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Final Extended Realities

AUGUMENTED REALITY

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0% found this document useful (0 votes)
19 views37 pages

Final Extended Realities

AUGUMENTED REALITY

Uploaded by

andrea.mary
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 37

Experiment 1 : UNITY INSTALLATION AND LICENSE ACTIVATION

Date:3/07/24

Procedure :
Step1: Download the Unity Hub:

 Go to the unity app.

 Download the Unity Hub installer, which is a management tool that helps you install and manage
different versions of Unity and associated projects.

Install Unity Hub:

 Run the installer and follow the on-screen instructions to complete the installation.

Launch Unity Hub:

 Open Unity Hub after installation.

 You may need to sign in or create a Unity account if you don’t already have one.

Install a Unity Version:

 In Unity Hub, go to the “Installs” tab.

 Click “Add” to choose the version of Unity you want to install.

 Select the modules you need (e.g., platform build support like Android or iOS).

 Follow the prompts to complete the installation.

 Create a New Project:

 Go to the “Projects” tab in Unity Hub.

 Click “New” to create a new project.

 Choose a template and name your project.

1
Output:

Result:

The experiment of installing the unity and activation of license using the essential features was
implemented. Creating a new project was implemented successfully.

2
Experiment 2: Learning the Interface, Scene creation, 3D Object creation, Apply
Colliders and Rigid Body

Date: 10/07/24

PROCEDURE:
STEPS : Unity Interface Overview

1. Scene View: The main area where you can view and edit your game scene. You can navigate in
this view to position and manipulate objects.

2. Game View: Displays what the player will see in the game. This is where you test how your
game looks and behaves.

3. Hierarchy Window: Lists all the objects present in your current scene. Objects are organized in a
hierarchy, allowing you to create parent-child relationships.

4. Project Window: Shows all the assets in your project, including scripts, models, textures, and
prefabs. This is where you manage your assets.

5. Inspector Window: Displays detailed information and settings for the currently selected object.
You can modify properties like position, scale, and components.

6. Toolbar: Includes tools for navigating the Scene view, such as the Move, Rotate, and Scale tools.
It also includes buttons for playing and pausing the game.

Creating a Scene

1. Open Unity: Start Unity and open your project.

2. Create a New Scene:

o Go to File > New Scene to create a new scene.

o Save the scene with a name by going to File > Save As and choosing a location in your
Assets folder.

3. Set Up the Scene:

o Add a Directional Light by right-clicking in the Hierarchy window, selecting Light >
Directional Light.

o Add a Camera by right-clicking in the Hierarchy window, selecting Camera. Adjust its
position and angle to frame your scene.

Creating 3D Objects

1. Add a 3D Object:

3
o In the Hierarchy window, right-click and select 3D Object. You’ll see options like Cube,
Sphere, Capsule, Cylinder, etc.

o Select a shape to add it to the scene.

2. Positioning and Scaling:

o Use the Move tool (shortcut: W) to position your object in the Scene view.

o Use the Rotate tool (shortcut: E) to rotate your object.

o Use the Scale tool (shortcut: R) to adjust the size of your object.

Applying Colliders

Colliders are components that define the shape of an object for physical collisions.

1. Select Your Object: Click on the 3D object you want to add a collider to.

2. Add a Collider Component:

o In the Inspector window, click the Add Component button.

o Search for “Collider” and choose the appropriate type based on your object’s shape:

 Box Collider for cubes and rectangular objects.

 Sphere Collider for spherical objects.

 Mesh Collider for complex shapes (use carefully as it can be performance-heavy).

Applying a RigidBody A RigidBody allows an object to be affected by physics (e.g., gravity, forces).

1. Select Your Object: Click on the object you want to add a Rigidbody to.

2. Add a RigidBody Component:

o In the Inspector window, click the Add Component button.

o Search for “Rigidbody” and select it.

3. Configure Rigidbody Settings:

o Mass: Set the weight of the object.

o Drag: Controls how much the object is slowed down by air resistance.

o Angular Drag: Controls how much the object resists rotational movement.

o Use Gravity: Toggle whether gravity affects the object.

o Interpolate: Smooths out the object’s movement for better visual results.

4
Putting It All Together

1. Create a Simple Scene:

o Add a Plane (right-click in the Hierarchy, 3D Object > Plane) as a ground surface.

o Add a Cube or other 3D object and position it above the plane.

