the text-based, but don't have a background in encoding and tech. And for any creators that want to expand the reach of their activism as a tool to connect people. And so without further ado, let's get started. 2. About this Course: And so what we're talking about activism with art, tech and augmented reality. And what we're doing in this course is we're talking about what is augmented reality, how AR is used for art artists and content creators, how AR is used for activism, how to set up Unity, how to set up Vuforia for the AR experiences. We're going to learn how to give some 3D models. We're going to learn how to build apps. We're going to learn how to debug apps. And we're going to add UI elements and add some interactivity. And then we'll wrap things and I'll show you some next steps. But really, we're learning how to make augmented reality apps without code. Without any code, you don't need to know how to code. You just need to know how to download some software and know how to use the, use the software and this, and I'll teach you that. And so what you'll learn is basics of augmented reality. You'll learn how it can be used to make a statement. How to use the Unity game engine for augmented reality. How to search for 3D content, how to build augmented reality experiences without code, and how to build a mobile app that you can publish on the App Store. Having an app for your Creator, having it out for anybody. It is really powerful, especially because everyone has a smartphone at this point and everyone has access to the app store. So you don't have to give somebody a link. You just tell them their download this. It's the path of least resistance for bridging that connection. For people that sort of wishy-washy on the idea of creating apps in making it. Saying that it's difficult for people to have apps. And it's one extra step. One thing that I would, I would encourage you to think about is that we are life and the way we interact with our phones are through downloading apps that through the App Store. And so for a creator to have a 100 thousand followers on Instagram and be able to convert those 100 thousand followers to a 100 thousand downloads. That's really impactful because it's one thing to have followers, it's another thing to have downloads because that means that you have tangible measures that you can get support from. And often for black creators, they've never really had the opportunity to tap into those markets and actually scale them at scale. And so if you have an augmented reality out, you can create augmented experiences that work with your products. And then you have a download component with your app to enhance the products that you're doing. If you have a clothing line, you can create augmented reality clothing. Two, where you have people that people buy the shirts, are people buy the clothes. And then through the augmented reality experience of downloading the app, you shine your phone over the Out or over the shirt. And it really unlocks the AR experience. And so not only are you buying a piece of clothing or a piece of apparel, but you're also buying a piece of technology. And so it puts you in the tech space without you intentionally being in the tech space. It's just utilizing that to enhance your work. Before we begin, you should know a few things, especially the tools. And there aren't many tools that you need to know. You don't need to know how to code. You don't need to know how to draw. Those are the best things. You'll need a computer. You'll need a smartphone or a webcam to test your stuff, and you'll need a internet access. It's optional to use Photoshop or any photo creation software for buttons and icons. But you don't need to for the resources that are resource files that you could use. Or throughout the tutorials, you can actually follow the resources in and download all the stuff as I download them in the tutorials. Some of the resources you need to know about our project files. There's the George flow at Memorial bust 3D model that I got from Sketchfab. There's Unity Download package. There is unity asset package for the actual course. And there's also a Photoshop file for the actual button that we create. There's also the unity Vuforia package which allows us to use augmented reality. And there's a PDF for the Vuforia emulator ground plane. And so if you're using, you're trying to test your augmented reality experience on your webcam, you have to use the emulator for that. Then we ask them slash images for the beginning of the app and some tests builds up the app. So just in case you want to see what the things are that I created during this course. You can check those out as well. So the way this tutorial series works is I'll introduce what we're going to learn, what this bullet point list. And then after that, we'll go through the demo. And then some of these sections are going to have challenges for you. So that you can challenge yourself low bid, and take the creativity to the next level. And so stay engaged with, let me know how you feel, right and review this. Be active in the comments section. It's all about creating communities and being creative and empowering others to challenge ourselves with our creativity. And hopefully that will inspire everybody else to take that one step further. What this section, again, if you want to skip this section and just go on to the demo, you can do that. If you want to stick to the breakdown, you could do that as well. 3. (Optional) About the Creator and Why Augmented Reality Matter to Black Creators: Hello. My name is Stephen Christian. I'm a mobile AR developer. I'm a content creator. How my animator, comic book illustrator. And I used to play football is to be a division one college athlete. And one of the things that I've really done since I retired from playing football and I had to hip surgeries and recovery from that is I really started to explore sort of non-traditional ways to express myself. I found out through comics. I found that through animation. I found that through visual storytelling. I grew up really not, not knowing what my voice was outside of, you know, using my body and being an athlete. And for a lot of, a lot of black millennials, that really becomes the defining factors for a lot of people. And then when that stuff is taken away, they'll stereotypes is sort of dismantled. Then you, you really have an identity crisis. And so the beauty of that is really allowed me to add, explored the text-based, explore the art and creative space, and really use my mind in ways that go beyond what I, what I do. So I've stumbled across augmented reality and it really became a, a saving grace for me because it allowed me to marry a whole bunch of different things and really have that impact was parents. And more importantly, I'm in the text-based and the art space because I create content. And but I also have an app on the app that you can download. And so by that very nature, having an app makes me in the tech space, regardless of if I know how to code or not. And so from my journey, it, it's really allowed me to explore as a teaching artist, explore how to empower people, particularly black people, to go beyond just the page. Go beyond the field, go beyond what they do as an entertainer and see what they can do. And this, this text-based that we have a creating experiences that are immersive, creating experiences that go beyond what we traditionally think of for black creators. And so with that, I kind of came up with this course of creating augmented reality apps, augmented reality experiences. And I'm focusing that around activism. Because as black people like there, there is no defining, no defining line between existing as a black person in fighting for your rights and being an activist builder Dozier, so married together. Because a lot of the stuff that we're seeing really pertains to us just living the best life that we can without worrying or without the risk of offending somebody with our blackness, without the risk of offending somebody with our hair, without the risk of coming across as aggressive. Those are the things that people are out in the streets fighting for, you know, where you're walking down the street. And the last thing you wanna do is guilt, racism, blasting wanna do is deal with discrimination when you're doing the, the best that you can to navigate this world like everybody else, especially now. And so I'm, I'm making this course because there shouldn't be any barriers to how you can express your painting, your frustration. And through augmented reality, you're able to create experiences that, that encapsulate that to where you don't need words to share and to share a experience or to explain an experience. You can create the experience in and of itself through an app, through augmented reality. And you could have a go on to the rest of the world to, or they just go into the app store, they go onto your website and they get, they get experience that themselves. You know, my, my work is centered around creating opportunities for black creators and creating opportunities for black people to think beyond what their stereotypes are. I was a stereotype. You know, I played football. I was good at sports that created opportunities for me to play football in college and travel the world. And often when I tried to go against what was expected of me, it, it really put me at a at a crossroads of Do I continue doing the things that are giving me immediate gratification? Or do I had the opportunity to invest in myself and inspire others and think beyond just using my body to get ahead in this world. And so, you know, with projects like this, I'm really trying to continue down that path of really using my mind rather than my body. My body's beat up, but my mind is still working in it still has power left and still have that fight. 4. (Optional) What is AR: So what is augmented reality? That's really the big thing. If you were to ask my girlfriend, she would say it's some like whimsical magic from Harry Potter. But really it's not, you know, it's one of the biggest trends and tech with tons of growth potential, uh, one of the things that really continues to grow is the technology. And it's going to grow as technology advances. And we see that with Pokemon Go, we see that with the ikea up, it's really dependent on as devices become more accessible, as advices and everything become more engaging. And processing power is, is a lot cheaper than we'll get a lot more content and stuff. And so augmented reality comes from the root word augment, which means to add. In this case, you're adding virtual content. And that virtual content enhances the experiences of the real world. And so it's abbreviated AR, and it lets you see the real-world in front of us with digital elements on top of it. And so for example, you look through a device such as a phone, and you might see a dog in a real-world interacting with a cartoon counterpart. Augmented reality isn't just about visuals. It can be audio as well. And the big thing is that augmented reality makes experiences more immersive because it goes beyond traditional experiences. And so if you have a poster or you have a, a print or a book, you can use augmented reality to add animation and video onto those things. Or you could add audio onto those things. You can even add games to it. And so what I like to do with a lot of my work is I try to gamify stuff. And so I'd like to make it interactive so that you can actually control the content. And one of the classes that I have have coming down the pipeline is taking a, taking a drawing and then making a 3D model of that drawing. And then allowing you to use animation to move the drunk around as well as scale it, make it bigger and also make it smaller. And a rotating gate. It's really about interactivity and e2 enhance the entertaining experience. And so augmented reality isn't new. We see it being used with Snapchat and face filters and a variety of shopping gaps like Ikea. More importantly, we all know about Pokemon Go, which utilizes AIR to catch Pokemon. Way I'm Pokemon Go came out. I mean, like that was just the next big thing since sliced bread, you know, and it's crazy how, you know, the minimal AR, experience that they have, what they, it's really allowed for people too, interact with it and see the use case of it. And I think until now, the big thing is really the utilization of augmented reality. And me being in the space, I've noticed that there are a lot of AR enthusiasts, coders, techie, youth, that are looking for cross-platform stuff and you know, native apps or are archaic. And all these different things of that really sort of diminish the power of it. Right now. People are just now getting into, uh, people who are just now exploring and expressing themselves with it. They want something that they could share, had minimal roll experiences with and really create interactions with people that often weren't, weren't done before. And we see that with means, you know, like people make means because it creates conversations without having to have conversations. And that's the beauty of it. You know, this is all, this is all an extension of the expressions that we have. We see that with tweeting. We see that with Instagram, we see that with all those different things. And so all we're doing is just making these experiences more interactive. And by interacting with these things, then the usability and the scalability and the accessibility of these things become a lot greater. And so you have an app, you have some sort of experience that you create as a creator. And by creating that experience, you send it out to people and you're able to measure the metrics with downloads or whatever. And then you really build those connections and you build that fan base. And right now we could really use the, the opportunities to create fan bases because that's what's keeping people afloat right now. I mean, the coronavirus encoded 19, that's really tested people's resolve to where they're investing in their supporting creators and entities that really they connect with on a personal level. You know, if you need some shoes, you'll go out, get some shoes. And when it comes to that conversation, it's a matter of okay. What what shoes do I depend on? You know, what shoes, what shoe brands do I really put what rule I really put my last $1.2. And the same thing goes for entertainment, the same thing goes for education. The same thing goes for all these experiences that we all have. And so it's just a matter of sort of reshaped in that mindset. From having all the gadgets and gizmos to How are these gadgets and gizmos actually going to be used. And so with Pokemon Go, you know, it really, it really sort of encapsulates what, what the potential is. Even if it's very minimal AR, and it's really just a game, you know, it, there's a lot of stuff that can be done. And more importantly, you know, with Google Maps and everything, it's like we could use US AIR to enhance navigation systems and superimpose routes over live video, live views of the road. My dad my dad had a Tesla for work and, you know, I could use I could definitely see sort of AR being used for that. During football games, we know broadcasters use AR to draw bonds or unfilled to illustrate an analyze plays. And many people don't really notice that stuff. I mean, it enhances it and that's all point. It doesn't have to be explained as AR. It just needs to be used in the Right Way. Furniture and houseware giants, you know, Ikea, they, they use AR apps to place furniture in real-world settings so that you don't have to waste money choosing their own furniture. Military fighter pilots, Sierra projections of their latitude, speed and other data on their helmet advisors. And this allows them to, this allows them to not focus on wasting time, a glancing down to see different things. And so allows them to focus on everything that they're singing in front of them without having to divert their attention. All that stuff is sort of in the head. And the HUD, very similar to like Iron Man. One of the things that's really picking up now is in the medical and healthcare fields. Neurosurgeons sometimes use air projections of 3D brains to aid in the surgery. And we're seeing a lot of the opportunities for AR in the healthcare field in terms of training for different surgery procedures as well as educating patients. And for me in my work I'm doing a lot of stuff because I'm also trying to get into medical school. And so I'm always looking for opportunities to merge the gaps between both the medical field, the tech field, and the creative field. And an AR is really sorted that happy medium where I could treat, treat it as an interdisciplinary approach. Where I'm pulling from all these different experiences that I have. I'm creating a, creating a very unique approach to tackling all these things at once. Because at the end of the day, you know, it's all about education. It's all about improving lives with everything that we do. And it's just how you apply those things in the right way with the right skill sets and the write it in the right background and approaches to, to really enhance that experience and enhance the effectiveness of it. And so definitely be on the lookout, on the pipeline for a lot of the stuff that I'm doing it that, and really a lot of the stuff at historical sites like the Pompeii in Italy. Ar can project views of ancient civilizations over today's ruins, bringing the past life. And so that's really one of those things with the museum's historical sites, all those things we could actually go back using the creativity and the technology that we have. Wiki use all that stuff to create experiences that really pop off at, pop off the page, that pop off the screen. We can actually immerse ourselves in that. And the difference is that, you know, compared to virtual reality, which is more of like, you know, taking our physical being and injecting that into a virtual space were completely removing ourselves from reality. Augmented reality. We're, we're taking the digital stuff from the screen and we're adding it to our reality. And so that's really the big happy medium between the two, is that between the physical world and the digital world is augmented reality. It's the augmented world because we see both at the same time. 5. (Optional) How to use AR for Activism: How you can use art for activism. You know how you can use art to make a statement without actually being in those specific places. How can you use art to create experiences and express yourself in, in meaningful ways? And for the most part, like for the black community, art has always been the conduit for expression. That's point blank. And we'll see that through. And we've seen that through slavery with music and dancing and all that, art is an umbrella term for activities used to create visual, auditory, or performative artifacts. And that expression from the creators is imaginative. It's full of ideas and it requires a lot of technical skills. And quite often those works of arts are admired for just the impact that they have on the communities. It's not a matter of what is art as a matter of what is your art. Because art is just a way of expressing yourself through music, drawing, writing, dancing, et cetera. And that stuff is already being done. Sing the term, I can't breathe on Facemash and shirts. Songs about movements like f d, t by y g and Ypsi, hustle and videos of protests that gets shared on Facebook and Twitter around the world. When we look at activism is effort to promote, impede, direct, or intervene in social, political, or economic, and even environmental reforms. Activism is the act of doing something to spark change. Examples are boycotts, running a political campaign and marching in the streets. It's really what you do that defines activism. Not necessarily how you do it or why you do it, but it's the, what, it's the doing, that, that is the activism. So when we're trying to look at using augmented reality, we're really