项目作者: Equinox-Vision

项目描述 :
Equinox XR Asset Bundle template Unity project - Create your own Augmented Reality objects and animation and publish them in the Equinox XR platform! See https://equinox.vision
高级语言: C#
项目地址: git://github.com/Equinox-Vision/EquinoxContentTemplate.git
创建时间: 2021-04-24T13:46:51Z
项目社区:https://github.com/Equinox-Vision/EquinoxContentTemplate

开源协议:

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Equinox XR Asset Bundle development template

Unity version: 2021.1.4f1

This repository contains a Unity project which is set up to build assets for the Equinox XR Augmented Reality platform. Its purpose is to facilitate building of Asset Bundle files for Android and iOS platforms. Hence, the Unity installation where it is used must contain support for building Android and iOS projects.

This is a very much beta software. There be dragons.

Tutorial: Creating a new asset for the Equinox XR platform

Fork this repository in GitHub, then clone it. Open it in Unity.

First check that assets are being built correctly, by using the Assets -> Build All Asset Bundles menu command.

Next, locate the EquinoxPrefabsRoot directory in the file system pane. There are two template files here:

  • EqPoiSpinningCube prefab
  • PoiTypeSpinningCube asset

Note the EqPoi and PoiType prefixes in their names. They are important.

Copy the two files (by holding down Ctrl and dragging the files) and name them accordingly for your asset. We’ll use a SpinningBall name here, so the two copied files will be named:

  • EqPoiSpinningBall
  • PoiTypeSpinningBall

Select the PoiTypeSpinningBall asset and edit its properties. We’ll change them like this:

  • Poi Type Name: Spinning Ball
  • Assigned prefab: you’ll need to drag and drop the EqPoiSpinningBall prefab here
  • Poi Type: leave at 10001
  • Poi Subtype: 2

The type and subtype fields uniquely identify an asset within the Equinox XR platform.

Open the EqPoiSpinningBall prefab, and replace the Cube 3D mesh within it with a sphere. Adjust the material to be the same as the one used for the cube, and set the sphere’s transform’s Y coordinate to 0.5. For the sphere object, change its Tag to PoiPrefab. Save everything.

Now build the asset bundle with Assets -> Build All Asset Bundles.

The asset bundles will appear in the Builds/Assets folder under the repo checkout’s root directory. Send them to Equinox Developers to be included in the platform.

Animator triggers

(very much beta / under development)

Any animators set on any game objects can and will be triggered with the following triggers, when circumstances are right:

  • Touch - when the user touches the prefab root collider
  • Correct - when the user participates in a quiz or a game which has correct / incorrect semantics
  • Wrong - when the user participates in a quiz or a game which has correct / incorrect semantics

These animator triggers gan do whatever animations are appropriate, including just hiding and showing (disabling / enabling) prefabs.

There is an example with an animator, some prefabs and animations in the EquinoxPrefabSupport/Effects folder. To use it, drop the CorrectEffect and WrongEffect prefabs (which you will need to heavily edit to include resources you need there) into the EqPoi prefab, and set its animator to the CorrectWrongController. When the object is used in a game context, it will behave as desiged.

Some additional notes and information

  • The MessageCanvas and PhotoCanvas prefabs in the asset are mandatory, and with their specific hierarchy structure, though you can style them as you wish.
  • Adjust the collider on the EqPoi prefab as you like. It will determine which part of the object reacts to clicks (user’s finger taps). In the future, a more complex interaction model will be available.
  • Objects created in this way can participate in all Equinox XR interactions, such as audio attachments, animated GIFs and dialog trees.

Contact us

Contact us at info@equinox.vision .