Create An Awesome Augmented Reality App | Diego Herrera | Skillshare

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Create An Awesome Augmented Reality App

teacher avatar Diego Herrera, Unity & Augmented Reality Developer

Watch this class and thousands more

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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

7 Lessons (1h 22m)
    • 1. Introduction

    • 2. Software Download, Getting Unity, Vuforia & Creating Your Accounts

    • 3. We Configure Unity & Vuforia To Work On Out Prototype Application

    • 4. Setting Up the AR Stage & Configuring The Characters Inside Unity

    • 5. Animating The Characters 7 Adding Audio

    • 6. Exporting To Android For Testing

    • 7. IOS Build

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About This Class

If you are interested in learning the basics on creating an augmented reality experience using Vuforia then this is for you.  This course has been created for absolute beginners who are looking to create their first AR mini app and are looking to learn a fun new skill or possibly prototype marketing ideas in a creative manner.

The course begins by introducing you to both the Unity 3D website and vuforia's augmented reality software development kit.  After installation I guide you through the basic configuration and we import the assets I provide to complete your first AR experience.

Assets Included : 

2 Character models
Dancing Animations
An audio track
The image target file and the unity package
A couple of bonus wallpapers I created

Who is the most suitable student for this course?

This is a crash course introduction on how vuforia works and how to use their image target asset to create your first app.  As this is a bitesize course it doesn't cover all aspects in vuforia's array of assets but it does give you a solid foundation from which you can build upon to create mini augmented reality experiences for marketing prototypes, 3d model spawning and covers the basic use of extended tracking.  

By the end of this introductory course you will be able to : 

Have the confidence to expand on the base knowledge taught in the course
Know how to import additional models, music, animations etc
Configure Unity 2018 and Vuforia 7 to generate Augmented reality experiences using an image target
Export the mini prototype app to an Android or IOS device for testing

Is this course for you and why should you take it with me?

I'm proud to say I'm currently one of the highest rated augmented reality instructors, I have over 16000 students in 152 countries.  In comparison to many other courses.  This course is aimed at absolute beginners who want to learn the basics in just a few hours.  The ideal candidate is a developer looking for high quality guided instruction who prefers a hands on approach rather than textbooks.  Maybe you've seen a few YouTube videos but were left confused.  You could possibly be looking for a creative way to market a proposal to a client and need a 3D AR mockup fast.  If this sounds like you, feel confident that you'll be able to get the base skills from this mini course after just a few hours.

Anything else?

Indeed, If you run into any problems I'm here to help both on Udemy and my student only facebook group, I have also recently created an additional forum for students to get in touch and showcase their work on my new website buildandrun (.tv). 

So what are you waiting for, get the course now and I'll see you on the inside :)

Who is the target audience?

  • Beginners looking to create their first AR experience
  • Marketers looking for an impressive method to show a product model in AR
  • Developers looking to expand into AR & need the basics
  • People short on time who need a quick course to learn the basics

Meet Your Teacher

Teacher Profile Image

Diego Herrera

Unity & Augmented Reality Developer


Hello, I'm Diego. I owned a digital agency for 16 years in the UK before recently relocating to Spain and having a change in direction.  My experience covers an array of programming languages and I have a passion for new technology in the digital field.  I started developing in 2002 and have personally worked in numerous fields including web, app development, multilingual software and 3D.  I have also released patent pending technology for software created for the UK National Health Service (NHS), specifically the national ambulance service.  Throughout my time I've trained internal and external staff assisting various companies with their own required software training.

