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Portal Painter

Develop:

After setting up and getting ARCore, you will want to do the following:

  • Make your worlds. Each world should be its own GameObject, and should have a child called Center located at whatever point you’d like the portal-camera to be. Whenever you spawn a portal, the UIManager will look for this Center object and place its camera there. (See the default DemoWorld object for an example.)

  • Add them to the UIManager GameObject. They will be accessed in the WorldTracker script. You may add a custom skybox for a particular world there as well (make sure their indexes match).

  • Build and run. Point your camera at your environment and wait until you see faint particles rise up from it. You can then use your finger to draw.

More granular instructions here.

Debug commands:

  • 2-finger tap to start painting with the next world (won’t change old portals)
  • 3-finger tap to remove all portals on-screen

Acknowledgements:

Built by Jane Friedhoff with friends on the Creative Lab team at Google. Sample model created by Alex Jacobo-Blonder. Check out more at AR Experiments or read more about ARCore.

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