AR Voyage: A Lightship Experience is a hands-on look at the immersive AR experiences you can create using the Niantic Lightship AR Developer Kit (ARDK). The app is currently available on Android and iOS, and also provided as a Unity package for you learn more about ARDK features and how to implement them. You can download the AR Voyage Unity project on the Lightship Developer Portal.
There are 8 scenes in the app:
Splash: Displays splash images
Loading: Handles loading ARDK features and requesting device permissions
Homeland: a 3D main menu for choosing which of 4 demo levels to play
SnowballToss(read more): ARDK demo level that demonstrates meshing and occlusion
Walkabout(read more): ARDK demo level that demonstrates a navigable Gameboard (an experimental feature)
SnowballFight(read more): ARDK demo level that demonstrates a multiplayer session with up to 4 co-located players
BuildAShip(read more): ARDK demo level that demonstrates classifying pixels from the camera feed into categories, aka semantic segmentation
VPS(read more): Demonstrates placing and interacting with virtual content in real-world locations using ARDK’s Visual Positioning System (VPS).
Scene Management and Organization
The flow of a demo’s scene is factored into a collection of States, such as
StateGameOver. At runtime, only one State gameObject is active at a time.
Because the UI elements for a State are tightly coupled to state flow, States and their UIs are factored together as children of the root gameObject
SceneStatesAndUI, whose upper hierarchy begins with the gameObjects
LayoutScale that position all of the states’ UIs within the app’s supported aspect ratios.
Inspector-set member variables within each State include:
Pointers to this State’s UI gameObjects
Pointer(s) to the next State(s)
Methods within each State include:
Awake- typically sets its gameObject to inactive. (The only exception is whichever State is intended to be first in the demo, typically StateInstructions.) This ensures that only one State is active at a time.
OnEnable- runs when a State is set active. It subscribes to events, activates and fades in the State’s UI gameObjects, and makes any needed method calls to the SceneManager, ARDK components and scene helpers, such as turning on/off AR features like mesh scanning, Gameboard creation, etc.
Update- often polls for exit conditions for the State, e.g. has scanning completed, has the game time countdown reached 0 - and calls Exit if so.
Exit- fades out the State’s UIs, makes method calls to the SceneManager, ARDK components and scene helpers to turn off AR features as needed, sets the gameObject active for the next State in the demo, and sets its own State’s gameObject inactive.
OnDisable- runs when a State is set inactive after being active. It unsubscribes to all events.
In each scene, the SceneManager is named <SceneName>Manager. Contains constants, gameObjects, demo state, and scene-specific helper methods used by various States in the demo. These can include:
Objects and NPCs in the demo
ARDK features, such as Meshing, Depth, Gameboard, SemanticSegmentation
Interaction mechanics such as a Placement Button, Camera Reticle
Container for UI events, and any other scene events.
ARDK functionality used in the demo’s scene, documented here, including:
The demos make use of a variety of helper classes, including:
SceneDebugManager- In each demo scene, named <SceneName>DebugManager customized for that demo’s debug menu
ARMeshFloorFallback- places a large “fallback” floor plane at the height of the lowest known point in the ARDK mesh
ARPlaneFloorFallback- places a large “fallback” floor plane at the height of the lowest known horizontal ARPlane
ARPlaneHelper- allows for accessing and utilizing the current collection of ARPlanes in the session
ARFeaturePointHelper- Animates particles to visualize AR feature points
RenderPipelineHelper- Helper for various rendering functionality, including setting render scale
LightEstimationHelper- Helper class to change scene lighting based on ARDK light estimation.
The scenes make use of additional support classes, including:
LevelSwitcher- for transitioning between scenes/demos (levels)
Fader- for fading in/out/up/down UIs and 3D objects and doing full-screen fades
AudioManager- for music and sound effects
ErrorManager- for displaying error UIs and banners
When developing ARDK applications in editor, to avoid always requiring building to a device, it is convenient to employ mock versions of AR assets, such as mock meshes of environments, mock floor planes, and mock players. Each scene’s mock objects are attached to the scene’s MockScene GameObject. This object has a MockSceneConfiguration component and is tagged
EditorOnly so it will destroy itself if outside of Unity Editor.
AR Voyage uses Unity’s Universal Render Pipeline (URP). Rendering settings are configured in the
The homeland scene manages navigation of the application. It features Captain Doty, the Niantic Yeti mascot, who is venturing out on an AR Voyage. Each level is accessible by tapping its corresponding waypoint. Tapping a waypoint will trigger a UI to display as Captain Doty walks along the path.
When a level is completed, the player will be presented with a badge on the map screen. After earning the BuildAShip badge, the Niantic airship will become ready on the launch platform. When the player has earned all badges, Captain Doty will board the airship and fly away.
The World Map button in the top left of the viewport allows players to transition to the VPS experience.
The Info button in the top right of the viewport allows players to view Niantic policy links, reset their progress, and see their App ID which can be used for personal data management.
Unity Editor Toolbars
The application contains two custom Unity Editor toolbar entries for convenience.
Scenes toolbar is managed by the
EditorSceneMenu script, and allows for easily loading any of the scenes in the project.
SaveUtil toolbar is managed by the
EditorSaveUtil script, and allows for configuring player save data for testing purposes.