I now spen... See full profile

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1. Introduction: Hi there. My name is Diego on Dime, a Web applications developer with over 16 years experience in the field. Now what I wanted to do this time was put together a bite size course for students who only have a couple of hours on really want to learn the basics of the foundation of how to create fantastic augmented reality experience. So let's jump in and have a quick look at what you're about to learn. The course begins when we have a quick look at the Unity three D website. I talked you through the different licenses available on we download the software. After this, we jump across to the Euphoria website, where I instruct you on how to upload your very own image target. Get a license key on. Download the database ready for unity. One set ups complete. It's time to jump into the main section of the course. I'll teach you how to import three D models on position them relative in scale toe riel. World image targets after giving you guided instruction on how to bring your characters to life with animation or what's left to do is exporter prototype application toe our android or IOS device. So if you're looking to de mystify the way that augmented reality works under in a little bit about the absolute basics of euphoria, this course is exactly for you. Thanks for considering this course, and hopefully I'll see you on the inside. 2. Software Download, Getting Unity, Vuforia & Creating Your Accounts: Okay, everybody, welcome to my new many course on of euphoria and unity. Now we're going to be using the Euphoria Image Recognition software to create our augmented reality experience on we're going to be using the latest version of unity, which is 2000 and 18 were currently in July. Now there is a new update released in a power August time, maybe September time, where they're going to make a couple of changes to the lout. But I've had a look at a preview, and it doesn't look too different. So hopefully, if you guys are starting the course in September onwards, then you will get to lost anyway. OK, so right, let's get to it. Let's have a quick look at the two websites for the software that we actually require. Now the first thing that we need is unity and for the people that don't know what this is. Unity three D is not a gaming engine that you can create fantastic two D and three D games on applications. Now it doesn't just cover desktop. It covers mobile gaming. It covers PC and Mark as well as android IOS and even things like Samson TV and iTunes TV. So it's a very, very dynamic and extremely popular piece of software. And the greatest thing about it is that you can get it for free. Now all you have to do is go up onto the top right hand corner up here. Look on. Do you click on where it say's yet? Unity on What this will do is presenters with three licensing options. Now they got a personal a plus on a pro edition. Now all you guys need is the free personal addition on. You don't need to upgrade to the other two unless your app or gain or your company actually currently turns over more than 100,000 U. S. Dollars. Now, I've got one of thes licenses over here on. The only real difference from your perspective is that my software will have a different color scheme. It will actually be kind of a dark grey, almost black look to it. Whereas yours will be a lighter grey field. Okay, so if you've already got unity and you want to follow along down at the bottom, you can click download the latest version down here. Look. So if you've currently got 2017 or something like that, then you can come down to the bottom and download the latest version there. Now, for everybody else, all we have to do is click this button that says, try personal. And this will take us through to the download page to get a hold of this fantastic through the gaming software. Now, obviously, they've got terms and conditions, and it basically just says unless you make over 100 grand, then your okay to use this. Now, I'm currently using my mark. So the browser has automatically detected that I'm on Mark here. Yours may say Windows or even Linux X or whatever else you're using now we have to do is click this big button right there and that will download the installer package. It's a very small file on all it basically does is open up. Andi gives us the ability to download at the software and choose what required packages we actually want based on the type of development that we're going to be doing now. I'm familiar that everybody kind of already knows how to install software. I'll just agree to this for a second, But the reason I want to include this in the video is just about three clicks in. It will give us an option off the packages that we want to install. Here we go look so up at the top. This is unity. This is the actual software that we need on visual studio is the idea. Eight. That's the development area that another additional piece of software where we write our cold to actually make the magic happen inside our games. Now, if you've already got visual studio installed or you've already got mono develop installed and you want to continue using that which is an alternative version to visual studio, then by all means don't bother Ticketless, but I'm going to ticket now. I'd recommend the documentation on the standard assets were going to be using those on. Why not get the example Project? Because they've just released a fantastic new version off a three D attitude gain, showing off really the rial capabilities of particle systems, magic and how you can use triggers, toe open doors and things inside games. So I'd recommend having a look at the example project. Now the rest are basically down to your own personal preference. If you want to be building for android devices and you're going to need this SDK package here on, if you want to build for Apple, then you will need the IOS built up or Andi the ill to see PP back end on that will help unity be able to export the cold to be later on Used in X code, which is down here. That's Apple software for building APS. Andi, Then you're ready to go Basically. Now, the one thing that we definitely need for this particular course is of euphoria augmented reality support. So make sure this box is ticked because that's the back end brains to how we're going to be creating these augmented reality experiences or mixed reality, depending on the terminology of how you understand what it actually is. Now, once you've selected what you want, then just click Continue. It's probably gonna ask me from a password on a little box. But Pope, as usual just to throw me off for a second There we go on. I'm not going to go through the full process because I've already got the software installed but agreed to the rest of the terms punching a password. If you're asked and choose the destination folder on, then just click. Continue. Now, when I click this button, it will automatically start downloading the software so I'll cancel it. What? Obviously, if you guys need this, just continue on and run the installer. So there we go. Look, it's downloading now that will go in the background. Download on, then install everything on. When it's finished, you'll be open running on, ready to play. So just gonna come back out of this and cancel the installer. I was like I said, I've already got it on now. While that's running in the background, what I want to do is have a look up into the top right hand corner. Now where we have this little person icon. This is where you will be able to create a unity I d. If you don't already have one. Now it's a free account on what this will do is it will open up an online members area to the website off. Unity on internally in the software will be able to connect to our account on. Then it will open up the doors to things like having adverts inside our applications on also things like the asset store, which is many website within the Unity website, which is rum packs full of three D models and assets that the community have put together. Some of them are free on some of them you've got to pay for, but for now, don't worry about it. Okay? So if you need to create an account, now is the time to do it on for everyone else will vom. So just create your account. Pause a video if you need to Onda everybody else. Here we go. So that's it for unity for now. Now the second thing that we're going to need is of euphoria. Now of euphoria is augmented reality image recognition software on this is a new version of their website in the middle of 2018. Now, or what they've really done, is it broken down their services into the different target audiences? And we're going to be focusing on the view for a engine which is actually the brains to the other two anyway. But if you're curious, I'll give you a quick insight to what these two are now. If euphoria chalk his brand new at the moment we're in the middle of July on PTC, the company behind view Fauria have just released of euphoria Chalk. Now what this does is it will allow two people either in the same office or on the other side of the world, to network their tablets or their devices together. On sharing experience, you could see even almost like a multiplayer game, how it works Now imagine a person is in New York looking through a tablet on their, pointing the camera at a machine that they need tech support on. They can connect with the technician who will open up his computer always stays tablet over there on his tablet will network across to the guy in New York's tablet so he can see what he's seeing through his camera. That means that the guy in New York and ask questions on the tech support guy in London can actually touch the screen and draw, which is what it's called chalk on the screen one point certain areas out as he's explaining and given the support. This will then be multiplayer kind of connected through to the guy in New York's Tablet, and he'll be able to see what the technician is drawing on the screens. A really cool new tool view four year studio, however, is more for three D model artists. It's actually a