AR Interactions Augmented Image Adventure |

Опубликовано: 22 Апрель 2026
на канале: satchell78
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Thoughts... The only challenges were to prevent tilt and over-scaling. The steps taken to create the playable area were to freeze the rotations of x and z to prevent a tilt in the axes. Objects tended to fall over or roll away with any placement of the arena. Correcting the tilt could be exploited for a roll-a-ball game. But for this example I locked the two axes setting floats for “lockRotX” and “...Z” to zero.

transform.eulerAngles = new Vector3(lockRotX, transform.rotation.eulerAngles.y, lockRotZ);

Leaving the Y axes to freely rotate to the images placement in the world, updating to its own Y axes. While the object may represent a true to life scale. Spending some time finding a good size for a mobile interaction was important. I found scaling to about 1/20th worked fantastic. lifesize can work. For example a corn maze wants to add some surprise and delight to the experience, objects can be scaled and placed in ways to feel open but immersed. Large walls, markers, pick ups…

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