AR Lab Session 1.
Version Control
The first step was getting our version control system in place. Which was not the most glamorous experience, but it was essential for keeping our code organized. We opted to use Unity’s built-in version control, which was a big hassle to setup, but it should help us to easily manage assets and scripts.
Image Tracking
The most essential component of our AR project is image tracking, which would allow the app to recognize specific images in the book and display corresponding 3D models, animations, and maybe play sounds. This feature makes it easier for kids to interact with the content in a meaningful way. Since we are all new to Unity, before starting the lab sessions, we decided that everyone on the team should explore Unity independently. This way, we could all come together later and spread the knowledge evenly. After some trial and error, we managed to successfully get our project built on both Android and iOS, with working image tracking.
Playing around with user inputs.
We also explored integrating joystick controls. This could allow the user to move the 3D models around, making the interaction more dynamic and engaging. We are exploring this idea since we think that it’s an intuitive way for children to interact with the AR content, especially for those who may struggle with more complex inputs. While the first results weren’t perfect, we’re optimistic that, with some fine-tuning, the end product would be really cool.
Next Steps
Our next steps will be to find a children's book that is appropriate for our current abilities—one that is neither too easy nor too difficult, find or make 3D models, and explore the potential for integrating audio to further enrich the experience.
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