piece of software for three D modeling on If you can imagine a car or a motorcycle as a three D model in front of you like a toy motorcycle on the table, then what you can do with before your studio is import the three D model and make it a little bit more interactive, so you could highlight the seat on the car on the the car or the bike. You could highlight the wheels on. Then you could add annotations on comments on different statistics and things inside the actual studio on. Then, when this is exported out to a device, it will then run, as I think, did inside the software. But this is more on a higher end manufacturing on enterprise level. So although you do have a free trial, it's not free now. Like I said, the engine is really what powers thes two anyway, on up until recently, If I just click, learn more. This is what the view four year website looked like until mid summer in 2018 and they just kind of added this additional layer over the top of it. Now, what I want to focus on is the developer portal. If I click on the Dev portal for a second in the right hand side, on the right hand side, even you can even log in or look out. I'm already logged in, but yours will probably say log in or register on. What we're going to do is we're going to create an account on the View Fauria Developer website. And that's because when we open up unity and start using view for you, it will ask for a license key. So the software knows whether to include a watermark on, not on a few of the bits and bobs. So pause a video if you don't already have an account and just quickly register, jump across to your email and verify it and then come back on imports of video and continue with the rest of us. Okay, so everybody else log in or if you're already looked in, just simply come across then and click on the develop tub. Now what we need to do is we need to get a hold off a license. Now they've got different pricing options, but for our particular case, we're in an experimental development area. Onda. We just want the free license key. If you wanted to make a high end commercial application, they do have different pricing options, which I'll let you explore on. If you're ever unsure on whether you can use a free license for your up or whether you should be getting a license, you can always drop support and email in the very responsive. Okay, so what we're going to need is a license key then. So let's click. Get development key here on What I want you to do is give your up license and name. So I'm just going to use tutorials. That's what they says and you can see. Look, that there's no charge for this licence on. Agree to the terms and click confirm. Okay, so that has created the tutorial license. And if I now click on this, it will give me access to the license key that the software will need for the plug in inside unity. So I'm just going to copy this on just paste it to a text file as we're going to need that later on. I just minimize up for a second. Now, as I mentioned of euphoria is image recognition software now effectively. What it does is it will turn your camera or webcam or a are glasses or whatever you're using into a scanner off the real world, Really, so you will be able to see the camera, as she would normally would on a mobile device. However, the software will be running on. It will be scanning the view off the camera on looking for a specific target. Now, if that target is found, for example, it could be a magazine cover, or it could be an image of some stones. Then it will use that target on based on the orientation off the device. With the accelerometer inside, it will superimpose our three D objects or video or whatever we end up creating inside unity onto that surface. You'll then be able to move around the target. If you were to tilt the device or move around the back of the image, then the software will constantly scan and it will change the orientation off the model to give you a mixed reality experience so that you feel like you're actually looking at a real thing. So what we need to do is we need to create a target that we can then use inside unity. So click on the target Manager, Aunt, He I mean, these are previous databases that I've got. What? I want you guys to do it. Just click here and add a database on this is so that we can then download the software into unity, which will include the image target that we're looking for. Now, just I'm just going to comment tutorial on. We're going to be using a device as we're not storing the images on the cloud or using a view mark, which is the equivalent of kind of a QR code. Okay, so create the database. Andi, here's the database that I've got down here. Look, tutorial. Now we're going to be downloading this into the software to be used, but first we need to add a target. I've already got one added, but I'll show you how to do it. Click add targets on then attached to the video. You may have seen that I've included a goodie pack for the students. So on the project, download the files on, then extract the folder on. Then you'll be able to browse through on. I want you to find this image inside the student pack. Find the Stones image. I'll just give you a quick preview. Here we go. Look. So this is a very good image to use for augmented reality. And the reason is it's a very high contrast and highly detailed image. Now, when the software will process this image, it will look for identifiable Marcus, such as dark areas, the edges of stones of different colors, and things like that on it will use those as Mark appoints. That means, if we then printed this out onto une four piece of paper placed on the desk in front of us , then it will be ableto orientate, the three D model according to our position and how the camera can actually see the orientation off the paper. So let's imagine that I had a character stood up on this now with this red area here in this lighter rock, I could face that the character looking towards us this way if I were to rotate the image than the software would automatically regenerate the object on. Give us the impression that the model was turning on the paper as we did it as the or that mark appoints would suddenly come into view on. That's kind of how the image recognition software works. Now what I want you to do is just double click on this on that will load in the Stones image now inside unity for the people that don't know. We use a three D grid system, and what I'm going to do is use each grid unit each square that we will see in the software as one centimeter on. Because I'm going to be printing this off on a four, which is approximately 30 centimeters. It's 29.7 something. Then I'm going to say that the target size off our image target for this stone's image is 30. That means that inside unity, I can make the image target 30 squares across on. I will know them that when I place a three D object on top, I can scale the size of the image according to what I know in my head as an A four piece of paper. Okay, so that said, Just click at Don't. Okay. And now, look, you have the stones image on the software has processed in giving it a five star rating. What does that actually mean? Well, if you click on the stones image, it will show as a preview in a little bit of information on the right. But down at the bottom, if I click show features, you can see Look, these yellow plus symbols are hundreds off little identifiable markers. That means that if we rotate the image on this stone suddenly comes over here on the camera , it will rotate the model according to the image marker locations. And that's kind of how the software works. So that's all we need to do for now. Other than download this now so that we can use it for later. Ron. So what I want you to do is click on stones here, click download database on select unity, and then just simply download. There we go. It will compile the data base. Include a scale version off the image on. We're ready to go into unity. So here it is. Look dropped into here. Now just in case you guys had any problems verifying your account with the e mails. And you're worried about waiting before you can proceed in the course? Don't worry. I've also included a copy of this inside the project files that comment this course. So have a quick look through and you'll see a copy in there. Okay. Now, for now, that's all what we need to do from euphoria and unity. So the software may have even downloaded. Now I don't If it's finished installing it depends what packages you guys chose on your Internet connection. We've created an account with euphoria, created a database and uploaded our first target. We're ready to go, guys. Okay, I'll see you in the next video where we give unity a quick first run, Onda, we start creating our first augmented reality experience. Okay, Brilliant. I'll see you in the next video. 