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Introduction
This page explains how to build to, deploy and execute the Unity ARToolKit 6 'FirstDemo' demonstration and Test Scene applications to macOS X. The demonstration tutorial and ARUnity6.unitypackage bundled Test Scenes that are described by the Wiki page: Setting up your first ARToolKit for Unity Scene.
Build and Run the FirstDemo Unity AR Application as a Native macOS X Application - Outside of the Unity Editor
Assuming you have the Unity project and the 'FirstDemo' scene open, here are the simple steps to build and then execute the 'FirstDemo' Unity AR demonstration application as a native macOS X application.
- In the Unity IDE, click the menu item of File > 'Build Settings...'. In the
Build Settings
window, click theAdd Open Scenes
button located on the right side and halfway down the window. Check theFirstDemo
scene checkbox and uncheck all other scene checkboxes that appear in theScenes In Build
window. - Ensure that in the
Platform
section, in the lower left of theBuild Settings
window, that the platform ofPC, Mac & Linux Standalone
is selected and highlighted and theSwitch Platform
button, in the lower left corner of theBuild Settings
window is grayed out, that is, is set to thePC, Mac & Linux Standalone
platform. - In the
Platform settings
window, to the right of thePlatform
buttons panel, check for these settings:
Target Platform: Mac OS X
Architecture: X86_64
TheArchitecture
setting assumes you're building to a modern 64bit Mac.
A picture is worth a thousand words:
Finally, Let's Build and Run on macOS
- Click the
Build And Run
button, located in the bottom right corner of theBuild Settings
window. This brings up a macOS X Finder window. Use it to browse to a where in the file system you wish to build and install what will be a native application. Don't forget to name your app in theSave As:
textbox before clicking theSave
button in the Finder window. - The application is built and executed. The first screen is the default initial Unity screen that lets the user choose
Screen Resolution
,Graphics Quality
and see default mouse and buttonsInput
controls. Stay with the defaults, and click thePlay!
button located in the lower right corner of the Unity initial screen window.
At this point, application takes over your Mac's full screen and sends the camera's video feed as full screen scale. Like before, once the video feed starts, take the 'Alterra_Ticket_1' target image printout described by the 'Setting up your first ARToolKit for Unity scene' Wiki page and place it in front of the camera's view so that the image is fully visible in the video feed. The cube augmentation should appear in the camera's video feed.
If you got this far, congratulation.
You've created, built and executed a simple native ARToolKit AR application using Unity - no small achievement.
Build and Run the 2DTrackerTest and 2DMultiTrackerTest Scenes as Native macOS X Applications - Outside of the Unity Editor
Let's Build and Deploy the Bundled 2DTrackerTest Scene as Native macOS Application
- First double click to open the
2DTrackerTest
scene in theProject
tab. You may be prompted to save the currently opened scene. - Follow the same
Build Settings
window steps for the 'FirstDemo' tutorial above. But instead click theAdd Open Scenes
button located on the right side and halfway down the window. Check theARToolKit6-Unity/Test Scenes/2DTrackerTest
scene checkbox and uncheck all other scene checkboxes that appear in theScenes In Build
window. - Build and run the application the same as was done for 'FirstDemo' above.
The build process on macOS produces an executable application with a '.app' filename extension that when executed results in a fullscreen presentation of the 2DTrackerTest test scene application. The executing application should look and behave exactly like the scene when executed within the Unity Editor using the play button.
Let's Build and Deploy the Bundled 2DMultiTrackerTest Scene as Native macOS Application
- First double click to open the
2DMultiTrackerTest
scene in theProject
tab. You may be prompted to save the currently opened scene. - Check the
ARToolKit6-Unity/Test Scenes/2DMultiTrackerTest
scene checkbox and uncheck all other scene checkboxes that appear in theScenes In Build
window. - Build and run the application the same as was done for 'FirstDemo' above.