2. Add Colliders and RigidBodies:

o Ensure your cube has a Box Collider and Rigidbody.

o Play the scene by clicking the Play button in the toolbar. You should see the cube fall
onto the plane due to gravity.

3. Test and Adjust:

o Adjust the Rigidbody and Collider settings as needed to achieve the desired behavior.

OUTPUT :

RESULT :
Hence the unity experimentation along with creating new objects on the scene was created. Created a
falling effect for the object. As a result it was successfully implemented.

5
Experiment 3: Import 3D Models, Images, and Videos into Unity (Single and
Multiple Objects)
DATE:24/07/24

Procedure:
Importing 3D Models

Single 3D Model

1. Prepare Your Model:

o Ensure your 3D model is in a supported format such as .fbx, .obj, or .blend (Blender
files).

2. Import the Model:

o Drag and drop the model file directly into the Project window under the Assets folder.
Unity will automatically import it and create a prefab.

3. Configure the Model:

o Select the imported model in the Project window.

o In the Inspector window, you can adjust import settings like scale, mesh compression, and
normals.

4. Place the Model in the Scene:

o Drag the model from the Project window into the Hierarchy window or the Scene view to
add it to your scene.

Multiple 3D Models

1. Prepare Your Models:

o Ensure all model files are in supported formats.

2. Import the Models:

o Drag and drop multiple model files into the Project window. Unity will import each
model and create corresponding prefabs.

3. Configure and Place Models:

o You can adjust import settings for each model as needed.

o Drag individual models into the scene as required.

Importing Images

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Single Image

1. Prepare Your Image:

o Supported formats include .jpg, .png, .tiff, .bmp, etc.

2. Import the Image:

o Drag and drop the image file into the Project window under the Assets folder. Unity will
import it as a texture.

3. Configure the Image:

o Select the image in the Project window.

o In the Inspector window, adjust settings like texture type, wrap mode, and filter mode.

4. Use the Image:

o You can use the image as a texture on a material or sprite.

Multiple Images

1. Prepare Your Images:

o Ensure all image files are in supported formats.

2. Import the Images:

o Drag and drop multiple image files into the Project window. Unity will import each
image as a texture.

3. Configure and Use Images:

o Adjust settings for each image in the Inspector window.

o Apply images to materials, UI elements, or sprites as needed.

Importing Videos

Single Video

1. Prepare Your Video:

o Supported formats include .mp4, .mov, .avi, etc.

2. Import the Video:

o Drag and drop the video file into the Project window under the Assets folder. Unity will
import it as a video clip.

3. Configure the Video:

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o Select the video in the Project window.

o In the Inspector window, adjust settings like playback speed, audio track, and aspect ratio.

4. Play the Video:

o To play the video in your scene, you can use a VideoPlayer component.

o Create an empty GameObject in the Hierarchy and add a VideoPlayer component (right-
click on the GameObject, Video > Video Player).

o Assign the video clip to the VideoPlayer component and configure playback options.

Multiple Videos

1. Prepare Your Videos:

o Ensure all video files are in supported formats.

2. Import the Videos:

o Drag and drop multiple video files into the Project window. Unity will import each video
as a video clip.

3. Configure and Play Videos:

o Adjust settings for each video in the Inspector window.

o Use VideoPlayer components to play different videos as needed. You can create multiple
GameObjects with VideoPlayer components or script video playback based on your
requirements.

OUTPUT:
8
Result:

Hence the process of making Import 3D Models, Images, and Videos into Unity (Single and Multiple
Objects) was implemented.

9
EXPERIMENT 4: Import and Enhance Scene: Applying Materials, Textures, and
Light Effects
DATE :24/07/24

PROCEDURE:
1. Applying Materials and Textures

Importing Materials and Textures

1. Import Materials and Textures:

o Drag and drop material files (e.g., .mat for Unity materials) and texture files
(e.g., .jpg, .png) into the Project window under the Assets folder.

2. Create Materials (if needed):

o Right-click in the Project window, select Create > Material.

o Name your new material and it will appear in the Assets folder.

Applying Textures to Materials

1. Select the Material:

o In the Project window, click on the material you want to edit.

2. Assign Textures:

o In the Inspector window, find the Albedo property (or Base Map in URP/HDRP).

o Click the small circle next to the Albedo property and choose your texture from the list or
drag and drop your texture file onto this field.

3. Configure Material Properties:

o Adjust other properties such as Smoothness, Metallic, Normal Map, and Emission to fine-
tune the material’s appearance.