trying to channel the energy and creativity we have into a medium that is more immersive, more interactive. Instead of looking at art on a sign. We interact with our in augmented reality. The same can be said about how we consume music. What the art and activism course that I have will be using art being created and adding an extra element of interactivity to make it a lasting a statement. That includes developing an app that people around the world can download onto their phones. Creating an experience where the people can interact with digital art in the real world. Empowering users to use the art to express themselves and make statements that are shared around the world. And the age of social distancing and social media movements are sparked by videos and pictures shared on social media platforms. Is now the time to incorporate technology to enhance the impact of that content. Because by enhancing the impact of that content, you make people more galvanize. You compel people to engage with it on a deeper level. And by engaging with it, It really allows them to contextualize how they see the world and what they can do to improve the world. Because you don't have to, you don't have to know how to code to be in the AR space. In fact, you can learn how to code blogger in the AR space. It's really about how you create things and what you're trying to do to impact people's lives with your creations. That's all. That's how much down too. 6. (Optional) Reasons to use AR for Activism: Has it gone? I'm Steve AR developer, former football player trying to get into medical school. I'm the writer and illustrator of Utopia, island fever Stuckey podcast open to different projects. And today I'll be talking about, you know, the reasons to use AR in activism and Howard horror. Some of the things that you can use them for. And so you really use it to make a statement, Bill, community, and even spark a movement. It takes advantage of digital technology to increase visibility of artistic expression. Whether it's music, dancing, art, animation, all that. A, you don't have to be a skill graffiti artists or a mirrorless To make a 30-foot statue on a building. Because you could use augmented reality to implant that stuff from your digital tablet or your phone onto that building. And you can take a snapshot of it and then you can share that. You don't need to use. You don't need to be skilled at photo manipulation and Photoshop. You can use augmented reality to take 0s are injected into the real world and really share it with the world through screen chapter, screen capture and video sharing. We see the power of video has in bringing light atrocities in society. Images have been instrumental in images have been instrumental in that since the early 19 hundreds. In a visual heavy world, visuals are just very powerful visual spark movements. And they have since the dawn of time. We know about the Birmingham. We, we all know about Birmingham in 1963 because there was a visual saint could be said about Sandy Hook. There was a visual. It galvanizes the community to make sure it does not happen. Again. An AR empowers users to create more immersive visuals that go beyond video and pictures. We could actually place ourselves in there. Taking a 3D model, a picture, or video. A user can place it on a five story building and share it with the world. They can start a hashtag and encourage people to use it as they share their experience. Another person sees that hashtag, places of visual on a desk in their classroom and shares that with the world and in another shares and experiences. And another sees that and creates the same experience or a comparable experience in the park and use that same hashtag. Another at a coffee shop. And before we know it, there are millions of people sharing their experiences with the world in solidarity with the reference material that was created, what that reference experience. And we see how impactful that has been with the Black Lives Matter movement. Where even though the stuff is happening in America, we're seeing the, all these different protests are happening on behalf of Black Lives Matter and is going viral. And so the power, because we live in such a, you know, a, a socially distance but Virtually connected world, we have the opportunity to enhance those experience. And so instead of just watching videos, instead of us watching or looking at pictures or listening to news capture, we could actually create experiences that we all can interact with at the same time. And we could have our own experiences and we could share those as well. And so it's all about interactivity in how we, what we do with our activism, what we do with there are what we do with our experiences. Literally physically do that, that makes things so impactful and it bridges the connections between us all. Because once we realize that we all live, we all breathe, we all eat, we all do the same things, will interact in the same ways. And then the things that we're seeing socially, they will start to get dismantled. Because a lot of this is just based on a myth. And so I really urge people to sort of explore. I really urge people to do those things. And, you know, some would say like, you know, pictures and hashtags don't really change the world. And they'd kinder, right? But they're also wrong. Because hashtags and pictures galvanized people. You know, actions really changed the world. And pictures how the power of persuasion that compel someone to actually respond to it. And that response is often lead with action. And so we would not have as much civil unrest is. We have if there was no video, we would not have any civil as much civil unrest if there wasn't any pictures. This is all this all has been taking place for. All the stuff that we see here has been taking place for decades, even centuries. I mean, literally America's built on the backs of slaves. But it wasn't until we had a video that was never seen before. That was eight minutes and 46 seconds that we, all of us were galvanized. All of us were compelled to do something. Because at that moment of the people that had the power to do something didn't do the right thing. And the people that sit by, they couldn't do anything because then that could be them. And so now we're at, we're at a point where we're able to have the freedoms to express ourselves in actually do something that's impactful. And we're in a very interesting time to where if you don't do something, then you're possibly complicit with the current state of affairs, at least as it pertains to the landscaping opportunities for Black Lives. Air gives you the power to create an experience that forces a reckoning with social issues. And because of those interactions, you're not just watching what you're engaging with it. And by engaging what you're able to contextualize your experience and really personalize it. Because it's one thing to turn a step back, take a step back and look at something. But it's another thing when you're actually in the throes of it and you're actually having that experience through AIR. 7. (Optional) Why Use AR for Activism: Why you could use AR and activism. You know, really why use it? Because there's so many different things that we can do. And I always think about the saying, If a tree falls in a forest and no one is around to hear it, does it make a sound? It is a thought experiment that raises questions about observation and perspective. Is sound only sound if a person hears it? Does observation affect outcomes? Sound is just a variation of pressure that propagates through matter, a wave in a row. And that's that's sort of a a response from like my pre-med days and taking the m CAD. And that's just pure physics. There's a subjectivity of it, and then there's the objectivity of it and how we sort of perceive those things. And this forces you to question how subjective things are, no matter how objective things seem to be. There's always a perspective and a story being told. And there will always be sides regardless of if there should or shouldn't. As we see things play out in our country, we see the conflicts come from the sides, conflicting interests. Because there's somebody for black lives and then there's people against black lives. For the black community and all communities of color. The story of the tree falling really encapsulates their experience and it encapsulates mine as well. It police brutality is rampant in their communities and no one is around to see it doesn't really happen. Doesn't really happen in white communities. And do white communities actually believed that these things are happening? And we're seeing this thing sort of come to a head. When that question is posed. It is not for communities of color to respond to. Its, for why communities to respond to. White communities have for decades shielded themselves from experiences people of color have, because of geography and because of policy. I live in Oregon. In Oregon had laws in place that restricted Black people from owning land. There were allowed to drive through Oregon, but they were not allowed to say. And when they did stay, then there were things put in place that red line them that did all these things to disenfranchise them. And we're seeing a lot of that stuff happened now and what gentrification and with the man port and all that stuff. And so decades a segregation laws restricting black people from owning land, red lining over policing, et cetera. And the list can go on. That distance has created a narrative of police brutality as fantasy rather than reality for most white communities. Because most of the stuff that they see or interact with as it pertains to black people are either as subservient roles in movies or on BET. And so really dismantling that fantasy and showing the real life nature of it. And we're seeing a lot that still just kinda come to a head right now. And we're seeing with video and with imagery that soon fantasy is more grounded than they expected to wear it because we're seeing that eight minute and 46 second video. We're seeing really what that looks like, what police brutality looks like. And so the beauty of augmented reality is that. You can place things in the real world that do not physically exist. And the word augmented literally means add. So essentially you're adding things to the real-world to make statements about social issues in contextualizing those experiences. There's an enormous power in that. And we see with every Marvel movie that we watch. Just because it's not real, quote unquote, doesn't mean it doesn't have an impactful experience. The Iron Man costume is not real. But we know that Iron Man exists on that screen. It's all about that experience. Experiencing towards Floyd, taking his last breath at the hands of police is an experience. And it's for everyone that watches that video and experiencing that, it's very visceral. That experience has a lasting impact. And we're seeing what that impact is. We're really seeing what that impact is. And so using a IRR, you can create those experiences for other things to contextualize them with the reality that we have and combat those fantasies that people have. You can really replay all the events of police brutality in AR, in real-time. You can replay all the events of public lynchings. You can replay all the events of slavery. You can experience these events in an immersive way that goes beyond watching a movie. And you can interact with the elements as if they were again. The thing off the top of my head is my girlfriend was playing Grand Theft Auto and Red Dead Redemption. And those things that take place, you can really create experiences around that, that incorporates interactivity with an immersive experience that really just inundate. So censors and allows you to contextualize what it really feels like FOR people who go out and exist in these worlds and feeling like they're walking on eggshells because the risk of being black, the risk of, you know, navigating blackness and navigating a white world and not being white is one that really, really tell. It's really hard to articulate for a lot of people of color. But through a R, you can contextualize it to where you create the XY, recreate the experience. And by recreating that experience, the, the words, the words won't duly experience justice. And it's not a game because AR places experiences in the real world. And at the end of the day, you know, augmented reality takes digital stuff, virtual stuff. And it uses virtual stuff to add to the railroad to combat those fantasies that people have about really police brutality, about all these things that, that are quote unquote on the other side. And so what this course, what the law of the stuff that I'm doing, it's really sort of allowing you to look at AIR in a way that allows you to dismantle a lot of the barriers for, for non-tech people. It's, it really allows you to look at AR as a medium. Much like paper, much like, you know, photoshop, much like all these different things. To, to use it as a platform or use it to enhance your platform. Use it to enhance your voice. Use it to enhance all the things that you want to do. You don't have to be a great artist. You just have to find your ways of navigating the space. And by navigating the space, you can do a lot of damage in it. And by damage, I mean, making a statement. Okay. 8. (Optional) Unity Game Engine Introduction and Walkthrough: So in this video, we'll learn how to install Unity game engine. Will visit unity.com, will select new or returning user or download the unity hub, install the application on our computer. We'll also open it. Download the latest version of the ADB install. You'll probably need Visual Studio and maybe some iOS build support or Android build support for mobile AR. And then we'll select a folder for all the Unity projects and make sure that we have the right versions for all the projects. So in this video, I'll be showing you how to download and set up the Unity engine, which will be using for a lot of our Augmented Reality stuff and some of our gamification stuff. And so at first, you just go to unity.com. Once you have unity set up on your web browser, go to get started. And then it'll say business plans. Uh, you probably don't need one right now. Obviously, you're probably not a business and you're probably not making money in games. And so you can go to individual. And then for individual, you get sign up as a student. If you have a.edu or a student account, a student email address. But if not, you could do a personal account. We have our personal plan. And so again, it's free. And the eligibility is that as long as you're making less than a $100 thousand each month with game development and everything. You could pretty much play around with it and do all the development you want for free. And so I'll go ahead, get started. And then from there, all you have to do is say, for me, I'm a returning user. But if you're a first-time user, you just click here. And then you could go to agree and download. For me I'm a returning user, so I go here and then I could download my Unity hub. If you download the unity hub, then it says, if you're not eligible. Yeah, you download the hub. And with that, I'll go into my folders. And it's this thing right here. So you go ahead and double-click it, install it. If you're on a Mac, it's a different situation to install it, but go to agree, install all that stuff are you haven't installed, so I'm not gonna do that. And then from there, you have the community hub right here. Go ahead and click it. And once you click it, you need to go to installs. And after you have installed done, you go to add. You can see I have two different versions already, and we can go into that another time. But essentially, you'll notice I'll have 2.3.2 is available. So I'll actually go ahead and restart now. And actually go ahead and restart. Then allow access. And I have my Unity hubbub. And so go ahead and refresh it. These are, so the way it works is when you come in, you have all your projects. And so these are all the projects that I'm working on in unity right now. So you have the project name, it gives you the folder that it's in, and it gives you the unity version. And this is important because you want to make sure that you are using the right Unity version for your apps. And so when you go to unity version, you could choose different ones. I have to. And so make sure that with each each one, you want to make sure that you have the either the exact one or a one higher. And so this is 3.7. That means that it won't work on 3.6. It could work on 3.8, but it won't work on 3.6. And so that's just one thing to pay attention to, what the current platforms, target platforms. That's just like what device you're about to use it on. And so I have Android, iOS, I do most of my development in Android, and so I would have to worry about that. And then Last-Modified as I've worked on these over the course of the week or over the course of the month. And then if you want to show the actual project folders in the Explorer, you can do that. And so these were my actual projects, are the actually live on a on an different hard-drive space. And so that's the Projects tab and the Learn tab. These are all the beginner projects ITO. And so these teach you or walk you through how to make games, how to make different apps, mainly gains because Unity is a game engine. So easy, we'd like beginner projects that you can play around with. And then there's tutorials that you can take a look at that allow you to learn more and more about Unity and scripting in animation and all those different things. They're really great. Then there's a community. This just shows you where all like the Unity forums and answers and helps and blogs and all that stuff is UDL release, that much, probably should, but I just find that Google is really much better for my workflow. And then installs. You'll see I have two installs already, but you can go to Add. And if you go to Add, you'll notice that there's unity official releases. So we have the beta releases and the pre-release is that they're still working on, I would say shy away from those right now because you probably don't need to do use these for any of the stuff that we're talking about in the videos. But, you know, there's 2017, there's 2018. These are long-term releases. These are for like the evangelists. A lot of the augmented reality stuff is only available for 2019 because there's a lot of new stuff that has been updated with 2019. And so I tend to go with the latest official release unless I already have a really said I'm working on. And so what 20 19.3, anything after 2729.73 is really good for all the projects that we're doing. And so I'm working on three dots sudden until you could do 14 or 15 or anything like that. Even if there is a 20.419, you could do that as well. And so select it as it tends to be the first one that's selected already. Then you go to next. And so, and so this is where all the important stuff is. You wanna make sure that your development tools are selected. So you want to use Visual Studio if you have community or if you don't have community out suggesting getting that, I use Visual Studio Code. And we will go into that in some of my tutorials where it's a, it, it looks different, but it premise does the same thing. It's a code editor. And so make sure you have Visual Studio installed. Then after that, you wanna make sure that for all of the mobile development stuff that we do, you want to have Android build support in Seoul. And so you wanna select this and you want to make sure all of these are selected. Quite often. You can select one of them and then these won't be selected. So make sure you install all of this stuff, because all this stuff is really important. If you do an iPhone building, then you get how that selected. If you're doing any of the other stuff like magically or hollow lands or any of those. And you wanna make sure that you have like Windows build support, select eight or