3. We Configure Unity & Vuforia To Work On Out Prototype Application: Okay, then. So, guys, here we are. This is the first run off the unity software. Now all I've done prior to this is I've got into my applications folder and I dragged out the unity app and doctor at the bottom here. Then I just simply click Dick to run the software. If you're on Windows and it's probably going to be in the start butternut programs, applications and then program. Sorry. And there will be. So in order for unity to be able to open our profile and then interact with the assets store, we need to now log in using the account information that you did previously. Okay, so here we go. I'll just look in I click. Sign in. Now, Don't worry if your email didn't come through, there is a work off line, but you can click temporarily. Okay, So mine looks slightly different as it showing the recent projects that I've been working on you guys will probably be on the learned tab here and have some kind of demos tutorials . But either way, whichever tab you're on the button that we want to click on is new over there, so just click new Andi here. This is how we create a new project. So I'll just call mine first run. Where we go, Uh, on we're going to be using a three D environment on the only other thing that I want to give us a little bit of advice really is to consider where you're saving your files. This is some software sink that is cloud based software up here. That's a sink on. It's free for up to about five gigabytes off use. So I opened an account with Sink, and I save on my projects in there. That way, if if the hard drive of a dinosaur, anything which has happened to me before, I can connect to my sink account on download or projects there. Okay, so what, you're happy with the set up? Just click create project on. Here we go now, very mind I'm on the pro license or my software will look darker than yours. But that's only the only real cosmetic difference for this original first run. Unity also includes a an initial sample seen here, which will just leave for now. Eso Here are the services available as I've looked in on Dhere is the inspector, which will provide us all the information about the different game. Objects appear here now mind will look slightly different as I've been pulling these panels around. So if you just give me a second are just click in the top corner on reset it to the default . There we go. OK, so now it should look apart from the color. Pretty much identical to yours. Okay, quick overview. Then this is called the hierarchy It and it contains all the different game objects that appear on the screen on the screen here. The scene. This screen here is the actual area factor. Storm I right, mouse butter. Look, this is a three D environment and all the game objects which are added to the hierarchy. It will appear here. So if I click on the camera or the directional, I accidentally if I could come a camera. Look, here is the camera and it gives us a preview of what the game will actually look like. On Dhere is the directional light on these two game objects are the default for every single scene that's open now in the center is a scene. This is actual work area where we can we excise things and move them around and actually see the magic. On the right hand side is the inspector, and that gives us information about every selected object. So if I click on the camera, you can see Look, I've got a bunch of information that's appeared here. Now every single game of jet cars transform on that is the X Y and Zed coordinates physically in this three d world, and you can see that you can address the position, rotation and scale and things across the bottom. This is our project panel on this Wall Shores. All the files are included in a app or game or one of your building on the other tab. Here is the console, which will show us any error. Messages are in a debugging that we want to do as we're moving along. The last two times. I'm just going to briefly touch on this is see, But this is the game view. This is how it will actually look when it's built out. There's nothing there at the moment. On the last one is the Asset Store, which, as mentioned, is a link to a mini website on the unity website, which provides us the ability to kind of search for any assets and import them directly into this project. Now I don't want to go into overkill off how unity works. This is after all of euphoria course more than unity cause. But if I just transition for a second, here we go. This is the unity free course that I created for this exact reason a while ago. Now many of my courses cover installation on the basics off how unity actually works. So I created a free course for the people that need to learn the absolute basics of unity in general, that they can take that cost for free on. Then they won't feel to lost really on my other courses. So anyway, like I said, this one is more off a view. Four year course. So it's job back. Here we go and we're back to the scene. Okay, so here is the main camera on board. At the moment, it's a normal camera is not on augmented reality camera. Now, in early 2000 and 18 December 2000 17 of euphoria was finally integrated directly with unity. Now, if I come up to game objects or put the top. This is how we add three D and two D game objects to the actual scene. For example, I'll give you a quick demo if I want to add a cube. There we go. It will appear in the hierarchy on Dhere. It is on the actual scene. I could grab these and moving around on as I do that you can see in the transform on the inspector. I'm changing the position off X Y or Zed like so on. You can also pulleys her moving around up here as well. Now that's how you add a game, objects. I'll just delete out for a second the game object that we're going to be adding this time is now in euphoria, which I'm so pleased that they actually did this and integrated it. It used to be that you had to download a full package and imported separately. But now all we have to do is click a our camera, and this is basically due to the just imported. There we go is basically due to the exponential growth of a are on VR over the past couple of years. Unity kind of know that the market is going in this direction and now is probably the best time to really start getting involved in augmented reality on for a large computer light unity to actually consider importing this other base products when they have so many of the partners really does demonstrate how good of euphoria is on that bite doing this course you're going in the right direction. Okay, so now that we have two cameras, but we don't need to. So all we need is this a R camera and you can see that slightly different has a script attached as a component here on the inspector for the view for your behavior script. Where is on a normal camera? It doesn't have that. And it on what that will do is instead off making the camera will look like this for a start on this main camera. What it will actually do is turn the webcam on and give us a real world video preview using the camera so I can now delete this initial camera on. The other thing that I want to do is make sure that this is now known as the main camera. So if you select it, I've come across to the inspector where it says tag, I just want you to click the drop down and make this the mean cameras. So the software knows that this is the main camera moving back over there that we go so we can see it now. Okay, Now, if you remember, we top it. The license key. Andi that is pasted into the euphoria configuration. But we've got a little message. It's saying that view for it is not enabled, which means I can't paste in the configuration. Now. What that actually means is that Unity doesn't know if we're wanting tohave. This is a three D seen or an augmented reality. Three D c. A what? Exactly. So what I want you to do is come up to file on, go into what's called the build settings. Here we go on Dhere is the original build settings. Now, while we're here, we might as well switch platforms. It's always easier to do when we haven't imported a load of assets or written a lot of code that will need converting. Now, in my particular case, I'm going to be working on Android. We are with Android. Andi, I'm going to switch the platform here at the bottom. There we go. So I'll pause the video for a second, while it just simply compiles and switches across. Okay, so that's done is now switched across the android. And you can see I've got a little unity icon to demonstrate this. Now. The way that we're going to activate view for you, then, is by coming into what's known as a player settings here, and I will change the side bar to the right. There we go. Look. So now we have to give it a company name out. Just call it my company. For now. If I just pull this bar out a little bit, you can see a few options If I hade a graphic imported is an icon. That's where I drop it. But what I want to draw your attention to is you come right down at the bottom. Just click on X. Are settings here on that is how you in the boat of euphoria. There we go. So that means now that if I click on the a R camera now, I can have access to the configuration. So if we click on the camera configuration, we can now paste our license keying on. Hopefully just paste this in. Here we go. Hopefully when I press the play button, the camera should turn on their we G o andan. Fortunately for you guys, are you going to see is me? So let's give it a quick run and see what happens. Okay, so we'll just press play and run the app. And there you go. Look, the webcam is on and working. So what's now happening is that euphoria scamming on looking for whatever data sets it has installed, which at the moment is nothing. So let's at that next now in the project files that you downloaded. If I just open up my my finder for a second on my desktop, here's a student pack. Look, now we've got these folders here animations, audio and characters. We need to click on these and drank them in. So let's drag those in here just dropped them onto the project panel down at the bottom. So the final thing that we need to import then if we go to the camera, is if I right click here I can import custom package on the final thing in the student park , which is here is this tutorial unity package. Remember that we downloaded, which has a database files and the information needed for the unity software on the actual stone's image. So if I just open this, that will bring up the import unity package manager and you can see Look, that the Stones images there and there's a data file so that unity will be able to let of euphoria know exactly what to look for. So now if I click on the A r camera and we go into the configuration on the right, there's a section here for databases. Look on our tutorial database that we created early, which contains the information about this stone image, is actually there. That means that now the camera, when I press play, will scan the screen and specifically look for that graphic on. If I held the image up, it would try to generate whatever we want. A zone augmented reality experience. Okay, call. So we now have of euphoria set up on we have unity set up this one more thing that I just want a took charge Like us. A couple of previous students have asked about this, and it refers to really toward the end off development when you try to