Applying Materials to 3D Objects

1. Select the 3D Object:

o Click on the 3D object in the Hierarchy window to which you want to apply the material.

2. Assign Material:

o Drag the material from the Project window and drop it onto the 3D object in the Scene
view or the Inspector window.

10
2. Adding Light Effects

Adding Lights

1. Add Light Sources:

o Right-click in the Hierarchy window, select Light and choose from options like
Directional Light, Point Light, Spot Light, or Area Light (if using URP/HDRP).

2. Configure Light Properties:

o Directional Light: Simulates sunlight. Adjust Rotation for the light direction, and
configure Intensity and Color.

o Point Light: Emits light in all directions from a single point. Adjust Range, Intensity, and
Color.

o Spot Light: Emits light in a cone shape. Adjust Spot Angle, Range, Intensity, and Color.

o Area Light: Used for realistic lighting in URP/HDRP. Adjust Size, Intensity, and Color.

Adding Light Effects

1. Shadows:

o Select the light source and configure shadow settings in the Inspector window:

 For Directional Light: Choose Shadows type (e.g., Hard or Soft).

 For other lights: Set Shadow Type to Soft Shadows or Hard Shadows.

2. Reflection Probes:

o Add reflection probes to capture reflections in the scene.

o Right-click in the Hierarchy window, select Light > Reflection Probe.

o Adjust settings such as Box Projection, Resolution, and Refresh Mode to fine-tune
reflections.

3. Light Effects with Post-Processing:

o Install Post-Processing Package: Go to Window > Package Manager, search for Post
Processing, and install it.

o Add Post-Processing Volume: Right-click in the Hierarchy window, select Volume >
Post-process Volume.

11
o Configure Post-Processing: Add effects like Bloom, Depth of Field, Color Grading, and
Ambient Occlusion by creating and assigning a Post-process Profile to the volume.

3. Enhancing the Scene

Skybox

1. Add a Skybox:

o Go to Window > Rendering > Lighting, and in the Scene tab, find the Environment
section.

o Set the Skybox Material to a pre-made skybox or import a custom skybox.

2. Create a Skybox Material:

o Right-click in the Project window, select Create > Material.

o In the Inspector, change the Shader to Skybox/Procedural, Skybox/Cubemap, or


Skybox/6 Sided and configure the skybox material settings.

Reflections and Global Illumination

1. Enable Global Illumination:

o Go to Window > Rendering > Lighting and check the Realtime Global Illumination and
Baked Global Illumination options.

2. Bake Lighting:

o In the Lighting window, under the Bake tab, click the Generate Lighting button to bake
lightmaps and improve performance.

OUTPUT:

12
RESULT:
Hence the procedure for implementing the Import and Enhance Scene: Applying Materials, Textures,
and Light Effects was constructed using various materials and was implemented successfully.

13
EXPERIMENT 5: Importing and Enhancing Scene by Creating 3D Animations and
Using Starter Assets

DATE :24/07/24

PROCEDURE:
1. Creating 3D Animations

Importing Animation Assets

1. Prepare Your Animation Files:

o Ensure you have animation files in compatible formats such as .fbx (with animations
embedded), .anim (Unity animation clips), or .bvh (for motion capture data).

2. Import Animation Assets:

o Drag and drop the animation files into the Project window under the Assets folder. Unity
will automatically import these files.

o For .fbx files, Unity will import both the model and its animations. .anim files can be
imported separately.

Creating and Using Animation Controllers

1. Create an Animation Controller:

o Right-click in the Project window, select Create > Animator Controller.

o Name your new Animator Controller.

2. Add Animations to the Animator Controller:

o Double-click the Animator Controller to open the Animator window.

o Drag and drop animation clips from the Project window into the Animator window to
create animation states.

o Create transitions between states to define how animations blend into one another.

3. Assign the Animator Controller to a GameObject:

o Select the GameObject (e.g., a character model) in the Hierarchy window.

o In the Inspector window, add an Animator component if it doesn’t already have one.

o Assign your Animator Controller to the Controller field in the Animator component.

Creating Animations with Animation Window


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1. Open the Animation Window:

o Go to Window > Animation > Animation to open the Animation window.

2. Create an Animation Clip:

o Select the GameObject you want to animate.

o In the Animation window, click the Create button to create a new animation clip.

o Name your animation clip and save it.