documentations are mac or anything. You just want to make sure all that stuff is selected. And afterwards you click next and then it will start downloading all of those packages. And after they download all those packages, then it will install on your computer and it will show up just like another box right here next to all of these. So one of the things you want to pay attention to is that when you have a whole bunch of installs, it will take up a lot of space on your hard drive. If I go back to it and I select next, notice how just just the bare basics with nothing on it, that takes up five gigabytes. And so if I add Android support and iOS support now I'd taken up 17 gigabytes. And so I have enough space. But for computers, I don't have enough space or don't have a lot of space to sort of give to these. Each one of these are going to take up at least 15 gigabytes. And so these two right here, already 3030 gigabytes. And so something to pay attention to where I used to download the latest and then I would actually delete the more recent one. And so you'd go through an uninstall or he would do all that. But if you want to add a module, so you could go through and you can add another module. So say Android build support, and I've iOS. So say I wanted to have Mac build support. I can add that by just clicking that. And then I will add to my total space that I need for it. And then I'll click Done, and then it won't download all that stuff. And so right now, I will go ahead and create a new app. So I'll just go to Download. And we'll just say that this is a unity tutorial. You wanna make sure that you're clicking 3D. 2d is for 2D stuff. But since we're doing AR and 3D stuff, you want to make sure that it's 3D. High-definition render pipeline. This is for very high definition games or anti definition animation. We don't have to worry about that because mobile development does. Work in high definition and universal project template. Those are typically, you're better off just using 3D. S is what it comes down to. And then 3D with extras. I haven't really played around with that too much, but I wouldn't worry about it too much until you go ahead and create. And then we will have the NAND screen and we'll just set up our project. And so now we have unity. One of the things that you'll notice is that the layout is a little different for me. And that's because I'm using a custom layout. And so what I'll do is I'll actually save my layout. We'll just say Stephen, layout right there. So I'll just click Save, boom. And you'll notice that it says Steven's Layout right here. So if I click default, this is typically layout that you will have and you'll have the projects right here. So this is where all your project assets are. And so say you have images or 3D models or scripts. This is where they would go. And you'll notice that we have seen the scene wherein a sample scene. And in the hierarchy, this shows you everything that's in your scene. And so when we're building out our animated stuff, if we were building out our Augmented Reality stuff, all that stuff will be built in here. And you will be able to see it right here until we ever main camera, we have our light, all that jazz. So if I go ahead and take look over here, we have our Inspector. And the inspector is only used when we want to manipulate any of the objects in here in our scene. So if I click Main Camera, you'll notice that stuff appears in the inspector. The camera that transforms all that stuff. And the same with my directional light. We have a lot of different stuff that is specific to this game object and they will change. The game view is the view that we see with our, through our screen. Because if we're playing a game, this is what we're going to see as we're playing the game. We're not going to see this. This is the behind the scenes. This is the actual game view that we're gonna be looking at. The Asset Store, Bassett store is going to be your best friend. The Asset Store is where you get all your different assets. So say you bought something from the store, you bought some models, you bought some effects, some scripts. You can add all that stuff from the Unity Asset Store to your game without having to download it and import it and all that stuff. You know, they make it really, really great to do this. And so one of the things that you need to do is look for the free assets that are available. There's tons of free access. I think there's 5,986 free assets. Looked through all those things and see what stuff you could use in your game. For example, you could get some platform game stuff, some sunny land 3D models, some basic motion. You could do a whole bunch of stuff with this. Definitely, you know, I can't stress enough how how great these assets are. And so we'll look at the user interface. And so with, with unity, we have no new scene. We could do open saying add new project, all that, build settings. These are very crucial. So say if you want to build for Android device, you have to click the Android device, any switch platform, and then you'll be able to bill for same with iOS. Then we have our grid snapping our preferences. And so our preferences are really great and, you know, it allows us to set up different colors for different things. Servers just stole a bunch of stuff that, uh, that we won't get into and we probably won't meet to get into. But if something breaks or something's bugging down your system, it's probably because your preferences. And then assets. This allows you to create assets, whether it's an animation controller, a folder, a script, all those different things. Gameobjects. This allows you to create game objects within your actual sane. And so cube spears, capsules, cylinders, even audio sources, videos, text, all that components. These are components to add to your game objects. And so whether it's a rigid body, a video player, a mesh, animation, augmented reality stuff that these things are the things that you would add to your game objects. And then when you come to window, you want to make sure that again, you can access the Asset Store, but you can also access the package manager. And one of the package manager is, is, is allowing you to actually look at the packages you get download. And so say you want to use the Vuforia engine. You can do that. If you want to do some of the XOR stuff, you can do that. If you want to. Try AIR foundation, you could try that. You could do some add stuff. There's just a lot of stuff you can do. And so if you go to the Advanced tab, you can actually show preview packages and these are things that are up and coming. And so you'll notice how it says preview here. And these are the things that you should be looking out for because these are the, the best parts, the new, the new bells and whistles for all the augmented reality stuff, and all the user interface stuff, and all the game development stuff that Unity has coming down the pipeline. And so we have stuffing your projects. And so if you have certain packages in your projects, this is where you would go to find them. You'll notice that there's a check mark here. And that means that this one is up to date. And if there's a downward arrow, that means that you can download it. And so you can update these by going through, clicking it and then saying, okay, I can update this to the latest version. If you want to remove it, you can't as well. And then if we go to my asset, this is connected directly to your Assets Store. And so I have a whole bunch of assets because I do a lot of development. And so this probably won't be as long for you, but having a whole bunch of assets allows you to create a whole bunch of different things with water simulation, with to1 effects, with Animals, all of those things. I think I have a low poly animal set. I have a cute x2 Pet set. Cute pet set with cats and horses and all that stuff. You know, the Asset Store is really great. And all I have to do is just download those things and then import them in. And so if I go in and I go to Build Settings, I can go to Player Settings. And player settings allows me to set up all the stuff that I need to export my app and setup all the physics and all the different settings that my app will be running off of, quality, all that. So if I wanted to add icon for specific app, I can add that here. We wanna change the name of the company and the name of the app. I could do that at. There's certain versions I could do that as well. So what are seen? Some of the things that we need to look at is how to navigate the scene. So I'm using a three button mouse. And that means that I have sort of a scroll wheel in the center and the upper left and right-click. So what the left hand, the left click. I can click around or I can click on an object and move it around with all these arrows. So if I click on the, actually I will create a, I'll do that later. So I will click on this camera and then these arrows show up so I can click with my left mouse and move it around, side, up, down forward. And I could do the same thing with the light that's here. Up, down, and Ford. If I use the right-click, I can actually right-click and move around our actual viewer camera. If I use the middle click, I can pan it up and down. And if you notice over here, we automatically go to these different perspectives. So what this, this is the X perspective. So go along the x axis by clicking that. Yeah, if I wanna go along the z-axis, could do that. I want to go the Y axis, I could do that. And so these make it easy to navigate. And it gives you the orientation. So this is to the right, this is to the back, this to the left. This is on the top. This is on the bottom. So it really allows you to do a lot of cool stuff. For this. This is 2D mode, so you probably don't wanna do this if you're not in Dojima, which we won't be in. And so over here we have the hand tool. And you can access this by pressing Q. And this just allows you to pan much like the center month mouse button. Then we have our moved tool. So you can access that with w. And this allows you to move an object. The rotation tool, which is actually E, and allows you to rotate the scale tool, which is actually are. And that allows you to make things bigger and smaller. The rec tool allows you to modify its topology. So modify a lot of the form and shape of it. And I can get into that a little bit more with if I, when I add a square here. But you could access that with a T. And then the rest of the stuff like the all objects thing, this one you could pretty much do all the rotation. Premise combines all of these into one tool. I don't really like to use it and you can access that. What why? Because yeah, and you can access that. Well, why? So in our same view, you could go ahead and you can right-click. And you could add an empty. And so an empty is just an empty game object. All it is is just a container. I tend to use these to make things organize. And so if I have a whole bunch of assets, so say I have like 20 different cubes. Some of them are blue, some of them are red. I can make multiple game objects. I can name this read, and I can name this blue. And by naming these red and blue, I could use these as folders are containers to actually have all the different colors of squares or circles or whatever and put those in there and Kindles organized. So let's just really to keep things organized and it makes navigating with a lot of assets a lot better. Go ahead and delete those. So with game objects, we have access to 3D cubes, 3D spheres, capsules, cylinders, planes, quad, trees, terrain, the whole shebang. If we add a cube in, you'll notice that there's actual cube radio. And so if I actually rotated around, you can see that there's a key there. And because we have a light source, the light will actually change based on how it's oriented. Like that. And so again, we can rotate it and do some rotations. We can move it. And we'll just scale it. And that works across the board for all of the different like spheres. Or it's across the board for a capsule cylinders, I'll tie stuff. And so one thing that you'll notice is that we can also control everything from the transform. So this is along the x, this is along the y, which is up and down. And this is along the z, which is forward and backwards. We can do the rotation as well. So rotation around the x, rotation around the y, and rotation around the z. Again, you can only work with these individually. And that's really crucial when it comes to the scale. Because if you scale with one, you have to make sure that all the other ones are scaled to the exact same as well. So notice how these are all, it's all wonky now because the scale is off. And so if we move it back to, if we go to two, then the perspective is a lot better. But this is how you can navigate if you don't want to use these tools. And for the most part, this is all that you need to know right now. Another thing might be to, you know, this is you can create new scenes by right-clicking and going down to all the different new scene. So a new scene will be right there. If you wanted to add a script, you can add it here. If you wanted to add a folder to keep yourself organized, you could do that as well. But other than that, that's pretty much all for how to use Unity. Again, we'll dive deep into this with a lot of the tutorials that we're doing. And so you'll get more familiar with it as you use Unity a lot more. For me, it took a little while to get used to it and get used to the interface. But now I know it like the back of my hand, at least for a lot of the stuff that I tried to do. And so what that will call it from there. And let's move on to the next videos. 9. Setup Unity: So we're going to set up our Unity game engine for our AR experience. We're going to open a community hub, set up a project by naming the project using the 3D settings and make sure to use it at 28.319 above as a version of Unity. When we opened up Unity, we're going to set up the Build Settings. You're going to switch the platform to iOS or Android. If you're building for an iOS device, like an iPhone or iPad, use a Mac computer to export that build and choose iOS and build settings. One thing to note is you cannot build iOS apps to an Apple device from a PC to you're going to need a Mac. But if you're only working on Android, just choose the Android platform and the build settings. And you could build Android apps from Macs or PCs. Be sure to switch your BuildSettings before you begin the project because it will really, really save you some time. So we're on the unity website. And if you scroll down, if you're not familiar with Unity or you haven't downloaded Unity yet, you just go to unity.com. And then from there you can click Get Started. And you'll see that there's different plans that you could choose from. Go-ahead, go to individual. And if you're a student and you have a student email account, then then the student account would probably be your best bet, especially if you're between the ages of 1316. If you are just a professional, you, you're trying to try this out, trying to see what augmented reality is all about. Just go ahead click the personal. And you just go ahead and get started. If you're a new user, you can click start here. If you're a returning user, you could go here. You just go and get started, and then you agree to the terms and download, and then it will download. And so it's a package, it's the NAD hub. And once you have the AD hub, you go ahead and double-click it. And it will take you to a place that allows you to download unity. And so now that I have unity, this is unity hub. Go ahead and make sure everything is refreshed and up-to-date. And from there, we have our main area which is with all our projects. So before we get started with making a project, just a little bit about unity hub. So the Projects tab is where all the projects are. If you're trying to learn new things about, you know, a first-person shooter games, carding, micro games, platformers. I have a lot of great tutorials about how to make games. And there's tons of templates at everything. So sort of just dive deep into gaming. And if you want to look at some more tutorials and other projects, you could do that. In the community tab. You can find all the communities, whether it's the blog, its forms and all that, to help you find community within the Unity workflow. Because there's a lot of developers, there's lot of coders within gaming and augmented reality that are very, very useful when you're trying to create experiences. Because at the end of the day, all this is about experiences. And so this is where the installs come in, where you don't have any installs, you go to add, and then you choose whatever install that you want. Typically, the top one that's already chosen is the latest one. And I would suggest doing that. If you are more familiar with Unity and you want to use an odor build, you can do that. And I would shy away from the pre-release yet because even though there's a lot of new stuff coming down the pipeline, they are really an alpha and beta and you don't necessarily know how they're going to work. And so it's sort of a lot of trial and error here. And these are the things that you should focus on a little bit more. And so when you click Next, you go ahead and choose your Visual Studio Community UIs. You choose your Visual Studio development tools because this is where you could do all the coding and stuff. And then choose Android build support. And what the Android build support, you wanna make sure that both these are chosen as well, SDK and NDK and open JDK and all that stuff. It, all that stuff sounds like a bunch of jargon and buzzwords, but these are really, really crucial things for when you're trying to do Android development. And then also do iOS build support. And if there's any other ones that you wanna do, feel free to do that. You don't have to worry about like tvOS or Mac or anything. For the most part because most of this is mobile development. But you wanna make sure that, that these four things are always checked when you're working on a project and you added me Unity version. You can always add more lighter. And if you want to add documentation, you can't as well. Then you click Next in you downloaded all. I have two different versions and most of them are Android now S already, I don't like to update mine too much, but, but you can if you want. And so from there, we have the opportunity to create new project. So just go ahead and create a new project. And we'll say that this is AR app without code. So we have AR app without code. And we want to choose 3D. Because in augmented reality, everything is 3D. If you want to do a 2D game, you could do that, but let's just stick with our regular 3D right now. And so you click Next. And then it's going to set everything up for you. Okay? So we have unity setup, and this is premise to the regular workflow for unity. I have a custom layout, and so typically I have my own layout that I like to set up. But you'll probably have a two by three layout. You could change it and you can create new ones, like you see here by going up to the bottom or the top right, I'll go back to my layout because this is the one that I like because I'm an animator. And so I'd like to have my timeline on the bottom. And we will probably get into some animation. But from there, you know, we want to set up our workflow. And so first things first is you wanna go to Build Settings or file, and then build settings. And then from there, you want to make sure that you're choosing whatever platform that you want. So for me, I'll be using an Android. If you have iOS, you can do that as well. Notice how if you choose the other ones, like PS4, Xbox, you have to go to the download page. And the download page is where all of the information is for you to add those packages. You could also do that in the unity hub by going back to installs and just adding, adding a module to the Installs. And so I'll choose Android and then I'll switch platform. And you'll