export an app to mobile device. The reason I want to cover it now is because it's part of the actual set up. Now, if you go to the unity tap here and preferences on Windows, it will be under Eddie Preferences that will bring up the preferences top. Okay, now this is I mean, this is where you can change colors and forms and things like that, but also where the skin has changed. If you've got the professional version compared to the personal like so here we go. So by switching across now, that's how yours probably looks. I'm just used to the professional skin, so I'm going to switch it back for a second. There we go. Now, the area I want to draw your attention to is external tools. Now here, Down at the bottom, we have S d k J B k m a N D. K. Now, these are the additional files required for different more bales. It's not to do with what we imported when we actually install the software that so that unity can convert your app toe work on an android platform. But it needs the android sdk and the Java files here to actually complete the push off the APP across to the device. Now, if you don't have thes here, just go to download on, follow the link and download the software as a little bit of a heads up. The sdk here will take you through to the Android Studio website on Google. Now you have to download and run. It wants before the SDK folder is actually created on your system. The second thing is the Java. Add J. D. K. I tried using the latest versions off 0.9 and things like that, but it didn't work. It clashed. So my particular version is using the 0.80 version. Just there's a little bit of heads up if you get any problems. Okay, So, like I said, we don't need to worry about this until right at the end. But it's part off the initial set up, so that's why I wanted to touch on it now. So you may or may not need to download these libraries. That's basically the point. Okay, look, unity is set up. We have an A R camera or convicted of euphoria is configured If you want, you can download The latest version will work exactly the same as the one I'm currently writing on. We've imported all the assets. We are ready to go, guys. So I'll see you in the next video where we start putting together the a are seen. 4. Setting Up the AR Stage & Configuring The Characters Inside Unity: Okay, then, guys, here we go again. So the next thing that we need to do is get our models looking correct. Now, what I'm gonna do is jump back to the scene for a second. Here we are. Look, so I can zoom in and out using the middle mouse button on the track. Part two fingers I can right click on I can look around on the left button is to select on different items. Okay, so that said, we now have an understanding of how this kind of area looks on. If you remember, I said it was like a grid layout on each square in for my purposes. At the moment, I'm going to represent the one centimeter. So what I want to do is create kind of a platform that we can then stand these two characters on which will be the the image off the stones that's printed out on the table in front of me. I'm going to use 30 grid units as a base reference for the sizing. So what I want you to do is come across the game object, go down to view for it, and what we're going to use is something called an image target. So there we go, lots of different types. But for now, for this introduction, this is all going to be using So here ago there's an image target and you can see Look, that because I have included the Stones image here is a pre defined target. It's using the database off my tutorial on because that only has one image target. It has preloaded in the image off the stones. So if it could come a camera Look, I just move this out a little bit, you can see the size difference. And if I come right down to the so that we can see the grid at the same time, look that this image target is, in fact, approximately 30 square units across, which gives me a nice foundation for how big this will be in the real world, according to my a four piece of paper. So why don't we drag a character onto this now on? I can give you kind of a visual representation off what we'd expect to see in the real world. So if I select on image target so that selected, we can come down to the Characters folder and open up and have a look at the two characters that I've included now one of them's A. J. It's a funky little kid. Well, guy, even on the other one is Claire Now they look gray at the moment, but we're about to fix that. They're just missing the textures. So while one of the characters have selected, what you need to do is need to come up here and click extract textures. What is going to dump it in the same folder? It's fine. Okay, just extracting the materials. There we go. I've got a little pop up message. Now that's just saying that the normals are out. This basically means that the surface of the model on some areas is facing inwards rather than outwards towards the camera. So I'm just going to click fix now, and hopefully it should close any holes or gaps that the model could have on. Then we're just going to click extract materials. There we go. Same folders. Fine. And that will populate our materials. Okay, so then just let's just re mount this again and we dio Oh, okay, a little problem. Rather than cutting this out. I'll actually fix this for you guys. Okay, so we've got a pink model here now. What? That basically means is that the materials off somehow? Not working correctly. But if we drag the character out on, then delete her again. Everything should be fine. There we go. Look, he just needed a little bit of a note to update itself. Okay? They still the same for a J. Let's click on a story and extract his materials. Who always texture. Sorry on There we go. That we've got the same issue is just click fixed now. Armed. Problem solved. If I we don't actually have to extract the materials on a J. He seems to be working fine, as is. Okay, so your next question is probably going to be How do we get these characters actually into the scene? Well, the image target is what the camera will be looking for. So what we need to do is we need to drag these characters out and drop them on top of the image target. I'm just gonna do the same for Claire. Just for now. There we go. Drop hair on as well. Now you can see that there are a little bit huge pretty. That looks really odd. Actually, it looks like he's wearing her clothing, but fair enough. OK, so they're a little bit huge. So what we're going to do is we're just going to click on the one at a time on we're just going to scale them down. And I just want you to put in 10.2 on each off Thes X y and Zed and that will scale the characters down to a reasonable size. Let's just do the same for class point to point to. I'm just using Tab to move across here, guys, just in case you were wondering. And now look now we've got a couple of characters now. I want Claire to be on the right, so she's going over here on. We'll click on a J, move him to the left. Out. What these two characters are going to do is actually face each other and dance. So what I'm going to do is you can see the Y axis here, look, that goes from top to bottom on the character straight through the center. So if you imagine a Paul here on, we were to twist it would turn a J facing towards So in the why on the rotation, I'm going to rotate aging 90 degrees to the right. There we go, look, and he's facing her. Now. If we click on Claire for a second and we rotate a minus 90 she'll be facing a J. That's a quick look at these two guys Now. Here we go. Look, here's a J. I think he's quite a cool model. He's quite low polygon, which basically means that the amount of triangles used to actually create the character has been limited. Therefore, it won't use up too much power interruption memory on the on the software. So it's great. It's great for augmented reality on over here. Look, we have the We have Claire, the other model. Weather from key tattoos. Thes two guys. They look pretty, uh, pretty good, that good in a fire. A little experiment here. I might actually make them a little bit told. Let's have a quick look. Let's make you 0.4 in heights was a bit too big. Let's go for 0.3. There we go. So no 0.3. No 0.3 There we go. I do the same for class. That's just no Jew up to north 0.3 way Go Now they've suddenly had a bit of a growth spurt . Okay, so remember them guys, this is based on 30 centimeters. So when I hold up the image off the stones, which I'm actually prudent about now we'll be able to hold this up in front of the camera and provided that the camera is running on the lack senses in the image. Target has the pre defined target loaded in When I press play, the camera was scum for the image on. When it sees this image, it will superimpose these two characters on a top based on the orientation that it can actually see the graphic. So if this were on a table flat on, we were using our device at this time, the two characters would actually be stood up When I hold up this piece off a four paper that actually be facing towards the camera from the top of their heads. Okay, called? You wanna give it a quick run, then? Now, if you don't have a printer toe hand, you can easily just email across the image of the stones to your mobile device. I'm provided that the lighting in the room is okay. You shouldn't have any problems creating the same experience just simply by using an image on a mobile phone. Okay, so moments of truth Gary's let me press play. Just make this a little bit bigger. If you could come a game, you can click maximize on play. Now when I press play, you're going to see me a little bit hot and flustered. I'll give you that as I'm in Barcelona and he's piling even though it's very late at night tonight, it's it's absolutely okay. Ready, guys? So here we go when the camera is now scanning away. When I hold up this image, which is just drifting in there, look, it would it should detect the image on superimpose our augmented reality characters. So let's have a look. There we go, guys, look that you go that they look. I can't actually see the camera Azzam holding the image in front, but I just bring these guys a little bit closer. You can see Look how when I turn the image target because of all these identifiable markers that the software is changing the orientation of the characters according to the position that I'm actually holding the image on. That's basically if this were flat on a table like I said, it would be the equivalent off me moving the actual mobile device around. I'm looking over a moving around like that. So fantastic. Let's let's bring these guys toe life a little bit now, unless at some some music on a cool animation. 