July 2017
Beginner to intermediate
390 pages
10h 53m
English
Again, things in the Unity3D world are simpler. Not much, though: the mechanics are very similar. The biggest difference is that anchors are not placeholders for coordinate systems as they are in the DirectX world, but instead are properties of our holograms or a group of holograms. We can create an empty GameObject that has child objects and give it an anchor.
Let us do that in our RockOn app. But before we can do that, remember to set the SpatialPerception capability in the Player Settings. If you do not do that, it will not work:

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