notice that there is a unity symbol right here. One thing you wanna do is make sure that you switch platforms very early. Because the more stuff you add to your project, the longer it's going to take for dispatch platforms. And so from there, you have your player settings. It's AR app without code, you wanna make sure that that's a project. The product name for version number, I wouldn't worry too much about that. And then for company name, for me. Ill TO studios. Oops. So it'll Tokyo studios. That is mine, but you can name it whatever you want. And when you name it, you can go to other settings. And you'll notice how it changes it down here. So it'll Tokyo studios AR app with code. So this will be your package name that you're working with. And another thing that you wanna do is you want to give back to the identification and stuff later. And so that's all set up. So you have your player settings, everything is set up. Boom. 10. (Optional) Vuforia Engine Introduction and Walkthrough: And this video, we'll learn how to install Vuforia and learn a little bit about it, will go to developer dot vuforia.com will also download the SDKs for it, will register for an account if you need to, um, also good development key. So one of the things that we need to know about is Vuforia. Vuforia is the AR engine that we're using. And it's an SDK that you can download. And it pretty much works with unity to bring about augmented reality. Vuforia is really great for image tracking. Vuforia is great for a lot of different things. And, and that's mainly what we're going to be using for a lot of our Augmented Reality stuff. There's others out there like AIR foundation, AR Core, air kit. Vuforia actually utilizes air corn market because air corps for Google, Android, and air kid is for app on iOS. They use a utilizes it so that you're able to take advantage of these different technologies across multiple devices. And so with Vuforia, the great thing about it is that you can have one project that you're working on and you could, you could end up building it on an Android device. At the same time. You wouldn't have to change much. And that's really great because you can't control what devices your consumers are, your, the people around you are using. But you can control how they are built and that experience. And it's really great. And so what we'll do is we'll go to vuforia.com. And it will take you to the Vuforia site. And so it looks kind of crazy. It's made by a company called PTC. And what we can do is we can go to join developer program. So what we do is we go to developer dot vuforia.com. And you'll see the first thing that shows up is that where I need the engine, 9.1 is available and has resolution on popular Eric or devices. Add some more models, stability and tracking. If we go to the homepage, which this is, it just gives us a little bit more stuff on, on what we could expect. We'd go to pricing. One of the things to pay attention to is that Vuforia, can they do have pricing available? A fear start to expand out. So for now, we don't have to worry about that. But if you're running a small business or for students and you're trying to develop apps for yourself. And you're trying to put them on the app store. It's good to look into their pricing plans because there are different than unity, but they allow you to develop up until a point. And so when you start making money. They're gonna start knocking. But other than that, you know, we could play around with a whole bunch of different cool apps. And they have different licenses and all that stuff that you can play around with. In order to download the SDK, you can do so by choosing either Vuforia engine for Unity project or if you're only doing Android development and you used that for iOS, right now we're only going to use the engine project for this. And there's a virgin of the package that is available in the resources for this project as well. And so you could go ahead and check that out if you'd like, or you can download it from here. And so what you're going to need to do is you need to register. And so go ahead and register. If you aren't of age or you don't feel comfortable registering. I do have a development keys and all that stuff available. And so if you don't register it, it's not the end of the game. If you're just trying to learn all that stuff. But if you'd like to have your own development key and everything you can do. So once you click all that stuff, you create an account. For me. I already have an account and so I'll go ahead and add to it. And so when you do that, it brings you up to your licensing manager, and this is in the Developer tab. And so in order to get a development key, you can go ahead, just click Get development key. You label the key. So say this will be testing device. And then I click the checkbox. It gives you, you know, you could do 1000 downloads per month, all that stuff. You can click OK. Right now I'm using my Air Test feature key for a lot of my development. And then when you're ready to actually deploy an app, you can actually buy a key. And by buying that key, it allows you to do a whole bunch of different stuff. So target managers, this is where like the databases come in into. We won't be using any of this stuff. And so I'm not gonna go too deep into it, but just understanding how Vuforia works. This is how you do cloud recognition and this is how you do a database recognition for image targeting. Outside of that, you don't really have to worry about it. So you can go to Add database and you can do for a device where you can do for the cloud, or it could do for Vuforia, or for the blue marks. And the boom arcs are just sort of like QR codes that are special to, of euphoria. And so outside of that, that's pretty much all the stuff you need to know about what Vuforia. And for this we'll mainly be using image targeting and ground planes. And with image targeting, we will be doing user or instant image starting. So we won't actually be using a database. We'll be creating stuff and then downloading it directly into the app and working with those images. And so now that, that is now that we have covered Vuforia and the engine, feel free to use the development key that we have and add those to your projects and download the packages, get those packages ready and kinda go from there. 11. Setup Vuforia: Okay, so in this video, I'll show you how to install the Vuforia AR engine. First, we're going to go to developer dot vuforia.com. I'm gonna go to downloads and we're gonna download the SDK for unity. And we're going to register for an account if you'd like to. And you're going to get a development key. We want to name the development key and we're going to save it for your out. We're going to import the Vuforia package from the resources or the Vuforia website. And in all you have to do is just import assets, vuforia package, and then click Update. And we're going to open up the package manager and update the rural Korea package to the latest version. Then to confirm, we're just going to go to the window. And before your configuration to see if memoria appears. We're going to go into the configuration and we're going to add the license by copying the license key from the license area. And we're going to test it with the webcam. So we want to set play mode two webcam. And we're going to make sure that the camera device is set to the webcam dot u one. And lastly, for Android devices, we're going to make sure that you have AR Core settings enabled. So the next thing that we're going to do is add our package for Vuforia. And so Vuforia is the augmented reality engine or SDK that we're going to be using to make our Augmented Reality stuff come to life. And so what we'll do is we go to developer dot vuforia.com. Once you do that, it will take you to this screen. And it gives you a little bit information. As you can see, mate, May 6, you've added some stability and some improved tracking and recognition. So we'll just go to login. And for me, I have a login account already, but you could register for a free account. And once you do that, you go to login. And then we will use or get a development key. For me. I like to use the same development key that I have here. But you just click Get development key. Once you do that, you name the development key. You click confirm or you click the check box and then you click confirm. After you do that, it will give you will make a license key available for you. And so we'll make sure that we have that and then we'll go to downloads. And so I'd like to just right-click and Right-click and open in a new tab. And so we'll go to downloads. You'll see that it says Add Vuforia engine to the Unity project or upgrade to the latest version. And so we will do that if you're trying to do something for a hollow lens, than you would probably want to use this package. If you were trying to do something for Android or iOS, you'll probably want to use these packages here. And so we'll use adversary engine would go to agree. And then from there, we'll just add this to our desktop. And so we'll go back to Unity. And we'll go to assets, will go to Import Package, custom package. And from there, we'll go to our desktop and scroll down to where it says add Vuforia package. We'll double-click that. It will add the Vuforia package and we'll click import. Then we'll say, Would you like to update this to the latest version and add this to the Package Manager. And you say yes, it will click Update. And now that we have that to confirm, you go to Window and the ego to Vuforia configuration, if that is there, that means that you have Vuforia installed. Another thing that you can do is you could also go to the Package Manager. And so by going to the package manager, first you go to window, then you go to package manager. And then you could scroll all the way down and you will find Vuforia engine AR. And so that typically will be there and you can install it from there if you don't want to go to the website and then you can upgrade from there. But at the end you want to make sure that if it's installed, you will have this checkmark. If you want to change to a different version, you get change to the different versions as well. But we haven't installed. And so the next thing that we'll do is we'll go to Vuforia configuration, which is Windows Vuforia configuration. And then we will say we want to add our license. So you just click Add license. So I'll just go back to my AIR test key. I'll just click it and notice how it says Copy to Clipboard. So then I will copy and paste that right there. And that is all we need to do to set up our AIR. So from there, I'll be using my webcam to test all this stuff. And there are ways to test this on a mobile device and real-time, but I, I tend to want to use my webcam. Uh, one thing when you're looking to develop stuff for mobile devices, particularly Android and iOS, I would like to say that you want to have this required because it allows you to use certain functionality that often is not available for older devices. And so for augmented reality, if you want them to have a specific experience, you want to make sure that they have the right equipment first. Otherwise they shouldn't, they wouldn't be able to download the app. 12. Setup AR Environment in Unity: So on this we're going to learn how to set up our air working environment. First thing we're gonna do is set up a sane for the air to be built. We're gonna create a new folder and then make it proceeds. Then we're going to end the scene at an AR camera by going to right-click in the Hierarchy, select before your engine and then select AR camera. We're gonna change the ratio of our game view two presentation. And you can either choose 1280 by 720 or 1920 by 1080. In landscape mode. In the player settings, we're going to change the resolution and presentation and the orientation to landscape, right? And then we're going to add a ground plane. And we're just gonna do that by going to Vuforia engine ground plane and playing finder. And then we're also going to add a ground plane stage. And we're gonna delete the main camera. We're going to set the ground plane, Type two plane. We're going to turn off duplicates stage and the inspector of the plane finder. And we're going to set the ground plane in the hierarchy by dragging ground plane stage to the plane finder in the inspector. So now that we have that, we have Vuforia setup, we have our package setup, we have everything set up. We will go to scenes, aim, we will right-click, we'll create. And then we'll go to create new scene. And we'll say this is test, or we'll say Project one. So we'll have project one and we'll just double-click it. And you'll notice how I went from, this is now project one right here. And so in order to create an augmented reality app without code, we need to set up an environment that allows us to make augmented reality stuff possible. And so in order to do that, you have to eat one, use Vuforia, and which really allows for the augmented reality experience to be more accessible without coding. And we'd just play with a few of the different components. I come a Vuforia. So one thing that we can do is we right-click and we go down to where it says Vuforia engine. And we do an AR camera. So AIR camera, that's Augmented Reality camera, that's essentially supposed to mimic the camera that we have. And so by doing that, we are able to have a camera that acts as the camera on our phone device. And it's going to essentially control where the experience is. And also before we start, I'm actually going to change the ratio. So you'll see that we have a game view here. And so this game view is the actual view of our camera. And so anything that we see on this screen right here is what we're going to see on her phone. And so in order to do that, we're going to see OK, if I have a phone, how am I going to be using the phone? Am I going to use it in landscape or am I going to use it in portrait? For this experience? I want to actually use it in landscape. And so I'll change it from portrait to landscape. And most devices are ten ADP. And so one thing that we can do with this is we can actually a predetermined this. And so we wanna say most devices are going to be high-definition, 1920 by 1080. And so we just want to make sure that's defined already so that we know exactly what the experience will be in defining these right now, allows us to make our experience more scalable because we have a base to setup with. And so typically I use 1280 by 720, or I'll use 1920 by 1080. And so I'll just click 1920 by 1080. And this allows me to have this. So because it's a landscape view, I'll probably want to change the aspect ratio and, and put it up here just to make it a little bit easier. Another thing that we can do is we go back to our File, Build Settings and Player Settings. And we will go to resolution and presentation. And with that resolution and presentation, we go to orientation and the default orientation, we could change to a landscape, right? Just like that. If we do landscape right, then that also defined it. And so even if we turn our phone to the side and we turn our phone to upright, it's not going to change. It's going to be a specific resolution that we're using. And so we have that setup, Cool. So the next thing that we wanna do is make sure that we save our project. So just go to Save. And then we'll go to say project. Just so all the progress that we made up into this point is not for, not invade softer. Now that we have our AR camera, we're going to set up a ground plane. So just go to ground plane, will go to find plane or plain finder. And we'll click that. Then will also go to before your engine. Ground plane in ground plane stage. So these are the three things that we need. A IR camera, plane finder, ground plane stage. And so what this main camera, we really don't need it. And so we could actually delete this. So just right-click and delete. And what this, you'll notice that what the AR camera, we have, our main camera as a tag is that just lets us know that this is going to be our main camera. And the one that we deleted, it is just the one that we delete did. And we could have our directional light as well. And we'll kinda go from there. With all the lighting. We don't have to worry about that too much. Just because really the foundation of this is trying to figure out how to create an augmented reality experience. And so one thing that we will do is we have in the scene view, we have sort of all the stuff that we, all the components that we need. If I double-click the ground plane stage is going to put the ground plane stage in focus with this camera right here. We could go through and turn off gizmos. And the gizmos just sort of gives us a, an indicator of where all these things are at. So you can turn it on or turn it off. In this case, I'll just turn it off. And I will use the ground playing as our connector for the augmented reality experience. And so anything on this ground plane is going to be added to the ground of, of the real-world in AR. So when we click on the ground plane and we go to the inspector, we have the option of doing mid-air or plane. If we choose MIT air, you'll notice how it changes to a cross here. And if we change it to plane, then it's going to be more of the ground. If we click plane finder, we wanna make sure that the plane Finder is on automatic. And we wanna make sure that duplicate stage is turned off. Duplicate stage means that if you have something on the AV, whatever's on the ground plane and the AR experience. And you tap the screen again, then you can add another one there. And so it creates like a whole bunch of different duplicates. Every time you tap the screen. We don't want to tap the screen and create a whole bunch of different duplicate. We want to be able to tap the screen and only have one. And so you can look at all this stuff like on content plays game object. You can change all these things and we'll dive into this stuff probably in another tutorial. But really the foundation is you want to make sure that duplicates stage is turned off. And so the next thing you wanna do is you'll notice that there's an anchor stage here. And it says that there's no anchor behavioral yet, but the anchor is going to be that ground plane stage. When we talk about anchor, anchor means that this is the stable point that all of our experiences are going to be centered around until if you move the anchor, then you move the experience. And so what we'll do is we'll click this right here, is like a, like a circle with a dot in it. And if you click that, you will be able to choose ground plane stage. Another way to do it is just hold the ground plane stage. Click and drag annual drag over here. And so as you have this ground plane stage, so this one is what's going to reference our augmented reality experience. 