You have a great jet engine model, so it's time to see more of it. In this video, explore the imported model and learn how to set up more parts for interaction.
- [Instructor] Now that we can select a model in AR through Unity, Select the jet engine and because this is a pre-fab, This'll take you into pre-fab editing mode, all changes here will automatically be applied. Now what we want to do is empty the contents of our imported model into this pre-fab. We do that by clicking on the model, right click, and then select unpack pre-fab completely. We do this so it allows us to edit it. So our pre-fab is completely editable, let's zoom in and make some changes. Second of all, I'm going to get rid this inner shell. Now we can see we have a lot of components, let's go and grab this fan rim, move it on out. Next go grab the turbo fan, move it on out. Next, let's go and grab these rib support structures And now let's go and delete this covering and this covering. This gives us a good schematic view of the jet engine. As you can see, there are a lot of polygons going on here. Since this is only a demonstration, let's get rid of some of these polygons to make it more performant. We're going to delete these polygons and these. Before we delete them, let's take a look at the poly count. To do that let's click on the high pressure blade's mesh that is hooked up to the mesh folder, click on the mesh in the project view and you can see that this particular mesh is almost 50,000 vertices. Let's go back to that object again and get rid of it. Perfect! Now we should be a lot more performant to run on a mobile device. Now that we have our model expanded so we can be able to talk to them. Click on the fan rim, add component, mesh collider to the back for the turbine shaft, add component, mesh collider, do the same for the turbo fan, and for the core parts. We're going to do something different here with these LP blades. This is a high poly model as a collider. So we're going to go add a box collider. To do this we're going to go to add component, type in collider. As you can see, there are plenty of collider types to choose from. And we're going to choose a box collider. Unity automatically calculates it's bounds for you and places the box collider. Now that we have all of our colliders in place, let's exit the pre-fab view back to the main scene view.
- The value of mobile AR in AEC
- Setting up AR in Unity
- Configuring Unity to build for iOS
- Running your AR app on Android devices
- Working with Unity AR Remote
- Setting up your UI for an application log screen
- Aligning your assets to your AR world
- Creating the dialog UI
- Importing CAD data