In this video, learn how to create the container for your in-application debug panel logic.
- [Instructor] Now that we have … our Debug Manager UI all set up, … let's start making the Debug Manager script. … Let's do that by clicking on Scripts, right-click, … Create, C# Script, we're going to call this DebugManager. … Now, double-click on DebugManager … to open it up in the code window. … We can see that Unity has added … the standard MonoBehaviour messages. … Let's go do some clean up quickly. … All right, now that we have the bare minimum … that we need to start, let's add in a couple of things. … First, let's add a reference to our text object. … We're going to do this by adding a reference … to the TextMesh Pro namespace. … Now that we have all the classes … in the TextMesh Pro namespaces available, … let's go ahead and add the variable … that will be exposed in the inspector. … Remember that public variables … are always exposed in the editor. … We're going to be making a TextMesh Pro UGUI object, … and we're going to be calling that textDebug. … Now, as before, let's go and set up some events. …
- 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
Skill Level Intermediate
Unity: AR Visualization 02 Basic Interactivitywith Roger Miller2h 39m Intermediate
Unity: AR Visualization 03 Complex Interactivitywith Roger Miller2h 34m Intermediate
2. Setting Up AR in Unity
3. Publishing Your AR Experience
4. Getting Going with Unity AR Remote
5. Populating Your AR World
6. Adding Simple Interaction
7. Bonus: Importing CAD Data
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