13. Search for AR Content: In this video, we're going to learn how to search and import AR content. First thing we're going to go, they're gonna go to Sketchfab or any 3D modelling website that you weren't going to search for 3D model in the search area, we're going to download the file as a OBJ or FBX. Then we're going to find the file and we're going to import it into Unity. Before we actually add the file DO, we're gonna create a folder and call that models for all our 3D models. Damn, we're going to unpack the materials on the 3D model by going into the inspector and extracting the materials and the materials tab. Okay, so now that we have everything set up, we will need to have our content. And so whatever content that we want that will allow us to add to the AR augmented reality experience. And so without the content, then AR really doesn't matter. And so with our content, we will actually go online and search for some stuff. Typically, you could go to the asset store. You can go to the asset store by going to Window and Asset Store. But given the times, I think that it would be fitting to really make a statement with augmented reality. And I'll be diving deeper into that with other courses. For this one, this is more of an introduction, but really making a statement in using AR with it. And so in doing that without code. And so one place you can go to is Sketchfab. And so I was looking at Sketchfab for awhile and I stumbled upon sketch fabs post on Twitter. And so one of the things that they did, some person, Daniel Edwards on Sketchfab, he posted a memorial bust of George Floyd. And this is really just to show solidarity and support for the Black Lives Matter movement, protest. And one of the things that is really great about it is that you could use, you could use creativity as an opportunity to show support and to be an activist for, or an advocate and activist for marginalized communities. And so he put in the time he did all the great stuff that he, he did, you know, Rodman outwards shout out to him. He created this wonderful bust and Sketchfab is sort of promoting it as a way to participate in the AR space or the virtual space using a lot of these things. And so I wanna give a big shout out to Daniel Edwards and Rodman Edwards. And really you can go through and you can download it. And so for me, I have a Sketchfab account. And so I created all the stuff and I downloaded it just by downloading you here and it's free. So you don't have to worry about having to pay for anything. If you'd like to donate or if you have money that you would like to pay, I would suggest you find a local black organization, black business in your area or organization that is fighting on behalf of. Racial injustices. And I would put that money towards that. Because that money that you have can go a lot further in the hands of the people that are really doing the work. And so from there, definitely show your support. And we will take that will take that bust, will take that item, and we'll have it in a folder. And so I just extract the folder. And you'll see that there's an OBJ item is a source code item and there's a Udi us DZ item. And so going back into Unity will go to our assets. And we'll go to right-click, will create, will make a new folder. And we'll call this models. It doesn't really matter what you call it because this is just a way to stay organized. And so in the models, we will take our models here, leaves. So we will adam model in. And I'm using a OBJ yet, so I used the LBJ. And so as you can see, it says that there's no materials in it right now. And so we could actually extract those materials. And we'll just have it in the same folder. And as we click on the folder, click on the file. We'll see that our materials right here. So we go ahead and we go to a group met 0, and then group met that. And that will have the right materials. And so the way to get there again is to click the model. It will probably start off by rig. We go to animation or materials right here. And then we click Extract materials, add it to the folder that we're in, and we'll take those materials from here and add them here. And then we just add them to the on-demand folder right there. So now we have all our materials setup and we'll actually get rid of this GD Floyd bus that I have. Well, the first challenge of this course is to make sure that we have a good array of assets. So we can download 3D models, videos, audio for your AR experience. Feel free to explore the assets door or Sketchfab. See if there's any AR content you could find that has an animation in it. If you're experienced with 2D and 3D content creation, you can make your own AR content and then post that in the project section. 14. Add 3D Models to AR Scene: In this lesson, we're going to learn how to add 3D object to an ARC a1. And so first we're going to add the ViewModel to the ground plane. We're going to drag the 3D model to the ground plane stage game object in the hierarchy. We're going to scale it down to about 0.3. And the inspector, we're going to lower the model to be on top of the ground plane and the center stage. You're going who add lighting to the stage by moving the directional light in the scene in front of the model. And feel free to rotate it so that the light shines on the model directly. So now the next thing that we need to do is add this two are same. So we'll add the, this two are same by just dragging and dropping it right under ground plane like that. And so you'll see this is definitely off-center. So what we'll do is we'll raise it up. So that's in the right place. And then we will shrink it. And so you could shrink it will actually give myself a little more room. You can shrink it by choosing this right here, the scale tool. And you just go ahead and just, we'll go down to 0.3, around 0.3. And so now that we have 0.3 will bring it down. And then we'll just zoom in and we wanna make sure that it is going to be, I wanna make sure that it is going to be on that ground plane and not hovering over it. And so we'll just go ahead, take it down a little bit more. And that looks about right? It looks about right. So if we look around, it will look like it's on the ground plane. Right there. We'll just bring it forward a little bit so that it's in the center. But we have our augmented reality experience. So you know this, that there is a harsh shadow here. And we can actually change that. So you'll notice that we have our directional light. So the directional light we can have under our camera. And if we change the direction of the light that we have, so say we have our directional light. It's above us already. So we bring it down. As we bring it down, it will change how our our model looks. So choose that directional light and will just bring it in front. And we'll bring it down. And then the orientation of the light, we will rotate. And as you rotate it, it changes the lighting until actually add our gizmos back on and it will allow us to see the actual rotation of light. So as we pointed towards the face, it allows us to have a different experience. And so what we'll do is we'll actually take the camera and will go 000. And so whenever we point the light towards the model, it's going to light up. So also change it so that it's, let's see if it's 0 here, if that will change it. Yeah, so it adds a even distribution of light by changing the y axis and the x axis. And so now as you can see, it looks a lot better now. So instead of there being some crazy shadows, we have to worry about those shadows anymore. So again, we will create or we will go to File, Save, and then we'll go to say project. Again, we didn't use any code for this. We have our EHR experience. We have this set up. So we have our AR experience. We had the model set up as OBJ. We had the ground plane. We have our light, we ever AIR camera, we have everything set up. And so the final thing that we need to do after we saved it as we need to test it. Now. The second challenge of this course is to get creative with lighting. And so we're going to explore different lighting settings and the Inspector over and change the colors of the lights to set the mood of the mottled appearance on the stage. And try adding multiple lights for a 3 or 4 mining stage. And then again, posterior work in the project section. 15. Test AR Experience: So it's time to test the app with the webcam set up. We're going to use a ground plane PDF to emulate the ground plane. We're going to set the world center to device. In the camera settings. We're going to save the project before testing. And then we're gonna click play to render out are seen. When you shine your webcam over the ground plane pedia. The results should be magnificent. And so inspect the results, make some modifications to the model and the same, and we'll move on to the next lesson. So the next thing that we're going to do is we're going to need to have our ground plane. So if you're testing on a webcam, which I'd probably suggest you do that first. Just so you don't spend the time building out to a Android device or an iOS device and wasting time. Because if it doesn't work, then you have to build it out again, build it out again. But if you use a webcam, then you can't. The only problem is with Vuforia. You're not able to track the ground with a webcam because the camera just isn't as advanced. So what Vuforia does is it allows you to have an emulator of a ground plane. And so this emulator allows you to create a, a mock ground plane with your webcam to test your stuff. And so one of the things that you can do is use this ground plane PDF heavy on your screen, and then point your webcam to that. And so that is exactly what we're going to do for this. And so I have another screen that I've set up or you could print it out. I don't have a printer, so I won't be able to test it out with the printer. But you can have it set up. And then when you go to back to unity, you have all of your stuff set up. You go to a Vuforia. And so when we go to our AIR camera, we go to you, make sure that the world center is on device. And then you go to open Vuforia configuration. You go down. I have webcam selected. And then I have my webcam that I have selected right there. I'll go to File, Save. And they'll also say the project. And then it's time to actually test this out. So as you can see, I have my webcam here and I have my ground plane. So one of the ground plane appears. You'll notice that there's that that cursor that we talked about. And so when I click the cursor, I'm able to actually have the have the bust here. Just like that. So as you can see, things have sort of gotten really interesting with it. And so that's why we actually test out our, test out our project. And so we'll go back to the drawing board. We'll see that our we see that our camera is actually acting kinda weird. So first thing is that our project is a little too big. So we're going to actually make it smaller. And so instead of having a 0.3, we'll have it at 0.1 and we'll bring it down. Like so. Is make it a little bit more manageable in terms of size. 16. Setup Lights in AR Scene: In this lesson, we're going to improve on our lighting setup in our ARC. So we're gonna add light to the ground plane as a child and the hierarchy, we're going to add more lights to the scene by duplicating the directional light. We're going to move and rotate them around the model in the scene. We're gonna change the strength of the lights to fit the scene so it's not overexposed. Again, we're going to lower the intensity of the lights to reduce the overexposure as well. Then we're going to save and test out the app with the ground plane emulator and the webcam. And then we'll actually take our directional light, instead of it being under, will have a b always in front like that. And we'll actually set the directional light up in the ground plane. So let it stays consistent. Well, we could actually do, is we could actually duplicate the direction of light. And we can create a directional light to the side. And we can rotate it. And this one, we could actually have the strength of it. Be a little lighter, a little lower. While the strength of this slide as well. A little lighter in terms of the, the shadows that we have on it. Intensity, we can make it probably a fraction of that. And so instead of having one, we get 0.5 or 0.6. And again, we'll, we'll have this in, we'll have this one at one as well. And then the intensity will actually duplicate this by right-clicking, double-click. And we will make this one. Move this over to the side W sine. And instead of it being negative 126 will have this positive 12x. And so now we're looking at this. We have a decent setup. We have three lights. With our gizmos, we have three lights and a setup. And it's a little smaller. So we'll go to save, will go to say Project. And we will test it again. So now again we have the cursor showing with click the screen. And it creates an augmented reality experience like that. And this challenge, which challenge number three, we're going to learn how to modify our lighting set up even more just like the previous talent. So we're gonna play with the intensity of the lights and the strength of the lights to set a unique mood setting. We're going to add more lights to improve the visibility of the model. And then again, share your setup in the project section. 17. Orient 3D Models in AR: In this lesson, we're gonna learn how to orient the model in a 3D AIR space. And so to rotate the model, you click the model and the hierarchy. And in the inspector, we're going to rotate it about a 180 degrees on the Y axis. And after that, we're going to test the app with the ground plane and the webcam. And then when you're testing it, let's move to different areas of the ground plane and see the model moves to a new area. When you click on the screen, the ARP is looking backwards. And so even though it says ground plane facing forward, it's looking backwards. So what we can do is we can actually click the George Floyd model and we can rotate it across its y axis. And so this axis up here is the y-axis, this is the x axis, and this is the z-axis. Think about the y is up and down. The x axis is left, him right, and the z-axis is forward and back. Because that's the three, that's the third dimensional plane. So if we rotate around the up and down axis, neat thing. Pretty much this is like a pole. And so if you rotate around a pole, the pole is the y axis and you rotate around it, you will actually spin around. And so by rotating it 90 degrees, that gives us looking at the left to the right. And if we rotate a 180 degrees, that allows us to look at the camera in a different way. So it allows us to look at the camera. And so now we click Save. We click Save Project, and we will test it out. And so now we have a ground plane and we will test out our project. So click it and we have our augmented reality experience. In that right there. Again, we have the opportunity to add code. And so if I want to click on it, I could do that by clicking on it there, there, there. And we create this. It gives us an opportunity to have code to make it less buggy. But the core experiences there. 18. Scale and Duplicate 3D Models in AR: In this lesson, we're gonna learn how to scale and duplicate the 3D model in the AR space. So scale down the model to a reasonable size on the ground plane in your ARC. And we just do that by clicking the model. And in the hierarchy you modify the x, y, and z values in the scale to the exact same values on each. Then we're going to enable the duplicate stage function by going to plain finder in the hierarchy, enabled duplicate stage in the Inspector. And then after that, say the project and test your scene. So what we could do now is we could actually make the model a little smaller. By making the model a little smaller, it allows us to add more, more on that ground plane. So we'll make the model smaller. We'll line it up with our, line it up with our ground plane. A little bit more. We'll save it. Just so just in case anything crashes will go to our plain finder and we'll actually add duplicates stage. And so I know I said that you probably don't want to do this. But for this demo, the end of this demo, I want to show you what duplicate stage actually does. And so now that we have that setup will go to press play. We have our cursor again, and so we click and we have a model with a picket again. We have another model. We click again, we have another model, another one, another one, another one, and another one. So as you can see, we have a whole bunch of George Floyd models now. Like so. And so what that looks like is every time I click Add another ground plane stage, as you can see here. And so if I open it, it creates more directional lights, and it creates a model. Creates more directional lights, creates a model, creates more directional lights, creates a model. And so all it does is continued to add more and more, more. So full wanna go and keep going. I could add another one. I can add another one. And so when it comes to processing power of what your, what your camera can actually handle and what your device can actually handle. This is why devices matter in the AR space. Because the device, what you can do is dependent on the device. Whereas I have a webcam and I could create a whole bunch of different things because I'm working with processing power. And so that's one thing to sort of pay attention to and be wary of is when you do add duplicate stage, it does make the experience very interesting. You know, you can create a whole bunch of different things and I could shake it around and it really stays there. And that's AR 19. Continue to AR with UI Elements: And so I thank you for taking the time to learn about augmented reality with me. Again, I really urge you to look at augmented reality as an opportunity to make a statement. If you're an artist, if you're, if you're a creator of augmented reality, really allows you to make a statement and really focus on the things that really matter to you. And you could bridge connections with that. That, that's, that's the beauty of it, is that you have the opportunity to create experiences that are impactful. 