3. Record and Edit Animations:

o Click the red Record button in the Animation window to start recording your animation.

o Move, rotate, or scale your GameObject as needed. Unity will automatically create
keyframes for these changes.

o Click the Record button again to stop recording.

o Edit keyframes and animation curves as needed.

2. Using Starter Assets

Starter assets provide pre-made resources to help you get started quickly. Unity offers starter assets such
as character controllers, environment assets, and example scenes.

Importing Starter Assets

1. Open the Unity Asset Store:

o Go to Window > Asset Store or visit the Unity Asset Store in your browser.

2. Find Starter Assets:

o Search for starter assets like “Starter Assets - Third Person Character Controller” or
“Starter Assets - Environment Pack.”

o Download and import the assets into your project by clicking the Add to My Assets or
Download button, then Import.

3. Import into Your Project:

o In the Unity Editor, go to Window > Package Manager.

o Locate the imported starter assets in the list and click Import to add them to your project.

Using Starter Assets

1. Add Starter Asset Prefabs:

15
o Once imported, find the starter assets in the Project window, usually under a folder named
Starter Assets or similar.

o Drag and drop prefabs into your scene to use them.

2. Configure Starter Asset Controllers:

o For character controllers, drag the character prefab into your scene.

o Select the character and configure the components (like Animator, Rigidbody, Collider,
and scripts) as needed.

o Adjust input settings and other parameters based on your game requirements.

3. Integrate and Customize:

o Integrate starter assets into your scene and customize them to fit your project’s needs.

o Modify materials, textures, and animations to match your scene’s style and requirements.

OUTPUT:

RESULT:

Hence the idea of creating , Importing and Enhancing Scene by Creating 3D Animations and Using
Starter Assets was implemented and succssesfully verified.

EXPERIMENT 6: Mastering Lighting and Baking Process

16
DATE:31/07/
24

PROCEDURE:
1. Understanding Lighting in Unity

Types of Lights

1. Directional Light:

o Simulates sunlight or a distant light source. It affects all objects in the scene equally
regardless of their position.

o Properties: Intensity, Color, Shadow Type, Cascades, and Cookie.

2. Point Light:

o Emits light in all directions from a single point. It’s useful for simulating light bulbs or
other localized light sources.

o Properties: Intensity, Color, Range, Falloff, and Shadow Type.

3. Spot Light:

o Emits light in a cone shape, like a flashlight or a spotlight.

o Properties: Intensity, Color, Range, Spot Angle, Cookie, and Shadow Type.

4. Area Light (URP/HDRP only):

o Emits light from a rectangular or disc-shaped area. Useful for realistic indoor lighting like
fluorescent lights or large windows.

o Properties: Intensity, Color, Size, and Shadow Type.

Light Settings

1. Intensity:

o Controls the brightness of the light.

2. Color:

o Determines the color of the light. Can be set to white or colored to simulate different
lighting conditions.

3. Range:

o For Point and Spot Lights, defines how far the light reaches.
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4. Spot Angle:

o For Spot Lights, defines the angle of the light cone.

5. Shadows:

o Determines the type of shadows cast (Hard or Soft) and their quality.

2. Baking Lighting

Baking is the process of pre-computing lighting information and storing it in lightmaps to improve
runtime performance.

Setting Up for Baking

1. Configure Lighting Settings:

o Go to Window > Rendering > Lighting to open the Lighting window.

o Ensure you are in the Scene tab.

2. Select a Lighting Mode:

o Realtime: Lighting is calculated in real-time. Suitable for dynamic environments.

o Baked: Lighting is pre-computed and stored in lightmaps. Suitable for static scenes.

o Mixed: Combines real-time and baked lighting. Useful for static and dynamic elements in
the same scene.

3. Set Up Lightmaps:

o Go to the Lighting window, and under the Bake tab, configure lightmap settings such as
Lightmap Resolution, Lightmap Padding, and Max Atlas Size.

4. Configure Light Sources:

o Set light sources to Baked mode in their settings.

o Ensure lights that should contribute to baked lighting have their Mode set to Baked or
Mixed.

5. Add Light Probes and Reflection Probes:

o Light Probes: Capture lighting information at specific points in the scene for dynamic
objects. Add a Light Probe Group from GameObject > Light > Light Probe Group.

o Reflection Probes: Capture reflections of the environment. Add a Reflection Probe from
GameObject > Light > Reflection Probe.

Baking the Scene

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1. Open the Lighting Settings:

o Go to Window > Rendering > Lighting.

