All right, well, here we are inside of Aero.
The first thing you want to do is to create a new scene.
Let's hit Create Scene and you can name this anything you want.
I'm going to call it interactive card because I'm crazy that way.
"Interactive card" and now that's there, I hit return and it has created the scene.
Now here we are in Aero.
Something to remember about creating augmented
reality experiences is that you really do want a beginning, middle, and end,
but you kind of want to wrap it up in a little bit of a story.
So in our "beginning",
we actually have the box that is telling the user tap on me.
So we're going to start by creating a box in and an arrow that says , "Tap on me".
So the first thing we want to do is we're going to come over here
into the Starter Assets and we are going to go to abstract shapes.
And since I want to do a cube, I'm going to come down here to find Mr.
Solid Cube. I'm going to drop him in the scene.
We'll leave all this as it is over here.
It doesn't really matter so much, but there it is. That's our cube
looking great and dandy.
Now I want to have the arrow that points to it to tell the user, "Hey,
tap on this cube." And now I created a quick arrow, or pointer.
I call it a pointer because Arrow and Aero.
Pointer "arrow" and then augmented reality "Aero" was getting confusing for me.
So I called it "Pointer".
Now there's two ways to bring that in.
It's just a simple PNG that I created in Photoshop
that you can kind of see down here in the corner.
Now I could click this button here and I can go find it.
I find that's a little tedious, so what I do is just keep the window
open over here and I can just grab things I could drag and drop in there.
So here's "pointer.PNG".
I'm going to grab the pointer.PNG
and I'm going to drop it in here and drop it in the scene and I can move this.
So there is the pointer.
I'll come over here to the scene list.
This makes it easy to grab things.
So you want to use this quite a bit.
I grab pointer and say, "OK, Mr.
Pointer, you're coming up with me."
And now we have the gold box and a gold pointer.
We could hit preview and see what looks like.
Not very exciting, but hey, it's a start.
All right, so come back to edit.
We want to make this pointer bounce up and down and basically
tell the user, "Tap on me," so we can do it like this ...
"Tap on me." Or we can come right here to the Behavior Builder.
Now this is Behavior
Builder is where you add behaviors to the objects in your scene
and they're done off the triggers.
So there are three types of triggers currently in Aero.
We have a start trigger,
and this will start the action as soon as the scene starts.
We have a tap trigger and this will start the the action
as soon as someone taps on that object and we have an enter proximity.
In that since, augmented reality is interactive
and you can move around the scene, we have triggers
that if you enter into a scene, an action will happen.
So for this, we're going to use "Start"
because we just want it to go as soon as you start the scene.
I'm going to zoom in to this in Aero.
I can do that if I have it selected by hitting "F",
if I do not, if I don't have it selected and I resume everything I hit shift F
and it will zoom into everything,
which works for me right now. All right, so start.
I'm going to add an action which is going to be "Move".
And now what "Move" will do, I may tell it to move, and I'm going to go
off of the y-axis and I'm going to go up about three meters.
Now it doesn't show
you here that it went up three meters, but if I hit play it will show me.
See it kind of eases in because its duration is set to one.
I want to show you something tricky to, if not used to 3D.
You may not know which way is Y, X, and Z.
The Y is green, X is
red, and Z is blue.
You can also look down here, so Y is up, so I know if I move this up,
it is going to go Y.
Z is forward, so if I want to go forward I go Z.
And X is to the side, so that's just a little hint there.
I want this to happen pretty fast, so I'm going to go 0.5.
Ease in and ease out is how
the curves, animation curves, kind of go move in and out of the position.
I'm going to leave it as Ease In, Ease Out.
That's a very pleasant kind of transition.
I'm not going worry about Play Count or Delay because I want it to go forever.
So I will click infinite. And I want it to go back and forth.
So it's going to go up and down, up and down, up and down.
Now, if I come in to preview here, I could see what it looks like.
It is just pointing, saying, "Click me, click me".
This is a great indicator to the user that, "Hey, I need to click that box".
I'm going to make it a little bigger.
So let's come back over here and I'm going to make this go up
maybe four, and let's this preview again.
Yeah, that's a little better.
Click Click Click.
Now I'm going to add one more indicator onto the box,
so I'm going to say on Start,
I would like you to Scale just a little bit.
I'm just gonna have it Scale just a slight amount.
So I'm going to come in here and I say 1.25.
Let's see what that looks like.
Oh, that may be too much, but we'll see.
So I'm going to keep the same thing and keep duration as one second.
I'm going to keep the ease in and ease out.
So it's going to ease
out of this pose here, and it's going to ease into the next pose.
And I'm going to go infinite, and back and forth so it kind of pulses.
That's maybe too much.
You see how you kind of want to interact so that you want to click on it.
This is a classic game design move saying , "Interact
with this object." You can also have a banner.
But I'm going to tone that down to 1.05.
Yeah, that's better. Cool.
So now we have the arrows saying, "Click on me," and we have the box
kind of moving up and down.
So now we are ready to actually go to the second scene, right?
So this is going to show
the user, "Hey interact with this box." That's the beginning.
Next we will go to the middle
of the experience.