20. Build an AR App: In this lesson, we're gonna learn how to build out and augmented reality out to our mobile device. We're going to open build settings by going to File and Build Settings. Select, Build, and create a new folder for the app to be test filed in. We're going to add the air scenes to the scenes in our bill. We're going to select Player Settings and we're going to set the minimum API to 26 for Android and a lever for iOS. After that, we're going to set the memory to external, and then we're going to build to our device. And so now that we have our AR experience, setup will actually put this on my phone and then I will go and try to test it out in the real world. And so I'll go to File, I'll go to Build Settings, make sure that Android is there. Because Android developing on an Android device or making it an AR app on an Android device is much easier than on a iOS device. Because IOS devices, you have to have X code and you have to have an Apple device, you have to have an Apple computer. I have a MacBook, so I'm able to do stuff with, but if you're only working on PC, your best bet is to try to get an Android device to test out your experiences. And so if you have a Mac computer, you can make iOS apps and you can make Android apps without a PC. But with, if you have a PC, you need to have a apple device or Apple computer with Xcode, the updated version of Xcode to make an apple app and put it on an Apple phone. And so that's one thing to pay attention to. This, I'll just use build. So I'd like to end this. I'll create a new folder called App builds up. And then I'll say without code zeros 01, like that. I'll click Save. It will build out my experience. And that finished. So now I have my app bill. So what I'll do is I'll actually add this to my phone. So I connect to my phone. I'll add the project to go into my phone memory card. And I'll just paste it. And it's epithelia code. The next, I will open up my File Explorer, open up the app. Apple Dell code I want to install. Now that it's installed, I'll go ahead and open made with Unity. I'll click allow. And I have my app. So now I'll try to find, look around so I could get the cursor will probably have to find a more of a traditional ground experience. There you go. So I finally have my cursor. So I tap the screen and it create an AR experience. So as you can see, I have the model actually in my room now, just like that. And so now that I have my app, and if I tap it around, I'm able to move it. 21. Add UI to An AR App: And this lesson, now it's time to add our UI for the app. So what we're gonna do is we're going to add a canvas and a panel. By going to right-click in the Hierarchy, select UI that we want to select Canvas and we're going to select panel. We're going to set the canvas scaler to scale with the screen. We're going to add the paddle alpha color to be opaque white. We're going to center the anchor to the bottom of the screen. There are going to set the panel to the bottom of the screen. What that anger. We're going to add sliders for our rotation feature in our scale feature. And we're gonna assign them accordingly. Move them to the center panel, and then name them. And after that, we're going to set the canvas to scale with our screen size. The reference resolution that I tend to use as 1920 by 1080. And I want to set the match 2.5. So now that we're past the part where we were creating an app without code. The next thing that we're gonna do is we're actually going to add some code to it. And this is going to come and the form of increased functionality. And so the only reason we're adding code to this is to make the experience more interactive, is right now, we're able to add stuff to the real-world with AIR. But now the next step is to essentially gamify it. And so one thing that I will do is we are going to look at are out. And we're going to right-click. We're gonna go to UI. We're going to go to Canvas. The next thing we're gonna do is we're going to go to, we're going to right-click on canvas. We're going to go to UI. We're going to add a panel. And so when we Double-click the canvas, it takes us out to this big screen. So all this green is it's just mimicking are the size of our screen for our mobile device. And so anything that we change here is going to be overlayed here. And so with that, we will go through and we'll click panel. And in the panel, we're just going to make this transparent. And so we will go to panel, will go to color. We'll click color. And this a right here. This is alpha. So alpha's are, are opacity. And so if we go to the right to 255, it's gonna make a completely white. If we go and turn it to the left and make it 0 it, then it's going to be completely transparent. And that is what we want. So we wanted to make it completely transparent. Actually. No, we actually make this a completely white just to, just to allow us to hide some things. And so from there, we will go up, we will change the Rect Transform of our panel. So what direct transform of our panel will just select it. And then from there we're going to click shift and we're going to click ALT. And by clicking shift and all, we can have it stretched all the way to the bottom right. So we're going to click this hole to the bottom and have it stretched from side to side, just like that, just like that anchor. And so from there, all we have to do is resize it. And so we'll resize it by going to our rec tool right here. We'll click that. And you'll notice how it adds these four dots to the Transform tool or to our panel. So we'll actually just find where these arrows appear. And we're just going to drag this down like that. So I would say, I would say about 270. Let's say about 270. Just like that. So we ever panel, our panel is there. And then we are, we have our canvas or Canvas as our main screen, and then we have our panel. And so we'll actually just save that there. So within the panel, we want to have some sliders. In those sliders allow us to rotate our, our model. And so we'll right-click. We'll go to UI, will go to slider, and will actually zoom into that slider by double-clicking. We'll zoom out a little bit. And it's, it's really small. So in order to make it larger, will go to the scale tool, which is at the top. We'll click that and we'll just scale this up. And you get use cross-reference how this looks from this as well. And so we'll just scale it up. And so one thing we wanna do is we want to make sure that it's aligned right. So now that we have are a decent size, we want to make sure that's Align Right. So the, so the goal is for us to have one slider on the left side, another slide on the right side. And so in order to do that, we will go to the rec tool or a wreck transform for the slider. So not the panel but the slider. So we'll click the slider, will click the rect tool panel will go to shift and will have ALT. And what will just have this be rec, told in the center. So we want our anchor in the Center for that. And this is just going to make it easy for us to add extra components because it's going to be relative to the center of the panel and not anything else on the screen. And so it makes it easy for us because as long as the panel was where it needs to be, all the other things will be where they need to be on the panel. And so from there, we will take our Move tool. And we will just use that to move this to the right. And we'll actually move it up a little bit so it gives us a little bit of room to add some text. And so from there, we'll go to, we'll click Slider. We'll right-click it. And we're going to go to EUR. And we're gonna go to Text. And now that we have our text, wherever text right here, we're going to move that text down and to the center a little bit. Just like that. And so what they will actually take the, will actually take the rec tool. And we will just make the, make the slider text little smaller, more manageable. And then as you click the text, you go over m will change the alignment to center and will change the alignment to center as well for the line one. And we'll change it from new texts to, and will change it from New Text to scale. Just like that. And looking at it, I think we can raise it up just a tad bit higher, just like that. So now that we have that will rename the slider scale slider. And we have our slider setup. So next thing we do is we could just duplicate that. So we'll go to right-click duplicate. And we will just move that all to the left. And because we have its center aligned, these both are going to be at the same distance. And if the screen scales or anything, it will not mess up the, the way it looks. And so what this will change this to rotate. And then we'll change the name to rotate. So now we have our scale slider and we have our Rotate slider. Just like that. If you want to add some other UI bells and whistles, you can. But, but this is really the basic functions that we need is to make it go bigger and smaller and then to rotate. So we'll go to save and we'll go to say project. So one thing that you want to do is when we have our canvas, you wanna make sure that it says constant instead of it saying a canvas scalar, constant pixels. You want to make sure it says skill with screen size. So by scaling what screen size, it allows it to adapt to the screen size that we have and make those references. And so ours is 1920 by 1080. And so we have our screen size already setup. So as long as you match it to the width and the height, you have everything. Everything should be good. So you wanna make sure that you do that. Because if you don't, then depending on the screen size that you have for your phone, which will probably not be tenacious or 1920 by 1080, it will make things just look very weird. And we don't want that. And so again, scale with screen size, match the resolution to the resolution you have in your game view. If the game view is 720 by 1280, Make sure to match it with that. So these two should be the same. And then you wanna make sure to either have the match to be 50. So 0.5 or you could do it to one. I suppose I'd like to do 0.5 for my match. And then again, you save your project. Say that project. So that is how the UI is made. And often that, that's really all you need for UI. You could go ahead and do stuff with Photoshop. You can make all these elaborate sort of designs and add these to your experience to improve the experience. And I think that's the beauty of developing an app like this is that it's not just you don't have to be a coder. You don't have to be an artist, you don't have to be a 3D modelling. You can be UX UI design. You could do all these different things that allows you to still express yourself, but still within the confines of using AIR AND using tech and using art. And so it's this happy medium of all these with him. One package that really is, is often difficult. If you are in a particular area of tech. You know, this makes, this makes your experience of creating more realistic and more interactive and more accessible. And that's really what I enjoy about it. And challenge number four, we're going to play around with colors and custom icons to create a one-of-a-kind user interface. We want this to be a unique thing that we can have across their whole app. And it starts with the UI. Maybe at a full screen overlay or add images to the slider buttons and improve on the design and make a unique customer. Yeah, I think for your app, once you're done, post your UI to the project section. 22. Adding Scale Code to 3D Model in AR : Now we're going to get into the coding here. And now that we're done with our AR app without code, now we're going to go into the bonus section that allows us to add some code to it. And it's going to be some basic code though. So we're going to create a folder called scripts. And then we're going to create a C-sharp script and call it scale script for the skill slider. Never going to add code to the namespace in the script called using Unity engine wi. We're going to add three spaces under the public class. And then we're going to add public slider, scale slider. And you want to make sure that the scale is lowercase and the slider is uppercase T. And we're going to delete the void start function. And then we're going to add code under the void update function. And it's going to be transformed dot local scale equals new vector three. Never going to have skill slider dot value, comma skill slightly dot value comma skill slider dot value in parentheses and a semicolon. And then we're going to say the code. And so now that we have this, it's time to do the coding. And so if you're not familiar with any coding or development, that that wouldn't be a problem. I didn't I don't come from a coding background, but through a little bit of research and everything, I was able to come up with the, come up with a way that allows me to create basic code for functionality, much like this. And so what we'll do is we'll go to our assets, would right-click will create, will create a folder. And we'll call that scripts. Again. You don't have to call it Scripts. You could call it anything else, you'd call it codes. You could call it whatever you wanna do. But this is just keep you organized. We'll right-click int, double-click inside of it. We'll right-click, will create, will create C sharp script. And so C sharp is the coding language that we're going to be using for this. And so before you do anything, when it gets to this point where it says name your script, it's important that you name your script and you name it a specific name. You can't just name it anything. You have to name it specifically because this allows the code to really build the experience with it. It doesn't have a name at anything, but it has to be consistent. And so I'll say this is scale script. So I'll say this is scale script. And so when I click on it, you'll notice how it says skill script here, and it matches the same name. Just as a tester, I'll show you if I do create new script. And I say this is just new script behavior. And then I want to, and then I want to change it. So I'll say scale. Script one. When I change it, when I change it, notice how it's still says new behavior script. So you wanna make sure that the public class new behavior, the public class script name, is the same as the script name that you have here. If it's not, it's best to just go ahead and delete it. So right-click, Delete, delete that so that you end. Then just create a new one and make sure that it is scale script right here. And scale script record. Okay, so now that we have our environments set up, it's time to actually get into the coding. So we'll just double-click scale script. And we will go through and we will start making our script. So the first thing that we need to do is because we have UI elements. The next thing you can do is add a namespace called UI, essentially. And so in order to add a namespace, and this is like the namespaces, essentially the library or the dictionary that unity uses to look for certain functions that you're trying to call. And so you'd go by using unity engine. And then we'll click dot i and, and make sure it's capital letters. And then we'll add a semicolon. And a semicolon and sort of closes that statement and allows unity to say, okay, I want to, using the, using the Unity engine, I want to look at the UI Chapter of the library or the book and pull from those, that information there. The next thing that we'll do is for me, I like to add a three spaces. And so after the scale script mono behavior, this bracket, I like to add three spaces. And then I'll click tab in the middle space to give me a nice little formatting behavior or formatting environment. And so from there, I'll go through and say public capital S LIDAR. And this is one of the things that the using Unity engine UI allows me to call on the slider function and referencing a slider. And they'll kick space. And then I'll just name it slider. I'll just name it scale, slider. And then a semicolon. And so what I like to, and you'll notice that this turned green. It might be a different color on yours. I'm using a different version of I'm using Visual Studio Code. But if you're using Visual Studio Community, it will have a different color, but there'll be a certain color there that's consistent across these. And that just means that these are these are speaking the same language. So we're using the word public because we want this to be an accessible variable. And because we're using minimal code, you essentially have. Public available so that you get drag and drop stuff in. And so it just makes things a whole lot easier. You can hear things about private and others sort of words that you could use here, and those mean different things. But for this, it's all about creating accessibility within the Unity interface and not using a lot of code in general. And so with this, you would have a, you would have a lowercase for the first word and then uppercase, uppercase for the second word. And it all sort of sorts itself out. This is all like code magic in Unity magic that for non coders, you know, it's, it's fun to learn, but you don't necessarily have to learn this stuff. And so with this, you can get rid of the void start because we won't need that. And this is a void start only calls upon something once, once when you start the app. And what the slider, we wanna make sure that we can call it once per frame, where we want to make sure that we're able to call it multiple times. And so void update will always, always, always look at this slider variable and say if it changed, will change it. If it didn't change will stay the same. And that's what the update is. And so when it says update is called once per frame, that just means that whether it's going get 30 frames per second, 24 frames per second, 60 frames per second. You're going to update this every frame. If it doesn't change from one frame to the next and it won't get updated. But if it does, then it will give you the effect of real-time movement. And so from there, this is where the coding starts. So we had the environment now time to put the, put the words in the code together. So what we'll start off with is because we want this to scale. This is a transform function. And so we'll actually add transform. And so once we add and we acknowledged that it's a transform function, we want it to scale in a certain direction. And so in order to do that, we want to have it, we want to call upon the feature local scale. So we don't want to scale, everything would just want to scale the specific thing that is attached to the slider. And so we'll do local scale. And scale is with a capital letter. And so that's setups are, that sets up our environment. So we'll go equals, and from there we'll say new capital VC, TOR, Vector3. And so all that means is that based on the local scale that we have a new vector three. Or when we're talking about if we have any physics people. So there's three vectors. There's the horizontal, vertical, and depth. And so when we're talking about scaling, we want to affect all three vectors, all three directions. One affect the X, the Y, and the Z, all at the same time. And so when it updates, even though the original model has a specific vector quantity associated with it. With the new vector, it's going to update that to the new quantity based on the skill transform. And so we'll have some brackets or so, we'll have some parentheses. And then will call upon our skill slider. So scale slider. And we'll say that it's going to be our value from the scale slider. And so typically, the way it works is we have x, y, and z. And so we want to, and that's how it's quantified. So vector one is x vector one, vector two is y, m vector e, three is z. And so we're calling upon all three of these vectors to change what they specific value that comes from the slider scale. And so what we're gonna do is we're just actually going to make sure that all of those are the same value. And so we'll just do a comma, would do skill, slider, value, do another comma. And then last but not least, scale slider dot value. And then at the end we'll do a semicolon. And so we have our x or y and our z values. And those values are going to be the same values that we have for here. And we'll just delete that and we will click save. So one thing does, one thing to note is that you want to make sure that this is the same as this, this, and this. If one of these are different, then is going to give you a bunch of errors. So we have the saved. We'll go ahead and we'll go to back to Unity. It will update. Once it updates, you could check, you can check it with our console. If there's anything red, that means that there are problems. 23. Adding Rotate Code to 3D Model in AR : In this lesson, we're going to add another script, and this is for a rotate feature. And so we're going to create another C-sharp script. We're gonna call it rotate script or a rotate slider. And we're going to add the code using the namespace using Unity engine got UI. Again. We're going to add three spaces under your public class. Then we're going to add public slider, rotates slider. And we're going to delete the void start. We're going to add code in the void update. And it's going to be transform local Euler angles equals new vector three. In quotations, 0 comma rotates slider value comma 0 in the parentheses. And then we're going to add a semicolon. And then we're going to save our code. Now that we have that will actually make another script. We'll get both of our scripts done right now, and then we'll start to set it up with, with actual AR experience. And so next thing we'll do is we'll go to Create, will go to C, C sharp script, and we'll name this one rotate script. We have Rotate script. Again, we'll double-click, now creates the same thing. And what we're going to do is we're going to do the same thing that we did before. So using unit T, engine.edu semicolon, since it's still a slider, will use, will use the same sort of approach. Again, will make three spaces, will do tab, and then we'll say public. And will do slider with a capital S. And then this time it'll be rotate slider, so ROT IT S LIDAR and the slider part, the essence slider is going to be capitalised. We don't need be start function will just need the update function. And this time, this is where, this is where it gets. This is where it gets interesting. Because normally you would say, okay, we want for the transform and the rotation. We want it to be similar to the transform of the scale. Where, what scale it was local skill with rotation. It's not going to be local rotation is going to be local Euler angle. And local Euler angle just says that in a particular point, locally, it's going to be, it's going to have a specific angle value. And that value is relative to where it's starting get. And not necessarily the overall rotation of in the real world. And so all it's saying is that if the model starts at a angle of 0, what then that rotation, we're going to rotate it to another angle from angle 0. And so what that looks like is we're gonna do transform local. And then it's going to be a capital E, U, L ER, capital a in GL ES. You oilers angles. You'll go equals and then back to the regular stuff, new vector three. And then we have our parentheses. So we typically have X, Y, and Z. And then we'll have our semicolon does sort of make that statement. So what the, we only want it to rotate around the Y-axis. And so if we don't want it to rotate around the x axis, we just add 0. We don't want it to rotate around the z-axis. We add a 0. And and if we want the, we want the slider to dictate what that angle is. We want to make sure that it's referencing the slider value. So we'll go to rotation or my phone. Rotate. Kappa SOLiD ER for slider. And then that's just going to be value, value. And so now what it looks like is we have where we have the transform in the, in the rotation or which is the Euler angle. And then that's going to create a new vector three or a new value for the app to update. And that's going to be based on rotate slider. And so as you change, the slider is going to change the model dot this slider is connected to it. So we'll just go ahead, click save. And that is all the code that we need. But it is all the code that does it. And so we'll just go ahead and exit that way for it to update. There's no errors. And so now we can move on to actually implementing the code within our project. 