5. Animating The Characters 7 Adding Audio: Okay, then. So if I just switch back to the scene again, right? What we're going to do is well, first of all, going toe work a little bit on a J. OK, now that this is one explain how this works. Now when I click on the character, you can see on the right hand side that sometimes they haven't enemy to attach. Sometimes they don't. But what it actually needs is something called an animator controller on what that does is managed state off the current character. Meaning, Is it supposed to be animated? Is it just supposed to be in what's called the T Pol's like now, or is it supposed to be doing something different now? What you need to do is we need to create an animated control and drag it into the slot. So if you jump into animations for a second, we've got a bunch here that we're going to use. What I want to do is right Click on Click Create Animator, which is just about he makes a controller that we go. Alex will be a JSE. That's what I call this animator controller. OK, so if I click on a J Now, that's what this is actually needing. And all we have to do is drag that cross into this slot. Now what that will do then, is it will open up the animate If I double click. There we go. Look, he opens on the top here. If you can't see that, just goto window animator on. You'll see the tab on This is Unity's tab area. Okay, now, if I touch on the touchpad with two fingers are using middle mouse button, I can scroll in an ounce on what you can see Here is the entry states. Now, at the moment, it doesn't have any default animations. So what we need to do is jump inside of thes mini packages here on find the animation clip . Now, if you click the small arrow to the right of even the hip wave are hip hop one. Here, you can see that this is the Avatar. This is actual three D model information. This is some additional information about the bottom half of the model on this. Here, right here is the actual clip. So what we need to do is click and drag this onto here, and it will go orange. There we go. Meaning that this is the default state. Now, this arrow here seem symbolizes that once we have entered into the play mold, it will transition straight through to this B boy. A pop move now in the inspector while the animations actually selected. We've got a bunch of options here, and we can control the speed so we can double that up if you went to minus one, like so, that will actually reverse the animation, which is a handy little trick. If you want to, for example, create an animation to open a door on. Then rather than creating another animation to close the door, you could just simply duplicate the clip on, then reverse the animation or, for example, a character. You may have an animation where the character is sitting down. You could just send duplicate the clip on Reverse it. I make the character get up using the exact same animation. So that's a handy little thing there. No, don't worry about the transition jet. All this parameter stuff at the moment. We're not We're not doing that just yet. Now, if you double click on the move, then we go Actually, inside. Now what I want you to do is make sure that on the on the rigs are not the model. It's actually on a humanoid, like so rather than being generic, let's apply that on the and go back to the animation on scroll down. Make sure that loop time is ticked on and loop pose distinct. That means that the animation will play over and over again rather than running to the animation. Like if I just press play here, you can see the little funky dance moves here. If this weren't Lupin, it would get to the end and then stop. So take both of these are and come down to the bottom and click apply. So if they aren't take just give them a quick tick. Okay, I'll just stop this for a second right now. How would we then transition from the animation to another one? Well, here we've got a second hip hop move. So if I drive this one in, place it over here. You can see that this one is grey, meaning it's not the default state, but is another animation. Now, the way we confirm this animation to that one is my simply right clicking. I'm making a transition when we get this little pointed arrow marker that we have to just simply snap like so to an animation. Now, let's just double click on this one. Make sure this one's also loopy. It's not in my case. There we go. So just apply that on up to the top on the rig. Amel, make sure you're humanoid. Ask. Well, there we go. So now if we go inside this animation it can use a humanoid is a demo on. We can see this little funky piece of pop dancing their way we go. Okay, Course. So that is what I'm expecting a J to do unexpected him to come in, jump into this hip hop move when that's finished, transition across to the next one and he'll stay there on because this one doesn't transition anywhere else. But it is set to the hell just continuously do this little bit of funky dance moving. Okay, right. Let's zoom house likely. Here we go and come back to the game old. I'm going to make sure that maximize and play isn't on, because what I want to do is drag the enemy to tab down to the bottom. There we go. Now, if I could just maneuver this around like that, we'll be able to see in the top half you'll see the camera on me holding up the image target on Hopefully A J will be dancing away on. What I want to show you down here is that there'll be a percentage bar on as the animation place through this thing. About 15 seconds. You'll see this percentage bar increase when it gets to the end. It will transition through to this one on. Then this one will look over and over again. So let's have a quick look a j dancing away. One more thing. One more thing. I want to do one more thing 1st 1 second. Now if we go to the scene again, click on the image target. Now, before I go into the the play mode again, I want to enable something called extended tracking. Now, at the moment, the camera will look for this image bought If this image disappears, for example, you turned around with the with the mobile, then the augmented reality experience would end Now, however, of euphoria has a cool little extra while the image target is selected. Come across to the inspector on Under Advanced hit This Little Arrow, and that will expand a spot on section on. One of the options is extended truck, you know, into give that a tick. Now what that means is, when the augmented reality experience starts, it will see the image target and spawned the characters. However, if the target is lost, the characters and the experience will remain so you could turn away on. Then look back on the image time. It won't even need to be there anymore. Once it's initialized of euphoria augmented reality experience, the characters will remain in the scene on. It will use accelerometer on the device to make sure that when you turn a 43 60 for example , they come back into view based on where they were originally spawned, which really handed when you're actually playing this in in in the real world on a device. Now, as soon as I press play, this first animation will play, so I don't know how long this one actually is. I know this one's a longer animation, but we may miss this one. I may have to do a little bit of a switch around. Okay, so let's just double check everything now. We have a J selected. We've got the transitions ready now. Onley Controller, he on the animator. We need to make sure that the animation knows which avatar which actual model to move. So let's just click the dot here Onda click on hip hop of it are there we go. Right then. So here we go. Let's press play and we should have a j dancing away. Here we go, guys on there is Look, there he is. He's bopping away to that. We go Look, now if I move the image target away really quickly theory because the extended tracking is on, characters should remain. There we go. OK, cool. So that's the difference in having extended tracking turned on on. Not now. If we were to move away and come back, these characters would remain in the same place on because the image target has lost. I can actually interact a little bit on the tracking. I will use my hand or whatever else it can. There we go look to actually interact with these little a J dancing on my hand. Now, look. So we've got these little guys dancing around in mid at basically. But if I bring the image time bark, There we go. Look, it's recognized. Don't reset the experience. Okay, Cool. Right now, this first animation was actually too fast. So what I'm going to do is I'm going to swap the defaults around. If I right click here, I can make this one the default state on. Then I can click on the arrow in between on using command on backspace or delete on the windows. I could then delete that transition. I make the transition go the other way. So now he'll do the big dance on, then will switch into the hip hop move. Now this one is a little bit quick. Yeah, it's only a couple of seconds. So why it's looping? It will be okay. Bought if we wanted to see this over and over again. Could do is while it selected, just command and d on duplicate that a couple of times like that will go. I want more on. Then what we can do is we can transition through all of the's right clicking again on it will run that two second clip over and over again and then ultimately go back to the default one. So now we've created a loop. What will happen is it will come in from the interest a do this big, long animation run through the two second hip hop, wiggle