2. Configure Baking Settings:

o Set the Lighting Mode to Baked or Mixed based on your needs.

o Adjust Baked Global Illumination, Realtime Global Illumination, and other settings for
your desired effect.

3. Bake the Scene:

o In the Lighting window, go to the Bake tab.

o Click Generate Lighting or Bake to start the baking process.

3. Enhancing Lighting with Post-Processing

1. Install Post-Processing Package:

o Go to Window > Package Manager, search for Post Processing, and install it.

2. Add Post-Processing Volume:

o Right-click in the Hierarchy window, select Volume > Post-process Volume.

o Add effects like Bloom, Color Grading, and Ambient Occlusion to enhance the scene’s
appearance.

3. Configure Post-Processing Effects:

o Create a Post-process Profile and assign it to the Post-process Volume.

o Adjust settings for effects such as Bloom intensity, exposure, color grading, and ambient
occlusion.

4. Best Practices and Tips

1. Optimize Lightmaps:

o Keep lightmap resolutions as low as possible while maintaining visual quality to reduce
memory usage and improve performance.

2. Use Light Probes:

o Place light probes strategically to ensure dynamic objects receive appropriate lighting.

3. Test Lighting in Different Conditions:

o Test how lighting looks in different game conditions and environments (e.g., day/night
cycles).
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4. Monitor Performance:

o Use Unity’s Profiler to monitor the impact of lighting on performance and make
adjustments as needed.

5. Avoid Overlapping Lightmaps:

o Ensure that UVs for lightmaps are properly unwrapped and avoid overlapping to prevent
lightmap artifacts.

OUTPUT:

20
RESULT:
Hence the process of mastering the lighting and implementing the baking process was implemented and
learnt successfully.

21
EXPERIMENT 7: Button Creation - UI and Scene Management
DATE:07/08/24

PROCEDURE:
1. Creating Buttons in UI

Adding a Button to Your Scene

1. Create a Canvas:

o Right-click in the Hierarchy window, select UI > Canvas. This will create a Canvas
GameObject, which acts as the container for UI elements.

2. Add a Button:

o Right-click on the Canvas in the Hierarchy, select UI > Button. This will create a Button
GameObject as a child of the Canvas.

3. Customize the Button:

o Select the Button GameObject in the Hierarchy.

o In the Inspector window, you can customize the Button’s properties such as its Text,
Image, and RectTransform to position and size the button.

4. Edit Button Text:

o Expand the Button GameObject in the Hierarchy to find the Text child object.

o Select the Text object and modify the text in the Inspector window to change what the
button displays.

2. Adding Button Functionality

Writing a Script for Button Actions

1. Create a New Script:

o Right-click in the Project window, select Create > C# Script.

o Name the script something relevant like UIManager or ButtonHandler.

2. Edit the Script:

o Open the script in your preferred code editor and write methods to handle button

3. Attach the Script to a GameObject:

o Create an empty GameObject in the Hierarchy (right-click, Create Empty) and name it
something like GameManager.
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o Drag and drop your script onto the GameObject to attach it.

4. Link Button to Script Method:

o Select the Button GameObject in the Hierarchy.

o In the Inspector window, find the Button component.

o Scroll down to the On Click () event list and click the + button to add a new event.

o Drag and drop the GameObject with your script (e.g., GameManager) into the object field
of the event.

o Choose the method you want to invoke from the dropdown menu. For example, select
ButtonHandler > LoadScene (string).

5. Specify Parameters:

o If your method requires parameters (like scene name), specify them in the event
inspector. For the LoadScene method, you can input the scene name as a parameter.

3. Scene Management

Adding Scenes to Build Settings

1. Open Build Settings:

o Go to File > Build Settings.

2. Add Scenes:

o Drag and drop your scenes from the Project window into the Scenes In Build section of
the Build Settings window.

o Ensure the scenes are listed and checked to be included in the build.

Switching Scenes

1. Set Up Scenes:

o Create multiple scenes in your project (e.g., MainMenu, GameLevel1, GameOver).

o Save each scene with an appropriate name.

2. Implement Scene Switching:

o Use the LoadScene method from the script you created to switch between scenes based on
button interactions.

4. Testing and Refining

1. Playtest:
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o Click the Play button in the Unity Editor to test your buttons and scene transitions.

o Ensure that the buttons perform the intended actions, like loading scenes or quitting the
game.