24. Add Interactivity to AR: Now we're going to add scripts to the sliders and test out the UI. So we're going to create empty game object. And we're going to use this as a container. And we're going to make sure the container is in the child of the ground plane. We're going to name it. And then we're going to place all our models into the empty container. We're gonna drag the slider scripts to the empty container. And the inspector, we're going to add the skill slider and the rotates ladder game objects into the reference area for those scripts. We're gonna make sure to change the default values of the sliders. For the rotation slider, the values are going to be a minimum of 0 and a maximum of 360. I want to make sure to enable the whole number setting. And for the scale slider, the minimum value is going to be 0.05 and the maximum is going to be four. And we're going to save the project and test out the app in the sliders. So how do we do that? How do we implement the code into our project? How do we go get to a point where we can have this right here become more interactive. So what I'll do is I'll actually increase the size of this, will increase the size two. Because this was, this is really small. So we'll increase the size to say 0.1 and then we'll move it up to about there. Yeah, it's about there. So what will do is I will actually, instead of adding the script to this directly, what we can do is we could add it to an empty object. And that empty object will be the one being rotated and scaled. And because the model will be in the empty object, then it allows it to, it allows it for a more seamless integration. And so what we'll do is we'll go to ground plain stage. We'll right-click and we'll go to Create Empty object. And by creating that empty object, we, it gives us an opportunity to sort of keep this at ground 0. And so you'll notice how when I click on the model, the center point is at the top, is pretty much in the center of the face. But if I have the gameObject will have this in the center. This stays in the center of the actual ground plane. Makes things so much easier. And so now we'll say, we'll name this one in this game, object. Model. Anchor. Yeah, we'll just do modal anchor. And we'll actually put the model into the model anchor. Right there. So it doesn't need to change. But all we have to do is will be changing this. And this is, this makes it a whole lot easier than changing all of these different things. And so again, we'll go ahead and save, save the project. Okay, so from there, we will add our Rotate script and we'll add our scale script. And so when we add them, or just going to do is just drag and drop. And so when we have our scripts, the thing that you notice is that it says rotate slider and scale slider. These are going to be, these are going to be the things that are going to be controlling the, the empty object that has the model in it. And so all we have to do is say, okay, we have our scale slider. We'll go and we'll just drag and drop the skill slider to where it belongs. Alternatively, if you want to, if you have a whole bunch of different sliders, you don't know where they are. He could go to the circle with a dot in it and you get find whatever slider that you want. So it looks like we want the rotate slider will just go ahead, click, rotate slider, double-click that, and it's right there. And so now all just those simple steps allowed us to create an anchor so that we have, we have the controller, which is the sliders, and then we have whatever's being controlled, which is the model. And we married the two. And really the model anchor is the bridge to that for the actual model. And so for before we start, we need to dive deep into actually making sure the sliders are ready to go. And you have to do that by clicking the slider and going, scrolling down to where it says slider. So sliders, scale, slider will click. We'll click that, go into the inspector. And we wanna make sure that the values are right. Because if the values are not right, then it's going to mess things up. So when something, that's, when something gets at 0 scale, that means that it doesn't have any value. And a perfect example is when I change this to 0, takes it away, right? It doesn't exist. So we wanna make sure that it exists at every point in the update frame. While you use an augmented reality, We don't want it to go away. So we want to make sure that this is never going to be 0. It could be 0.1, it could be 0.05. It can be whatever you want it to be, but you don't want it to be 0. And then you also want to make sure that the max value is also going to be right. And so what we will do is we will say that this can be point. We'll say this could be, this could be four. And so we can always change that at the end. But actually we'll see, we'll see because this, this could end up being just really, really huge, which can also make a statement as well. And so we have that with our scale cider. We're looking at the size of it from from.05 to four. So 0.05. is just a fraction of its original size. And then four is four times its original size. So we'll go ahead and save it, save the project. Next thing is we're going to look at the rotate slider. So the rotate slider again, we're going to clicks rotate slider. And then we're gonna go to slider in the inspector. And we're going to look at this. So when we're talking about angles, right now, it says angle 0 and ankle one. Angle one is just one degree. And we don't want that. And so we wanna make sure that 0 is still the same because 0 is probably going to be our minimum value. And then the next one would be 360, would be the max value. Because when we're looking at a circle, the angles go from 0 to 360, or 0, or 0 to 359, or one to 360 doesn't really matter as long as this is either 0 or one, and this is 359 or 360, that gives us a full circle of rotation. And from there, they will make sure that this is whole numbers instead of fractions of a number, because we do not want there to be too many values that you could choose from. You know, it doesn't matter if it's angle one or 1.5, it's pretty much going to be the same. So just make it easy on the software tool to update those things. So now we have that set 0 to 360 for the rotation and then 0.05 to four for the slider will go ahead and test this out. And then after we test this out, we're going to build out the app and try that out in the real world. So what I'm going to do is as I tested out, I'll just click the Play button. Wherever cursor I'll select it will try the rotation. The rotation works, and we'll try the scale. And the scale works. Just like that. 25. Add Toggle To UI: So in this section, we will add a toggle to our UI elements to turn the UI elements on and off. So the first thing we're gonna do is add a toggle to the canvas by right-clicking the canvas. Hit UI and then toggle. We're going to delete the label text from the game object o the toggle. We're gonna sorts the toggle check mark to a nod. We're going to change its color. We're going to center the background image of the toggle to the center of that a toggle gameObject. We're just going to use the Rect Transform tool in the inspector and change the Anchor Presets to middle center by holding Shift. And then we're going to create another panel for the toggle you. And we're going to name it. And we're gonna place the toggle in the new panel. After that, we're going to set the panel image in the inspector to disable. And we're going to change the alphabet is 0 because we want to make sure that we wanna see the panel behind it that has the UI and not have it covered by the toggle UI. Then in the toggle gameObject, we're going to click the plus sign on the on value change. And we're going to drag the UI panel gameObject into that open section. And we're going to set the function of the toggle button to set active for that game object. And then finally, we're going to test the UI of the toggle by clicking Play and toggling the UI on and off. Okay, so in this section, we're going to add a toggle to our UI so that our UI does not get in the way when we try to take screenshots with our app. And so what we're gonna do is we're going to essentially open up the canvas and the hierarchy. We're going to right-click. We're going to go to UI, and we're going to go to toggle right here. And it's gonna give us an opportunity for a toggle. So wicked duplicates, we can double-click it and it's going to show up in our scene v right here as toggle. And so in it, we can go through, we gotta label, go over to our inspector and we'll see how it says toggle right there. Or we're going to do is change this to you. Or we'll call it enable UI. Actually, we'll just get rid of the text altogether. And so now that we got rid of the text, we will just have this button right here. And this button will give us the opportunity to tell if our UI is on or off. And so are we gonna do is we're gonna go to the check mark. We're gonna change that to a knob. And so now we have the knob, we're going to actually change the color of it. And so by changing the color, it gives us a subtle way of looking at it. So we're gonna change this to, will say green. So we'll change it to green. And then we'll actually make it a little bit smaller. So that it is more of a, it's more of a little button. And now that we have that smaller, we're going to actually delete the label. So we'll delete that, so that when we have our toggle and then we're actually going to go to the background part. And you see the background is where the actual images. I'll make this a little bit, little bit larger so that we can actually see that there you go. So you notice how the toggle is off-center from the background. So we're gonna do is we're instead of pressing toggle right here, we're gonna go to background and we're going to click on the wreck tracks transform. We're gonna click shift and we're going to click ALT. And notice how when we click the Rect Transform shipped in and were able to go to put this in the center. So we're gonna put that in the center. And so now the center button is aligned just like that. And so now that we have it aligned, we're going to go through, and we're going to orient it in a way that allows us to essentially have a subtle placement. So we're gonna put it just in the center, right there at the bottom, bottom of the screen in the center. And so the position would be 0 and the x position is 0 and the z and then the y. This is where we're moving it up and down. And so we'll actually have this at around negative 75. So that's good. And then we're also going to increase the size of it. So we're going to scale it up to well, say for four or 54. Yeah, about 4.44. So 4.4 and the x, 4.4 and the y and 4.4 into z. So now that we have the toggle setup, we're actually going to duplicate the panel. We're going to duplicate it by clicking duplicate. And in that, we're going to call this toggle panel. And we'll rename this UI panel just so that we know what we're talking about. And we're going to delete the toggle in the, in the UI panel. And then the toggle panel will delete the slider, bolt sliders. And so one thing that we need to do with the toggle panel is we actually have to turn off the image. So we'll turn off that image. And not only will we turn it off, but will actually set the alpha to 0 just to make sure. And now we're able to actually see our background in the back. And so then we go to toggle. And we're going to actually use the toggle feature, usually toggle component that we have on our toggle button. And so we want to make sure that it is on. And so when it is on, the green button is going to be on. And we're going to attach our UI panel to it. And so all the toggle feature says is that on value change, something's going to change. And so the implement that we're going to do is on value change. The visibility of the UI panel is going to change. And so we'll go and press the plus button. We will drag the UI panel to that space. And we're gonna go to no function game object and then set active, just like that. And so now when we click the toggle button, it's going to turn on and off. And when it turns on and off, the rotate and the scale UI is going to go visible or invisible. So we'll save it and we'll test it out. And we're gonna click Play, turn it on, turn it off, on, off. And then we can still use the sliders, both monetary and on, off, on, off, just like that. And so now we can go out to the field built out or AP and test it out. And this challenge, we're going to customize our toggle. So make sure to have some icons that fit your theme. Play around with the placement of the icon around the whole canvas. Play around with the size and the color of the toggle indicator. Add some custom images and texts to the toggle switch to make it really fits seamlessly with the rest of your app. Play around with some of the toggle features as well. See if you can actually toggle some of the game objects in the actual AR experience with the toggle switches. And then also post your creations in the project section. I would love to see them. 26. Debug AR Experience: But you'll notice that it's sort of off. And so what we can do is we could actually make it a little bit better in our, we could update this in real time so that we get the right effect that we want by just sort of center and get around this right here. And so we'll update this in real time. So I'll go to the George fully model. And I will just say in the position, we don't want this to change. So I'll actually just undo that. But we probably want our z to change. That's a little better. Actually if we just do 0. And we'll see how that looks. Let's deal isn't sort of spinning as much as I want it to be. So if I do that, that is I mean, I'll take it that that looks a lot nicer. You know, it's spinning more around this. And then let's see how the scale does. And the scale looks like it works two, looks like it's still sort of in that anchor. Suppose we could, we could try maybe 0.4. We'll see if that works. Still a little bit. I'll say maybe the 0.7. Yeah, that is perfect. That is exactly what we wanted. So it's skills and it spins on that anchor so that it's not all wobbly. And so one thing to note is do not click play yet. Because if you click play than all the stuff that we did up until this point will be lost. And so what you can do is you can go to the three dots here. We're going to click those. We're going to copy component, copy that component. And so once you copy that component is going to copy these values. And so when I click Player, unclick the Play button, these volumes are going to go back to the way they start it when we first, before you click play. And so notice it, and notice how they're back here. So all we're gonna do is we're going to go to the three dots again. We're going to Paste Component Values. And notice how this is exactly the values that we had before. So we'll go ahead and click Save, Save the Project. And we'll click Play again. And now when we test it again, everything is centered again. So we have our times 4x and we have our rotation like that. And so that's how you test it out and that's how you test it out in real time. So now that we have it, it's not as buggy anymore. We will undo the play button and we're ready to build out an app and try it out. In the real world. 27. Build AR App for Android: And so we'll do that by going to Build Settings. Again, go to build. We already have app code 00 to. So what we'll do is we'll go app code zeros 01, or we already have app code 0.01. so this will be the second Build. And this will be op-codes earlier too. So I'll click Save. And typically the second time it builds is often much faster. And so the more you build, the more the quicker it's going to take. So now that we have our phone connected, I will just copy up without code 00 to copy it to our phone. There we go. We'll just go ahead and delete are uninstalled, the one that we made before. So at uninstalled it it removed it from there. We'll go ahead to our fall explorer and we'll just download and install the second version. I would suggest uninstalling the app first and then re-install and the new one. Just so you don't have any you don't have any problems with it. Instead of updating this, do a fresh new install. And then we'll go to the app installed. Go to allow. Okay. Yes. And now that's how we create an app. 28. Create AR App Icon: In this lesson, we're gonna learn how to create an app icon now. In the player settings remote to change the product name to something custom. Then we're going to look on the internet and find some inspiration for our icons. You get screenshots, some references if you need to. Or you can just open up Photoshop or any graphics editor that you want. And we get to making our icon. First thing you need to do is make sure the size is at least 1080 by 1080 pixels. We're going to add a square and we're gonna make sure that the corners are going to be rounded. I choose around a 160 pixels is good for me. Then we're going to add the image to the icon file. You can edit the image so that the icon looks polished. And then we're going to save the file and export the icon as a PNG. And then we're going to add the image to unity. We are going to create a folder called Icons. And we're going to set the image in 2D sprite UI and the inspector. Then we're going to add the icon to the default icon section in the project settings. So the last thing that I want to talk about is sort of the bells and whistles sorta stuff. One of those in particular is just creating an app icon. And so what we can do is we could finish this course up. What just looking at how to make this app official, right? Because it's one thing to just have an app. It's another thing to have an experience. And that's what we're trying to create here. And so what we're gonna do is we're going to say rest empower. So we'll just call it rest empower. And what I'll do is I'll open up Photoshop and I'll just build an icon for it. So what I liked about this was that it provides me with a very nice icon. And so I'll just go back to the tweet that Sketchfab had. So I'll just grab a screenshot with that. So I have a screenshot right there. And what I'll do is I will use, I'm using Windows computer. So I'll have my snip in sketch. And I will just grab a screenshot. Oops, that didn't work. We tried again. Grab a screenshot just like that. And so creates a screenshot. What I'll do is I'll save it or IP. I'll save it. Exit out that. So I have Photoshop here. I'll create a new Photoshop document. And apps tend to be a