In a previous tutorial, we were able to place the Mona Lisa on vertical surfaces such as walls, books, and monitors using ARKit 1.5. By combining the power of Scene Kit and Sprite Kit (Apple's 2D graphics engine), we can play a video on a flat surface in ARKit.
In a previous tutorial, we were able to measure vertical surfaces such as walls, books, and monitors using ARKit 1.5. With the advent of vertical plane anchors, we can now also attach objects onto these vertical walls.
In a previous tutorial, we were able to measure horizontal surfaces such as the ground, tables, etc., all using ARKit. With ARKit 1.5, we're now able to measure vertical surfaces like walls!
Have you ever seen pictures or videos of balloons being let go into the sky and randomly floating away in all directions? It's something you often see in classic posters or movies. Well, guess what? Now you'll be able to do that without having to buy hundreds of balloons, all you'll need is ARKit!
In our last ARKit tutorial, we learned how to measure the sizes of horizontal planes. It was a helpful entryway into the arena of determining spatial relationships with real world spaces versus virtual objects and experiences.
Have you noticed the many utility ARKit apps on the App Store that allow you to measure the sizes of horizontal planes in the world? Guess what? After this tutorial, you'll be able to do this yourself!
Have you been noticing SpaceX and its launches lately? Ever imagined how it would feel to launch your own rocket into the sky? Well, imagine no longer!
Ever notice how some augmented reality apps can pin specific 3D objects on the ground? Many AR games and apps can accurately plant various 3D characters and objects on the ground in such a way that, when we look down upon them, the objects appear to be entirely pinned to the ground in the real world. If we move our smartphone around and come back to those spots, they're still there.
For its latest take on augmented reality-infused playsets, Lego is giving the young, and the simply young at heart, its twist on the viral lipsync format made popular by TikTok with Lego Vidiyo.
Hello, budding augmented reality developers! My name is Ambuj, and I'll be introducing all of you Next Reality readers to the world ARKit, as I'm developing an ARKit 101 series on using ARKit to create augmented reality apps for iPad and iPhone. My background is in software engineering, and I've been working on iOS apps for the past three years.
One of the primary factors that separates an augmented reality device from a standard heads-up display such as Google Glass is dimensional depth perception. This can be created by either RGB cameras, infrared depth cameras, or both, depending on the level of accuracy you're aiming for.
With the software installation out of the way, it's time to build the framework within which to work when building an augmented reality app for Android devices.
If you've contemplated what's possible with augmented reality on mobile devices, and your interest has been piqued enough to start building your own Android-based AR app, then this is a great place to to acquire the basic beginner skills to complete it. Once we get everything installed, we'll create a simple project that allows us to detect surfaces and place custom objects on those surfaces.
Now that ARCore is out of its developer preview, it's time to get cracking on building augmented reality apps for the supported selection of Android phones available. Since Google's ARCore 1.0 is fairly new, there's not a lot of information out there for developers yet — but we're about to alleviate that.
AR Dev 101: Create Cross-Platform AR Experiences with Unity & Azure Cloud, Part 1 (Downloading the Tools)
In this series, we are going to get you to the edge of building your own cloud-based, cross-platform augmented reality app for iPhone, Android, HoloLens, and Meta 2, among other devices. Once we get the necessary software installed, we will walk through the process of setting up an Azure account and creating blob storage.
AR Dev 101: Create Cross-Platform AR Experiences with Unity & Azure Cloud, Part 2 (Installing Project Nether & MRTK)
As we aim for a wireless world, technology's reliance on cloud computing services is becoming more apparent every day. As 5G begins rolling out later this year and network communications become even faster and more reliable, so grows our dependency on the services offered in the cloud.
Continuing our series on building a dynamic user interface for the HoloLens, this guide will show how to rotate the objects that we already created and moved and scaled in previous lessons.
Every industry has its own jargon, acronyms, initializations, and terminology that serve as shorthand to make communication more efficient among veteran members of that particular space. But while handy for insiders, those same terms can often create a learning curve for novices entering a particular field. The same holds true for the augmented reality (also known as "AR") business.
As a developer, before you can make augmented-reality robots that move around in the real world, controlled by a user's finger, you first need to learn how to harness the basics of designing AR software for a touchscreen interface.
An incorrectly scaled object in your HoloLens app can make or break your project, so it's important to get scaling in Unity down, such as working with uniform and non-uniform factors, before moving onto to other aspects of your app.