2. Debugging:

o If the buttons aren’t working as expected, check the console for errors.

o Ensure that methods are correctly linked in the Button’s On Click event.

o Verify that scene names in your script match exactly with those in your Build Settings.

OUTPUT:

RESULT:
Hence we have learnt hot to create UI buttons and manage scenes in unity by b designing interactive buttons and
setting up scene transitions through scripting built in scene management tools. As a result it was implemented and
verified.

24
EXPERIMENT 8: IMPLEMENT A SCENARIO WHERE USERS CAN PRESS
BUTTONS TO CHANGE COLORS OF AN OBJECT IN THE SCENE

PROCEDURE:
Step 1: Set Up Your Scene

1. Create the Object:

o In Unity, create a 3D or 2D object in your scene (e.g., a Cube or Sphere).

o Name it something identifiable, like ColorChangeObject.

2. Add Buttons:

o In the Unity hierarchy, right-click and choose UI > Button to add buttons for changing the color.

o Add multiple buttons depending on the number of colors you want.

o Position the buttons in your scene or UI Canvas.

Step 2: Create a Script for Color Change

1. Create the Script:

o Right-click in your Assets folder and create a new C# script. Name it something like
ColorChanger.

o Inside the ColorChanger script, write a function for each color change.

o Drag the ColorChanger script onto an empty GameObject (e.g., create an empty GameObject and
name it Color Manager)and Assign your object (e.g., ColorChange Object) to the target Object
field in the Inspector.

Step 3: Link the Buttons to the Script

1. Select the Button: Click on one of your buttons in the scene.

2. Add an OnClick Event: In the Inspector, find the OnClick() section and click the + button to add a new
event.

3. Link the Button to the Script:

o Drag the ColorManager GameObject into the slot. From the dropdown menu, choose the
corresponding color-changing function (e.g., ColorChanger > ChangeToRed()).

4. Repeat for Each Button: For each button, link it to the corresponding function (ChangeToRed(),
ChangeToBlue(), ChangeToGreen()).

Step 4: Test the Scene

 Press Play in Unity and click on the buttons to see if the object changes color based on the button clicked.

25
OUTPUT:

26
RESULT:

Thus the experiment to create buttons and move from one scene to another was implemented and
verified successfully.

EXPERIMENT 9: Create an interactive AR visualizer app for a model( car, engines,


furniture placement app like IKEA AR) based on plane-tracked AR in Unity 3D.

Procedure:
Steps to Create AR Visualizer App

Step 1. Set Up the Unity AR Project

Create New Project: Open Unity Hub -> Create a new 3D project.

Go to File -> Build Settings, switch the platform to Android or iOS, depending on your target.

Click Switch Platform.


27
2. Install AR Foundation and AR Plugins

 Open the Package Manager: Window -> Package Manager.

 Install AR Foundation: In the Package Manager, search for AR Foundation and install it.

 Install ARCore/ARKit XR Plugin:

For Android: Search and install ARCore XR Plugin.

3. Set Up AR Camera

 Create AR Session Origin: Right-click in the Hierarchy -> XR -> AR Session Origin.

This creates a camera and tracks the position and rotation for AR objects.

 Create AR Session: Right-click in the Hierarchy -> XR -> AR Session.

This manages the lifecycle of the AR experience (detecting planes, tracking, etc.).

4. Enable Plane Detection

 Add AR Plane Manager:

In the Hierarchy, select the AR Session Origin object.

In the Inspector, click Add Component -> Search for AR Plane Manager and add it.

AR Plane Manager detects surfaces where objects will be placed.

 Add AR Plane Visualizer: To visualize the detected planes, add an AR Plane Visualizer
component or use a prefab from AR Foundation samples.

5. Import and Prepare 3D Model

 Add Model to Unity:

Drag and drop your 3D model (e.g., a car, furniture, engine) into the Assets folder.

If necessary, adjust the scale and position of the model for better viewing.

6. Instantiate Model on Plane

 Create Script for Object Placement: Create a script that will allow users to tap on detected planes
and place the 3D model there.

 Attach this script to the AR Session Origin in the Hierarchy.

 In the Inspector, drag your 3D model (e.g., a car or furniture) into the objectPrefab field.

7. Add Interaction (Optional)

 Add Buttons/Sliders:

28
 Add UI elements like buttons or sliders to allow the user to rotate, scale, or change the color of
the object.

 Example: GameObject.transform.Rotate(Vector3.up, 45 * Time.deltaTime); for rotating the


object.