square. So I'll just do 20 by 1080. I will click this icon right here, and I'll just create a new one. And I will exit that. Icons tend to have a sort of like rounded angles for the edges. So I will make something rounded angles on the edges. So for the radius L, say probably 70, right? So what we'll do is we'll go to properties. And we'll say that this should be we'll just say like 168. We'll go at 1608, right? And so from there, I want to make sure that this is centered in the right place. So we'll go to the three dots up here. Instead of having selection will say canvas. And we'll click a line in the center, vertical and horizontal. So next thing is, we're going to add our image that we got as a screenshot. So I, my desktop. On my desktop, I will take the image that I here and I'll just drag it over just like that. And I will just scale it accordingly. Like so. And so now that we have our image, so we have our image here and then we have our rounded rectangle. What I'll do is I'll right-click and I'll do create clipping mask just like that, so that it has the same look right there as I that saying look. And so last but not least is I will actually create a folder. And I will put both of these things in here. I'll name it app icon, and I'll close the folder. So with that, we'll go ahead and save the icon. And so we're going to save the icon in my folder that I created for this, which would be George fully folder. And we have the RIP icon. Afterwards. We'll go ahead and go to export, will go to export as. And we wanna make sure it's at PNG because when I make it transparent, everything looks good. And then we're going to export. And we'll just say RP, GF icon, and then we'll just click Save. So now we have our, we ever folder with our icon. And this is the icon that we created. From that. We're going to add this icon to argue entity project. And so what we can do is we can create another folder. Called RP George Floyd. And this is going to be our icons. Again. You can name it whatever you want, but this is just to stay organized. And then we'll add our icon to it. So we'll just drag and drop the icon to that folder. And one thing that we need to do before we actually implement this icon, as we'll select, the icon will go to inspector and we'll go to default, and we'll change it to Sprite 2D or an and UI. So now we have debt will go and click Apply. And you'll notice it changes. It makes it a icon element, a Sprite element. And this is how we could utilize this within our app. So all we have to do is go to select, when it comes to our, a default icon will go to Select a go to the icon here. And now we have our icon. We'll go ahead and click Save, will click say project. And challenge five. We're going to get creative with our app icon. So if you have any skill of a Photoshop or experience with art and design, you can create a masterpiece. You either make a doodle and let that be your mascot for your app. Host your creations in the project section, I'll love to see him. And what I'll do is I'll go to right-click and Blending Options. And we'll just play around with the Blending Options for a little bit. So there's opportunities to use different settings that we want. Or we can create our settings, right? And often creating your settings allows for a lot of creative expression. And I really enjoy sort of the exploration of app design because of that. And so we'll just get rid of all these, all these things don't matter to do. Actually, we'll go head council because I probably went too far. And we'll say we want a little bit of a bevel. And always like a preview so that I'm able to look at all the things that I'm working on. And so we want to have, or maybe we could have a boss becomes really difficult to sort of see the effects of it. And so what if we have for the highlight mode, you can change it from screen to maybe overlay, overlay, maybe normal. Let's see what normal does. Okay? Select that. And then our shadow mode is I multiply if we do normal there, create opacity. And so if we have UP, that creates an up, down the crates down. So we could change the angle. So that it looks a little more, looks a little, little crazier. So they tout softness. The size. Say contouring texture, probably don't want texture. What the stroke will just say that the stroke could be inside the inner shadow. Dinner shadow can give us a little bit of some depth to it. And I think the contour, the stroke, not the inner shadow, I guess it is Danish. I don't. Inner glow via the inner shadow sort of gives us a little, little too much at the bottom. Don't like how it is looking at the bottom. Which is weird because I think it would be kind of weird. And then if we have some satin Yeah. So I guess sat and would probably be better for given it a little more depth. And we could have a color gradient and use the the blending modes to give it some, give it some depth, or get out patterns. And using the patterns to just sort of tone it out a little bit. Probably wouldn't want any job drop shadows. And from there, we have a, we have a pretty decent icon. It sort of gives you, gives you an idea of what it's about. So to take it a step further, what I like to do is I like to, to add some filters and some high pass to it. So I'll just duplicate the group. And I will actually merge the group into an icon. And then I'll duplicate that again. And so the first one that I will do is on the top one, I'll go to Filters, other high-pass. And this sort of just brings out a lot of the, some of the details, gives it some debt, makes it look very interesting. And so just radius will be melt that. And then I'll have that as an overlay. And so instead of it being like that, it gives it, it really makes it pop. So you turn, you turn off the high-pass and then I'll just zoom in. You turn off the high-pass, it looks a little sort of pixelated and grainy. You add it back on and it, and it really sort of pops, it brings out the highlights. And then the second thing that I will do is take the bottom one. Go to Filters, go to blur, and then go to Gaussian Blur. And I'll just blurt out. Make it to make it make it blurry enough to where you can't really, you can't really understand what you're saying. You have an idea, but like it doesn't really it, it just looks really blurry. And so then I'll just play with the blending modes for the US. And so what I'll do is I'll just select the blinky mode, and they'll just use the arrow buttons to see which, which experience I like, what really makes it pop. And this is where the trial and error kinda comes in. Where if you remove these, this is the original. You have the blur, then you have the highlight. So if you take them all off, we have this. We add them back on. It really makes it pop. And so I think I'll go with that where we have a soft light, we have a high pass that gives it some more texture. So we have this pass, we had this pass, and then we have this pass. And so when we overlay both of those on, makes it a little more blurrier. And they're so before and after. 29. Create AR App Splash Screen: The final element in creating our app experience is to create some splash screens. And so we're going to open up our photo editor, like Photoshop. We're gonna make a text layout saying what they say, or image or design. And we're going to try to keep the aspect ratio to a square with at least 1080 pixels. And we're going to format the design so that it's clear and readable on small screens as well. And we're going to export it as a PNG and import it to unity. In Draw mode, we're going to select all sequential in our project settings. Then in logos, we're going to click the plus sign and we're going to add our image that we may want to set the time to at least three seconds. And then feel free to reorganize the slides to your liking. And then we're going to create an add as many slides as you would like. For me, I added an extra logo in front of everything to brand it. And then we're going to change the splash dao to dark on light so that we could see it and we can modify our background color to white. And so one last thing that I am just now remembering is the splash screen. And so the splash screen is very important when we're talking about these things. Because the first thing you want people to see when they have inexperience with an app. As you want them to see what, what the purpose is, the tag. And so we know that it's built on unity, but what is what else? And so I'll click the preview. Right now. It just says made with Unity. That's it. So what I could do is I can add some extra stuff to it. So I will go back to Photoshop and we will create another, something else. So we'll just create some just simple text. So let's say wrest power. Then another line. Actually let me have this setup. Looks like all my settings are off. So we'll just go to auto 0, 0 and all that stuff like that. And so I said, made in memory of victims of police brutality. And then I'll just do a little bit of formatting here just to, just to give it a little more impact. Okay, so we have made in memory of victims of police brutality, rest in peace, arrest, empower George Floyd. And then we have His name. And we have yz. We have this name. And so one other thing that I would like to have is the model credit. And the credit is by Rodman Edwards. So we'll say Rodman broad min Edwards. And we'll have that right there. So I'll create a, a little, a little more space. And then I will center line, vertical line these. So now that we have it, it says, made a memory of victims of police brutality, rest empowered George Floyd. And then we have all the information that we wanted to say with it. And then I'll go ahead and click Save. And again, I'll export, I'll export as. And we'll go ahead export. And this is a in memory. And so it's going to be a, a, another P&G that you see here in memory. By selected. It has a blank background. Then we'll go back to Unity. Will add this to our project. And after we added to the project, we're going to go to, we're going to select a default. And then we're going to select Sprite 2D UI. And again, it makes it a little bit better, makes it transparent. We'll go ahead and when it says draw logos drama, we'll say all sequential. So we have our May what Unity logo. Then we're going to have our in memory with George Floyd. And we'll have this, we'll have this be three seconds. We'll actually we'll have this be five seconds. And then last but not least, since I made this, I will add my logo as well. So we'll go to my logos. Then we'll add this logo. Go to inspector default 2D UI. That then project settings. Add this to the bottom, will have that I2. So we'll just test this out. You can't really see that. And I like the like what this has to say. But we have to change this to dark on light. And so we have dark on light. And it has a dolly animation. I like that. That's, it's that works for me. So let's actually look at it now. It's still not enough. So we need to go to where it says background color. And we wanna make this white. There we go. Now that we made that white, it makes things so much easier now. And so we'll actually just increase the size of this so that it gives us a good, a good look. And then we will go ahead and preview again. So maiden do I think we should actually increase this to about probably 7777? Will say this experience should be about 20 seconds. So we have two seconds, four seconds, and then we'll have eight or nine. Nine seconds for that, that's 16 plus four. So yeah, so 20 seconds altogether for this experience before you get to the app and experience it. And so we'll say made in memory of the victims of police brutality, rest empowered George Floyd. Then we say solidarity is, is a step towards progress. Empathy is a step towards progress. And it goes deeper and deeper into that and wonder why this sort of cutoff. And then we go into our experience. In challenge number six. We're gonna create a custom splash screen to add to the app intra. And we're going to make the design pop with color and topography. Make sure to make a bold statement with your words. Play with the duration of various splash screens and see if you can tell a story with why your app matters. Also, play with background colors and brand the app with a consistent theme. Then also your stuff in the project section, I definitely want to see it. I'll also add another one that says and what do what do I want it to sit? So we'll have one that says solidarity is a step towards progress. That the a step towards progress. Those mean nothing. With out following. With Actions. Bo. Please donate to black businesses, black organizations, and black Sea groups to combat racism that exist in society. Racism that exists in existence society. So a simple statement. And so I'll increase it. Do some formatting. Photoshop is just really great with that. And then I'll also removed the hyphens. I don't like that. There's hyphens, so hyphenate, I'll just remove that by under paragraphs. Click that. And then I'll just change the words. There we go. And I will actually increase the size of it a bit. Do, do, do, do, do. And I wanna make sure that this is readable still. There we go, just like that. So it'll solidarity is a step towards progress. Empathy is a step towards progress. Those mean nothing. Without following actions. Please donate to local black businesses, black organizations, and black advocacy groups to combat the racism that exists in society. And so from there, I'll make sure that it's a center aligned as usual. So center, center, boom, we got that. Then we're going to save this. We're going to save and we're going to export. And going to Save As export. So call this action. So now we'll add this to the mix as well. So in memory. So we have action items. We'll go through, go to Inspector. Then we're going to go to Sprite 2D UI. We're going to click apply. Go to our project settings. I'm going to add this. So add action. I don't want to just bring that up. They're going to have this at so that at five seconds, five seconds. 30. Export AR App Final Build for Android: And the final lesson that we got is building our final app. And so open up the build settings, add the air scenes in the bill. By clicking Add open scenes, were going to selecting our player settings and we're going to change our name at our app icon, at our logo and splash screens. And the preview, we're gonna make sure that our minimum API for Android is set to 26. And iOS 11, we're going to set our memory to external were M we're going to build to our device. First thing is you need to make sure that you remove the previous build from your app device first and then you can install the next one. So yeah, so now time to wrap this experience up all together. Now we have our app icons, we have are our tags, we have our promo stuff. We have our mission statement, we have our UI, we have the model, we have everything that we need now to put this whole experience together. And so what we'll do is we will build this out. So we go to Build Settings. And one thing that I did forget is that when we have an open senior, when we have a scene, you want to make sure that you add open s2 it. So I'll just go ahead add scene. I can't believe I forgot that this whole time. And then we will go and select Build. So again, this is, we will call this one now our g, f. And we'll just stick to the same naming convention, which is 003. So we'll click Save. Again. This allows us to essentially have a a packaged M. And I will put that on my phone by first removing the out. So I will remove that. Remove the air app with code. So after I uninstall it, I'll add my phone, connect my phone. I will copy that out. Paste it onto my phone's memory card. And it's right there. Perfect. I will remove it. Add my phone and you'll notice that it says Rest in power. And there's the icon that we may. We'll go ahead and install. Okay. I'll do install. Go to open. And it gives us the enumerator will vary. And we'll click OK. And then we have our experience. So I'll go ahead. So it looks small now. But we can make it as big as possible as you can see. And we can rotate it. If you want to make a screenshot, you can. We could add screenshot functionality into it. They'll say if I want to move it over and I want to rotate it and scale it. You could do photo ops. You can add this to your activism. You have an opportunity to really sort of ground they experienced that you're trying to have with this. In our final challenge is to personalize the finished product. So give it a unique name, give it custom logos and custom app icons. Give it a splash screen. Try to add multiple slash screens. Post your app's screens and your icons to the project section. I wanna see your magnificent masterpiece and share it with the world. We finally have an app that we can be proud of. It's branded. We have some code, might not have some code. It's all yours. And so time for you to let your work pay off for you. 31. Wrapup and Next Steps: So now to wrap up this course, we'll learn a lot of stuff about what augmented reality is, how it can be created. We also learned a lot about how to create an app using Unity, how to use it for our activism, and to make statements. The power it has to actually make a statement and go beyond just physically being in specific locations. We actually use this to figure out how to create the actual overall app experience. And that experience transcends not only tech and art, but really everything that encapsulates a y. We use technology. And more importantly, we built it out. When we built it out using technology that is booming in the industry. And so now you can expand on it. You could add your own elements to it if you like. You can create different things that are resonating with you personally or what the movements you're trying to start. And it provides you opportunities and a base work for getting on the App Store. And so if you have an Android device or an Apple device, you can get these onto the App Store and you could have other people collaborating, connect with those things. And so again, my name is Stephen Christian. Thank you for checking out everything that I have going on. You are more likely to want to learn more stuff about augmented reality. Be sure to follow me on Instagram and Twitter at stuck on an island. Follow my youtube channel, which is stuck on an island as well. Or you can follow a lot of the different projects that I have, like black superheroes matter due to life or PDX, black rose or utopia. Really my focus is to empower the next generation of creators to not avoid tech, but use tech to enhance the creativity and really create those utilization points that really reached further than what their actual work would have done. And also just getting more black people into the tech space. Because I feel like this landscape, there's a lot of room for growth and there's a lot opportunities. And I really don't want to see the black community left behind when it comes to a lot of these conversations. And just allow these job opportunities and careers. Because we'd been relegated to sort of the back seat for a lot of things. And I think there's opportunities for us to be at the forefront of it as well. You know what, the rest of everybody, I think equity is just a very powerful thing. And so if you're looking for next steps, check out some of my other courses. Follow my podcast, Stuckey if in augmented reality, and follow the YouTube channel. And I do a lot of live streaming going. I do a lot of stuff and connect with people. If you want to support my work, he could go to build tilapia.com or you can go to black superheroes matter.com and buy the books. They're all handmade by me. And other than that, you can support me on Patreon, Patreon.com slash utopia for patriotic utopia.com. Those are two ways to find it and you can support my work from there. And so without further ado, you know, continue to create, continue to inspire. Thank you for following my work and I hope to see you on the next series of tutorials that I have.