Objective: Install Vuforia in Unity.

It’s easy to add AR (augmented reality) to our Unity projects! We’ll begin by downloading the Vuforia Engine Unity package and dropping it into our project (https://developer.vuforia.com/downloads/sdk).

Objective: Change object’s color randomly every every two seconds.

A coroutine will allow us to execute a process while other processes are being run. Coroutines are also useful when we want to delay a process. In our example, we’ll do both: Change color while the shapes are spinning, waiting 2 seconds between each change.

We’ll begin by setting our wait time (2 seconds) and caching references for the object’s MeshRenderer and a WaitForSeconds class.

Objective: Use scriptable objects to fill-out a game object template.

We’ve been tasked with creating an interactive for visitors to a zoo. When the user clicks on an area of the map, we reveal a card with animals and facts that apply to that area.

Imagine if we had 50 exhibits. Creating a page for each one would take a lot work. Luckily, we can create one template and use scriptable objects to populate it!

Our scriptable object definition is really simple: Three strings to hold the text info and a sprite to hold a picture. All of our scriptable…

Saving a binary file to Amazon Web Services for later retrieval (Part 2)

Continuing from our previous article (https://lordkakabel.medium.com/saving-a-file-to-aws-26adf62e79ef), we’ll now load the file we saved to Amazon Web Services (AWS). We’ll do this by calling our GetObjectList method. This method takes-in the user-inputted case number and an Action that will trigger (if supplied).

We’ll take the user’s case number and validate it to create a proper file name. Then we’ll create a request for a list of objects in our AWS bucket.

Saving a binary file to Amazon Web Services for later retrieval (Part 1)

To use Amazon Web Services (AWS), we’ll need to prepare a few things: Our region, credentials, and client. We’ll use the following variable to hold these items:

Objective: Save a object to the user’s system for later use.

An object stored as a .dat file. Not exactly user-friendly…

The object we’d like to save is a case file. It is made up of a few strings and a photo converted into an array of bytes. (See https://medium.com/nerd-for-tech/encoding-decoding-a-picture-in-unity-82af70b36853 to learn how to convert a photo to bytes.)

Objective: Get a picture of a map of the user’s location.

The “mighty” Susquehanna River, Harrisburg, PA

To display a map, we first have to get the user’s location from their device. We’ll need to use an IEnumerator method to do so; I’ll use the Start method in this case.

First we’ll make sure the user has allowed our app to access their location.

Objective: Break a picture into an array of bytes and reassemble it.

In yesterday’s article (https://lordkakabel.medium.com/taking-a-photo-in-unity-e6e3f5328da6), we allowed the user to take a picture with their device and we stored the path to the photo within the device. Today, we’ll use that path, break the photo into a array of bytes, and reassemble it back to a photo that we can display within our app.

First, we’ll prepare an array of bytes. If we have a path to the user’s photo, we’ll store it as a Texture2D. Then we’ll EncodeToPNG to store it in the array of bytes. …

Objective: Allow the user to take a photo on their device to use in our program.

One of the great things about Unity is we don’t have to “reinvent the wheel.” There are a lot of great — even free — assets we can import and use in our projects.

Ryan Sweigart

An independent Unity Developer.

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