Introduced along with the iPhone X, Animoji are animated characters, mostly animals, that are rendered from the user's facial expressions using the device's TrueDepth camera system to track the user's facial movements.
Just in time for the holiday season, Lenovo has released its Mirage AR head-mounted display with the Star Wars: Jedi Challenges game and accessories. Unfortunately, while its price point is a fraction of most other AR headsets, at the moment, it does have a few issues with the setup process.
So after setting everything up, creating the system, working with focus and gaze, creating our bounding box and UI elements, unlocking the menu movement, as well as jumping through hoops refactoring a few parts of the system itself, we have finally made it to the point in our series on dynamic user interfaces for HoloLens where we get some real interaction.
So after being teased last Christmas with an email promising that the Meta 2 was shipping, nearly a year later, we finally have one of the units that we ordered. Without a moment's hesitation, I tore the package open, set the device up, and started working with it.
This is a very exciting time for mixed reality developers and fans alike. In 2017, we have seen a constant stream of new hardware and software releases hitting the virtual shelves. And while most of them have been in the form of developer kits, they bring with them hope and the potential promise of amazing things in the future.
Now that we have unlocked the menu movement — which is working very smoothly — we now have to get to work on the gaze manager, but first, we have to make a course correction.
In the previous section of this series on dynamic user interfaces for HoloLens, we learned about delegates and events. At the same time we used those delegates and events to not only attach our menu system to the users gaze, but also to enable and disable the menu based on certain conditions. Now let's take that knowledge and build on it to make our menu system a bit more comfortable.
In this chapter, we want to start seeing some real progress in our dynamic user interface. To do that, we will have our newly crafted toolset from the previous chapter appear where we are looking when we are looking at an object. To accomplish this we will be using a very useful part of the C# language: delegates and events.
Alright, calm down and take a breath! I know the object creation chapter was a lot of code. I will give you all a slight reprieve; this section should be a nice and simple, at least in comparison.
After previously learning how to make the material of an object change with the focus of an object, we will build on that knowledge by adding new objects through code. We will accomplish this by creating our bounding box, which in the end is not actually a box, as you will see.
We started with our system manager in the previous lesson in our series on building dynamic user interfaces, but to get there, aside from the actual transform, rotation, and scaling objects, we need to make objects out of code in multiple ways, establish delegates and events, and use the surface of an object to inform our toolset placement.
Now that we have installed the toolkit, set up our prefabs, and prepared Unity for export to HoloLens, we can proceed with the fun stuff involved in building a dynamic user interface. In this section, we will build the system manager.
Alright, let's dig into this and get the simple stuff out of the way. We have a journey ahead of us. A rather long journey at that. We will learn topics ranging from creating object filtering systems to help us tell when a new object has come into a scene to building and texturing objects from code.
Many developers, myself included, use Unity for 3D application development as well as making games. There are many that mistakenly believe Unity to be a game engine. And that, of course, is how it started. But we now live in a world where our applications have a new level of depth.
The reveal of Apple's new ARKit extensions for iPhones and iPads, while not much of a shock, did bring with it one big surprise. By finding a solution to surface detection without the use of additional external sensors, Apple just took a big step over many — though not all — solutions and platforms currently available for mobile AR.
The release of Unity 5.6 brought with it several great enhancements. One of those enhancements is the new Video Player component. This addition allows for adding videos to your scenes quickly and with plenty of flexibility. Whether you are looking to simply add a video to a plane, or get creative and build a world layered with videos on 3D objects, Unity 5.6 has your back.
Way back, life on the range was tough and unforgiving for a HoloLens developer. Air-tap training was cutting edge and actions to move holograms not called "TapToPlace" were exotic and greeted with skepticism. The year was 2016, and developers had to deploy to their devices to test things as simple as gauging a cube's size in real space. Minutes to hours a week were lost to staring at Visual Studio's blue progress bar.
Being part of the wild frontier is amazing. It doesn't take much to blow minds of first time mixed reality users — merely placing a canned hologram in the room is enough. However, once that childlike wonder fades, we need to add more substance to create lasting impressions.
When making a convincing mixed reality experience, audio consideration is a must. Great audio can transport the HoloLens wearer to another place or time, help navigate 3D interfaces, or blur the lines of what is real and what is a hologram. Using a location-based trigger (hotspot), we will dial up a fun example of how well spatial sound works with the HoloLens.