XRD Week 3

Repository link: https://github.com/xandrusia/ARCore-Bowling

XRD Week 3 

During the 3rd week we have presented the first project that was done using Vuforia. The only challenge that occurred while we have been showing the final product to the others, was to be able to display the movable racquet on the screen. This might have been the result of the printed code that the Vuforia Engine was not able to read as it might also be fragile with the printed image quality. Besides that, all the other elements such as the ball, the walls and the other racquet were loaded properly. Moreover, we decided to show the video as well of how the ping-pong app we made was supposed to be working, as this also proved that everything was working correctly.


ARCore Mesh Terrain Scanning and AR Board's placement

At the mid-term of the 3rd week we have also discussed the next task expected from us to do, so that we started with finding out the most suitable ideas for the ARcore. We made sure that all the members approved only one, common concept before we moved forward, similarly to the way it was done before. As we already had some experience working with the games mainly with physics, we have decided it is going to be a bowling AR game this time. We already had some experience working with the ball rolling and bouncing from the objects, therefore we decided to use all the knowledge to go a step further and work on something more advanced, where the ball is supposed to hit something with the Raycast and then go back to the original position when the reset is used. However, we had to spend a bit more time working with the ARCore's physics as we have never tried this before. The more time we spent the more experience we got, so that everything was on track according to our plan.


AR Board


We have started with the more basic tasks at first - preparing the scene with the ARCore plugin, scanning the terrain and surroundings, placing the object on the scanned mesh and preparing the track and adding the ball with the possibility to shoot, choose the ball's position and to hit the pins at the end of the track. We have included the track along with the pins and the ball inside the AR Session in a Plane Object Script, where it becomes a part of the the object that is meant to be spawned, after the launch. Once those 4 basic steps were done, we compared the performance of this app on the different Android phone. Apparently, it takes more time for the older device to display the plane used for the AR than for the newer one. However, as it is working well in terms of showing the objects on the following plane on both, we are continuing to expand this game even more. To make this game act like the real bowling, we added a possibility to shoot the pins or restart the game. The point counter has been added to let the player know about number of points scored by the amount of the pins that collapsed. 

Summing up, the task we have done might be considered extensive, as we had to spend most of the time with the ARCore's documentation and tutorials to get to know how to work with it properly. The most challenging part was related with the use of Anchors as there was not as much practical information about this specifically. However, finally we figured out how to prevent the ball from falling when the plane located on the mesh goes upwards or downwards. The entire project might be considered to be done according to our expectations as we are done with the core part similarly to the concept. After that, we focused on more addons such as the audio, menu, ball types, camera angles and cosmetics.


                                                                Author: Oliwer Szefer


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