four times and go back to the big animation toe. Let's see that in action. Let's have a quick look. Hold up the paper again we go. Let's get a J and shock. Um, Now he switches one to look at the animator down at the bottom. Look through it goes through it, girls. And finally back to the first animation. Okay, cool. Winning guys were winning. Now what I want to do is I'm just going to delete this once more. It looks like I'm going around in circles, guys, but I'm really showing you what you think at a time. Let me come into the animations on drag the anime to back up to the top. Because what I want to do is the full cycle, actually. So here we go. I'm going to come through the big animation through the mini animation. A few times. And if I just zoom into the right hand side, we should have some more room right now. What I want to do now is thief flare. So I want to start with flair down that we dio that's flat down. I can rename this how we go on then I want to do the flare, which is a spin on the ground. There we go. Tlhis have a flat on. Then finally, let's make him stand back up with the flare up. There we go. Okay, That's a flare up on. All we have to do is just right. Click. I'm transition through this on. We will have the full set of animations I wanted to demo for you guys. Okay, so any goes doesn't benefit dance. Few sidesteps on, then flare, which is basically a really cool break dancing moves. Now let's go into these. I make sure that they're rigged up for a humanoid. There we go. Double click on the flare animation. Go to the rig, make sure it's on humanoid. There we go on then Finally the flat up Once it has a thing for a second there we g o rig on humanoid on. Apply. There we go. Right. I'll leave the animated down at the bottom. Okay, then. So here we go. Is the image target. Send him around a little bit. There we go. So here's a J dancing away. You can see the enemy to look down at the bottom now that the animation is working how we wanted to try and turn them around his face in the camera a bit more. There we go on now is into the sidestepped routine. Through he goes on, There's the flare, a spin on a little bit of jelly legs. But Opie gets on off. He goes again. Fantastic. So we've got a nice little transition now. Okay, cool, right? Let's do the same now for Claire. Now we can be a little bit sneaky here on if we just click on a J on then command on D or Copy and Paste. Basically, we can copy a J and call this one Claire. Then if we click on Clive's character, we just need to drag her animation in. There we go on. Now. When I click on the animator, you can see down at the bottom. Look, we've got Claire's controller Andi, it's in, Harry said everything that we previously did now, because we're using ages animated down here on these animations are actually set up for this model. What I'm going to do is on Claire while she selected, I'm actually going to swap the avatar that the animator will control. It won't swap the model. It will just walk the rig of the actual figure, which means that the animations will work on her actual structure. So if I click on the little dot again, I'm going to use the same of it. Are the hip hop avatar There we go. And now the animations attached to her actual character will be able to move her body in the same way as a jays. Now, if you've done an animation yourself, you probably wouldn't have to do that. But these air from mix Imo and sometimes when you create a set of animations with an avatar like a J, for example, then instead off creating the same set, using the different avatar on downloading that you can actually share the assets. It's just that I have to kind of trick the system into thinking that she is actually a J anyway, Enough said, Let's let's go back into play mode on Let's see these two guys dancing in perfect synchronization with each other. Okay, then, here we go. Here comes the image target Are there The characters look dancing in perfect synchronization. Fantastic, guys. Now we go Look so the only thing left to do now then, guys is add some funky music to actually bring this toe life a little bit before we can build this out to our device. Okay, cool. So let's do that. Now. Let's do that now, right? How do we add some audio to a scene then? Well, in the folder of the assets, I've included an audio track and I feel free to swap picks out if you want to. I've included a link to the credits so you can have a look at the same resource and try and find alternative tracks if you want on. If you want to swap the animations out as you probably saw that these are from mix Imo. There we go. So mixing more dot com feel free to go there. This is actually a website provided by a job or adobe Pretty When you from on. It's a free website on all you have to do it. She was a character on Choose from the animations, and he can download your own animations and do the exact same. So if you want to do some funky thriller dancing or some Gangnam style or whatever, those guys have got animations for everything. Andi. It's done with more cap, which is motion capture software, so they're absolutely fantastic. Gets a music, get some animations on by Swap it out. But for now, I just want to show you how to get the audio track that I've got, which is called Cold Funk, actually playing now What I want you to do is go into cold funk on. I want you to force it to be mono because that works better on a mobile and then just click apply. There we go. So that will actually sound a little bit louder on a on a mobile device now, as well as a bit of a side effect, right? So how do we get it working then? If you right click in the hierarchy on create an empty game object, what we're going to do, just rename this to be audio. I'm going to add a component here that is actually an audio source we kill on. This has a bunch of options. Play on awake means basically, as soon as I press start or play up here, it will actually play whatever track out draggin. Andi will turn looping on. You connection with volume of things if you want, I'm gonna turn my down a little bit because I'm connected to a bigger sound system. So I don't want to. Definitely. Guys, right. Well, you got to do is click on the audio, found on, Drop it into their and that's it. Now we should have audio. So let's give it a run. Press play. We should see the audio kicking at the same time as the camera on. Then the character should start dancing the way that we go. Guys, Nobody, nobody but oh, nice. So hopefully you've enjoyed your first A Our experiment. Now on, we've got some funky characters dancing away. You've learned about image trucking. You've learned about audio animation loads and loads of little things in your mini money. First skill set or just kill the audio. Bring the camera back up again for quick. Yeah, so there's so many different things that you guys have actually already learned. We've imported models. We've animated models. We've learned about setting up unity for euphoria toe work with an augmented reality experience. We've created an account data basis on lets about where the license gears, how to upload an image target and how the actual software can detect using image marker points so that when we're turning the image target, the experience will automatically maneuver and rotate the characters or whatever models were using using the accelerometer off the mobile device. So how about we now build this to our device onder and see actually working in front of us ? Okay, great. Let's do that. I'll see you in the next video, guys. 6. Exporting To Android For Testing: Okay, then, guy. So in order to get this onto our android device, you've got a couple of options that you can do now, obviously from the software, we're going to go into the build settings here on. We're eventually going to build on, run the building, run the project. But this will only work like so if your android device is actually set to be in developer mold on debugging is turned on. So what I'm going to do is I'm going to include a link in the project folder to this page, and this is from the Google developer Android website and explains how to turn debug mo debugging mode on the developer options on on an android device. Now, once you've got this set up on your mobile device is set up to work on Dean bookie mode or we have to do is plug in the device via USB cable on. Then we're ready to go. So pause a video now and change your android device into debugging old on. Come back to me now, Don't worry. If you've got an iPhone, I'll show you how to do that. Next. Andi. Well, I'll go through how you import into X code on behalf. A little bit of a look at that. But for now we're just doing Android. So pause a video popular in to develop mode and I'll see you in a second, guys. Okay, so hopefully that's done. Now all we have to do is make sure that this is actually set up in the software ready to export it. Now, the name of this particular scene is the sample seen. So you need to make sure that that is included in the build. You can cook out open scenes, which is the sample scene, just to make sure that it's there. You need to obviously be on Android and switch a platform. If you're not on, then I want you to go into the player settings here. So when we go to the player settings on Egypt to give the project a company name on a product name now, if you want, you can important icon. If you don't, it will just simply use the unity logo, This one here as the app icon, which will appear on the dashboard of the device. Now this particular little mini view for your app doesn't really matter if it's on portrayed or landscape or whatever you want. But what I'm going to do is I'm going to limit it to be either portray normal mode or I'm going to make it landscape left. So that means that when the device is known, you can hold it to the left, or you can hold it portrait more, but it won't be flipping around upside down, which could interfere a little bit with the with the a R experience. Now all we need to do then is come down to other settings on on the package name. You need to change where it sees company to be