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Load AR Assets at Runtime

Discussion in 'Assets and Asset Store' started by heavy, Aug 25, 2011.

  1. heavy

    heavy

    Joined:
    Jul 20, 2011
    Posts:
    43
    Hi -

    Hi -

    I am looking to have clients load text / image assets onto a web server from a web front end. I then need those assets dynamically loaded at runtime into an Iphone and Android mobile device app built using Unity with the QCAR extension. In other words, the assets that I need dynamically loaded into the apps at runtime will be the augmented reality assets that will appear over the trackable in the camera view.

    I don't think the AssetBundle or Resource Folder is the way to go because the assets are constantly changing on the server from the web front end. Is www class the way to go?
     
    Last edited: Aug 25, 2011
  2. Elie-Charest

    Elie-Charest

    Joined:
    May 6, 2011
    Posts:
    14
    I don't think you can dynamically load markers at runtime with QCAR (or other AR plugins I know of). That would be a cool feature, though.
     
  3. trooper

    trooper

    Joined:
    Aug 21, 2009
    Posts:
    746
    AssetBundles would probably be best if you are happy to create bundles for each item you place on the server.

    The unity character creation tutorial is a great place to start.
    http://unity3d.com/support/resources/example-projects/charactercustomization.html

    The other way is to use the WWW class to download your model information (vertices,uv's and normal) and recreate it from scratch and then download the texture and create a material. But this is pretty much just doing what assetbundles can do.