8. Build the Project

 Configure Build Settings:

 Go to File -> Build Settings.

 For Android: Set up your project with the correct ARCore settings.

 Build and Run: Click Build -> Deploy the app to your device.

 Test the AR functionality (plane tracking, model placement, interaction) on your physical device.

OUTPUT: DEMO PAGE

29
RESULT:

Hence the experiment to create the xr app was implemented. This simplified approach allows you to
create an interactive AR visualizer app in Unity using AR Foundation.

APPENDIX - A

VIRTUAL MUSICAL CONCERT

ABSTRACT

This project outlines the development of a virtual musical concert centered on creating an immersive and
interactive experience using digital tools to enhance user engagement and accessibility. The concert will
feature a curated selection of musical performances, presented through high-quality audio, 3D stages,
and multimedia elements. Emphasis will be placed on immersive experiences, such as virtual front-row

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seats, interactive set designs, and personalized song requests. The event aims to bridge the gap between
traditional live concerts and modern digital platforms, allowing audiences from any location to
experience live music in a new, dynamic format. Through interactive features and real-time engagement,
attendees will be able to connect with performers and other audience members, making the concert a
unique, accessible, and engaging musical experience for diverse audiences.

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LIST OF SYMBOLS AND ABBREVIATIONS

S.NO Symbol / Acronym Description


1 FED Front End Development

2 JS Java Script
3 CSS Cascading Style Sheets

4 HTML HyperText Markup Language

LIST OF FIGURES

Figure No Description
1 VS Code
2 GitHub
3 Command Line (Server)
4 Command Line (client)
5 Frontend

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KEY FEATURES

1. 3D Environment:
The digital virtual musical concert was created using various 3D
models imported from the Unity Asset Store.
Objects and textures were carefully placed to enhance realism
and provide a visually appealing representation of the
museum.Interaction Management:

Interaction Features: Various interactive elements were


implemented to engage users. These include information panels,
virtual guides, and interactive features that require specific
actions or selections to access more details.
C# Scripts: Custom scripts were created to manage these
interactions. For example:
Interaction triggering: When a user interacts with an object, a C#
script checks the context and displays relevant videos or
visualizations.
2. User Interaction:
Object Interactions: Users can interact with elements like doors,
windows, and informational panels using mouse clicks. The
interaction system was built using C# scripts and colliders. Upon
interaction, the objects trigger corresponding animations, sound
effects, or additional information.
C# Script for Interactions: Each object was attached with a script
to detect proximity and user actions. The scripts handle user input
(e.g., clicking) and trigger the corresponding in-game effects
(e.g., displaying information or transitioning to another area).

3. User Controller:
A first-person controller was used to navigate the virtual musical

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concert. The controller allows users to look around using the
mouse and move using standard keyboard inputs (WASD).
Raycasting: Users interact with objects through Raycasting.
When the user looks at an object, the Raycast detects it, allowing
interactions like accessing information or initiating a guided tour.

4. Navigation System:
A seamless navigation system is integrated, allowing users to
move through the musical concert and explore various food
stalls, performance etc. Users can click on navigation points to
jump to different locations within the concert.

C# Navigation Script: The navigation was managed via a C#


script that handles user input and updates the user’s position in the
virtual environment.

5. UI/UX:

A user-friendly UI was integrated to display information such as


interactive prompts, tips, and navigation options.

The design focused on ensuring that information was easy to read


but not intrusive, enhancing the user’s immersion in the digital
museum.

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CHALLENGES FACED

Interaction Complexity: Designing and scripting interactions


were challenging and required extensive knowledge.

Navigation and Interactions: Synchronizing user navigation


with interactions and ensuring seamless transitions between areas
required meticulous debugging.

UI Integration: Maintaining a non-intrusive yet helpful UI to aid


the user without breaking immersion was a critical aspect that
required careful design and adjustment.

OUTPUT

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CONCLUSION

The use of a virtual musical concert is very innovative in the experience of live music in the
digital era. Using advanced digital tools, such as real-time streams, virtual reality, and interactive
elements, not only does justice to enhancing accessibility but also deepens audience
involvement. It really fills the gap between the experiences in traditional concerts and modern
technology and thus makes it a very dynamic, immersive, and interactive platform. That is to
say, this project exemplifies how virtual concerts may transform the live music experience from
accessible, inclusive, and impactful, towards making a global impact.

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