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
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.
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
prefabPoiTypeSpinningCube
assetNote 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 BallAssigned prefab
: you’ll need to drag and drop the EqPoiSpinningBall
prefab herePoi Type
: leave at 10001Poi Subtype
: 2The 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.
(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 colliderCorrect
- when the user participates in a quiz or a game which has correct / incorrect semanticsWrong
- when the user participates in a quiz or a game which has correct / incorrect semanticsThese 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.
MessageCanvas
and PhotoCanvas
prefabs in the asset are mandatory, and with their specific hierarchy structure, though you can style them as you wish.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.Contact us at info@equinox.vision .