AR project process for architectural design 02
Updated: Jul 12, 2020
1. Bringing 2D material floor plan into the Unity AR space.
After creating png files of the material plans, they were brought into the Unity space as "sprite images/UI", which would make it possible to use them as objects and make the background transparent.
However, one of very first problem I have during the process happened here: In AR space, the overlay of the two sprite images are sometimes of when being perceived from a certain angle.
2. Creating UI buttons that triggers animation.
It took me a bit to understand and figure out how the Unity UI works and the difference between the camera view and the game view. After figuring that out, I started sketching and laying out a wireframe of how I want the interface interaction to be.
Then I started trying out how to actually use a button and the code behind triggering animations.
Eventually I made the icons for the UI in illustrator and then in photoshop and eventually brought into the unity space.
3.Importing complex 3D models.
After figuring out how to import and animate 2D sprite images, it was time to try with complex 3D model that i need for this project. I have problem importing the 3D models since it kept loosing surface meshes when it is imported into Unity. Then I tried using cinema 4D to connect the meshes, and exporting in 3ds, fbx and all sorts of file format until eventually turned out only the obj format would not loose any meshes.
4.UI flow, manage the buttons and animations.
The biggest problem I have right now is managing the buttons and animations. I am not sure how to use buttons in a way that when the second button is pressed, the animation that were triggered by other buttons would automatically disappear. The way I am fixing this problem right now is by faking it in the way they the animation itself includes the object disappearing after a certain of time, but it would be great to actually figure out and solve this problem.