whatever you've called your company or put your initials if you like Andi are call this demo A are on. That is how it will appear on my dashboard now of euphoria requires marshmallow, which is android six as a minimum. So take that on. The only other thing is to turn off android TV compatibility on. We're ready to go, guys, So plug your device in on then all you have to do is hit the build and run button. Now, if you don't want to put your device into D booking mode or you've got an issue somewhere along the line in doing that, then by all means, you can click build. Here we go on. This will open up the actual folder where I've saved my project on I'm just going to call this android Build on that will create the A P K file, which is what on droid actually reads as an app. Then you can simply email this to your mobile phone from the project folder Or you could, if you're looking off using the normal finder or my documents on the device actually appears in the list as an external hard drive. Then you could just simply drag and drop into it. Okay, well, I'll leave it here for now. While this is exporting on, then as soon as this. Actually, if you've clicks building run on this is connected directly to your device, then make sure the phones unlocked and as soon as it gets to the end, it will automatically launch into the A R experience. So the only thing that I want you to do after that is have a little bit of a play with it used the image target. Andi, take a couple of screenshots and post them in the comments section for this video cause I love to see what guys what you guys have come up with. Especially when people get a little bit creative with the characters and the audio on the dance moves. OK, fantastic. That's it for this video. I'll see you in the next one where we look at IOS. 7. IOS Build: Okay, then welcome by Welcome to the IOS section where we now convert this on export two x code. So the good news is everything set up exactly how we need it. There's nothing more that needs to be done apart from. I want you to take IOS Onda switch platform and this does take a while sometimes, So please bear with it now, while this is actually compiling and converting everything across to an IOS build, what I want to do is talk me through the process afterwards. Now we need to export this for either an iPod or an iPhone, depending what what model you have. So there's a couple of settings that we need to change in the player settings on. The other thing that we need is now unity can export to IOS. However, Apple still holds the reins on exactly how an app is put onto a device on to do that, they require you to still use X code. Now, to the people that don't know X cold is the equivalent of Unity Book for IOS. Here we go. I'm just got my app store open at the moment. It's about four. Gig in day in size. Well, it's increased after the 5.3, but the good news is it's free, so it takes a while to download. But once it's doing, it's done. So just type in X gold in the search on Downloaded. Unfortunately, if you've got Windows due to Mac control in this area, although you can develop inside Unity 44 Iowa's on export it to an ex called Project X Code is mark only software, so you can't actually install this software on a Windows PC. However, I've got to alternative for you guys. If you really want to put something on IOS device and you don't have a mark, then I've got this little website open here called Mark In Cloud, where you can effectively rent an online mark system on you. Just pay by the hour. Basically, it's a dollar an hour toe. Hopefully, for a couple of dollars, you'll have your up exported and put onto a device. You'll be able to used their version of X cold on this little system here on the Mac in Cloud on complete the project for an IOS device. The other thing is that you could use Eclipse Here we go now. Eclipse is on an idea into the development platform, and it's free to download. It's a Java based piece of software on day one. It will do is it will export it and enable you to put it onto an IOS device. But if you want to do more complicated things later, wrong with UPS, then X cord is the only really wait to do it. Because IOS controls things like something got Coco so more specific and more advanced applications in the future, you'll simply not be able to use Eclipse for it because I a West control everything. So you'd still have to do the smacking cloud or by a mark, probably cheaper to use marking climate. Okay, now enough chattering away, it's still switching platform. I did say it takes a while, so I'm going to pause the video now until it is done. No, he's done fantastic. Okay, so it's now don't. What I want to do then is going to the player settings. You can leave everything set up as it waas initially, except we've got to redo the bundle, identify air, so I'm just going to put my initials in their on. I'll just call it demo A are now we go. This is the first builds on its a first version. So that's fine. I'm not going to automatically sign. This is an option where Aiken sign the sign the package inside X cold so that it knows who I am with my developer license. Andi, make sure on the configuration we are using the ill to see pp. And if you remember right at the beginning I told you about the preferences on the external tools on That's what the any case for here it's for the ill to see PP. So if you don't have this, you need to download and install this. Otherwise you can't actually export toe IOS. Now I wise also has additional privacy settings in something called the P list for privacy . Basically. Okay, So what we need to do is give it a description on for the camera usage, and I'll just say it's used for the a r experience. Okay, so when the APP actually launches, it will say to the user this device or this APP wants to use your camera device on This is how, and it will give the description. What we right here on that should get around any problems Now I'm just gonna make this work for iPhone. And actually, there we go now to more things. View. Four year only works on the device. Sdk. You can't running on a simulator, so it has to be the device. STK Andi View Fauria also has something called euphoria fusion built into it with unity. Now, if we export to 8.0 or above, or then of euphoria will actually run completely fine. But if you want to use more advanced tracking a more accurate truck in which is available from a our kit in IOS 11 then you have to change this to B IOS 11 on. Then what before you will do automatically, is that we use and include the code for a our kit instead of just falling back on the normal technology for previous devices that do not have the a nine chip inside. Okay, so I think that's pretty much it. I'm gonna leave miners IOS eight for now because that's all I really need on that's everything. Set up score to the exile settings and make sure view for it is ticked. Andi, That's it, guys. So this time what we're going to do is we're going to click building run, and it will export now for IOS. So let's create another folder for IOS build. Then we go on Click Save who on we have many era one second our sorry, The newest version off euphoria that literally just updated. It requires a minimum off IOS nine. So let me just change that back to be IOS nine. There we go on. That's as off July in 2000 and 18 years back to build settings on build on Run Now hopefully everything should be fine. There we go. So it will now export all our projects And it will change the code from C sharp to be objects if C, which is war Xcor requires Now, once this is actually exported, it will automatically open up in X cold. So what you need to do is plucking your IOS device. Go on. I'll just open up my ex cold while this is exporting in the background. Yes, it's all the additional components want. No. Here we go. Okay. Great. It's exported. Andi. He is x code of just double click on open up X code. Now all you guys have to do now. My device isn't actually plugged in, but if you plug in your iPhone or tablet using a USB cable, it should appear up of the top. If it doesn't then just disconnected again. Close X cold, plug it back in and open up X code again and it will detect it. No problem, then provided everything set up greatly on. Do you consign the product by clicking on the unity iPhone top. Put the top on punching in your signing. Release information. If you don't have a profile, then what you need to do is you need to go to the Apple's Developer website and sign up for an account there on. Then you'll be able to download the credentials and drop it in. Once that's done, all you have to do is once again hit building. Run Andi away you go on. It will export from X cold and push it straight to your device. So have fun. Guys. Aunt, have a little bit of a play if you run into any problems along the way, obviously can just get in touch with me through the Q and A section. It's probably even faster to just jump into Google, especially if it's a IOS issue. As as if you're gonna hit any problems, it's going to be with ex coat. Okay, So brilliant. Guys, I hope you've really enjoyed this. This many introduction to of euphoria on your first A are experience. So have fun. Take a couple of screenshots on, post them onto onto the forum. Let me just disable this again and let's have a quick show that we go. Okay, guys, so fantastic. We've successfully completed the first run A our experience. I hope you've really enjoyed doing it. I love playing with a are, especially when we bring in some funky characters and out a little bit of music and stuff, bring things to life a little bit. I hope I've kind of inspired you and giving you enough confidence. Now, too. Play with alternative models. A good source would be to have a look at the website called cg trader dot com, and you can play with cars and all different things. Don't worry about don't forget to jump into the asset store on. You can download a load off free models from there as well. I hope you've enjoyed everything that you've seen. Okay, Thanks a lot for taking the course. One small. Andi, I'll see you soon, guys.