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unity-arkit-tutorial-installing-the-sdk
ACCESS the FULL COURSE here: https://academy.zenva.com/product/augmented-reality-mini-degree/?zva_src=youtube-ar-md
TRANSCRIPT
Okay, so, the first thing we want to do is go to the Unity Hub here and what we're gonna do is create a brand new Unity project in order to create our ARKit app, so I'm gonna click on the New button up here. Make sure you do have the 3D template selected and we're gonna enter in a project name. We'll just go IntroToARKit here. You can save it to wherever you want and then, what we're gonna do is click Create to create our project. All right, so here we are inside of Unity. We have the basic scene set up. Now what we're gonna do is go Window, then Packages Manager. And what we're doing here in the Packages Manager is going to just be installing some of the packages we need in order to use ARKit, so what we're gonna do is wait for the packages to load up and find AR Foundation right here. We can click to See all versions and what we want to do is get the 3.0 version, so I'm gonna click on Advanced, then Show preview packages. And this just shows some of the preview packages. Depending on when you're watching this, 3.0 might be out as a main release, but right now, it is in preview, so we're just gonna go Show preview packages, click on the 3.0 preview right here, and install that. Now, the reason why we're also getting AR Foundation is because Unity originally had the ARKit SDK as a separate thing, but as they've introduced AR Foundation, which is a sort of higher level view of AR for working with both the Android and the iOS versions, it's combined that into one here in AR Foundation. And the ARKit SDK has been added to this as well, so we need to install AR Foundation right here. It shouldn't take too long to install the assets that we need. And now that that's done, we also need to download the platform-specific plugin as well, so what we want to do is, underneath AR Foundation, let's look for the ARKit XR Plugin, down here. And again, we want to get the 3.0 version of this or really, whatever the most recent version is for you. It might be 4.0, 3.5. We just wanna get the most recent version of this, so we can have many of the new features that ARKit supports in our project. So, I'm gonna click on the 3.0 preview version here and then, click Install. Now, you do need to make sure that this version is the same as the AR Foundation version, so for me, I'm gonna make sure that they're both the 3.0 version, as they do need to communicate between each other. And ARKit also requires you to install the AR Foundation package as well, as that is dependent on that package. Okay, so now that's done, we can close out of the Package Manager right here and actually begin to create our scene. Now, by default, we have the main camera and
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https://www.youtube.com/watch?v=ZFllqf4BhIo
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1 year ago
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video/mp4
how-to-create-a-title-scene-with-phaser
ACCESS the FULL COURSE here: https://academy.zenva.com/product/html5-game-phaser-mini-degree/?zva_src=youtube-html5md
TRANSCRIPT
Hello, everyone. In this lesson, we are going to create the first scene in our game, a title scene. As I mentioned in the previous lesson, scenes are the screens in our game. For example, in this course, we are going to have a battle screen, a memory screen, title screen, and world maps. Each one of these will be represented by a scene. In addition, the title screen is the first one the player will see in the game, and it is also the most simple one to implement. That's why we'll start by implementing the title screen. So here I am. With the code from the previous lesson, and the first thing I'm going to do is creating a new directory called "scenes." So here, inside the source, we're going to create a new folder called "scenes," and all scenes code that we use in our game will be in the scenes directory. This way, we can organize our code. Then, inside this folder, I'm going to create a TitleScene.js file. In order to create a scene, we need to create a class that extends Phaser.Scene. So here, create a new class called "TitleScene," which extends Phaser.Scene This is the Phaser.Scene class we need to extend, and it is the same we have created here. So, let's start by creating the constructor. In the constructor, we need to call the constructor from Phaser.Scene we call it Super, and it expects this parameter, the key, with the name of the scene. So we are going to extend the key like TitleScene to tell Phaser that this scene, here, is called TitleScene And then, after creating the class, we need to export it so that it can be created in the main.js file. So export the full TitleScene.
Now we are going to add two methods in our title scene: preload and create. The preload method is called by Phaser when the scene has just started, and before any sprite has been created. So it is the correct place to load the assets for our game. The only asset we are going to use here is the background image, so let's add it. Let's create a preload method, and inside of it, let's call this.load.image(). this.load will access the loader object from Phaser, and the image method will load an image from our assets folder. So, we need to send, add those two parameters here. The first one is the key we are going to use to create a sprite of this image later. In our case it will be background_image and the second one is the path of this asset. Here, I have added in the assets folder an image folder with all the images you are going to use in this course. You can download all these images from the course source code and then you can copy and paste the image folder to the assets. And here inside images and battle you will see a background.png i
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https://www.youtube.com/watch?v=KZpbt2jccjE
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Created
1 year ago
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video/mp4