COMS W4172 : 3D User Interfaces Spring 2017 Prof. Steven Feiner Date out: January 26, 2017 Date due: January 31, 2017

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1 COMS W4172 : 3D User Interfaces Spring 2017 Prof. Steven Feiner Date out: January 26, 2017 Date due: January 31, 2017 Assignment 0.5: Installing and Testing Your Android or ios Development Environment This assignment builds on Assignment 0. If you have not yet installed Unity and gotten it to run on your Windows or OS X computer, please complete that assignment first. You are now ready to install and test the mobile development environment that you will use to deploy apps from within Unity for the graded assignments that follow. As in Assignment 0, we have provided step-by-step instructions for preparing and testing your environment. We would like you to complete Assignment 0.5 by Tuesday, January 31, since Assignment 1 will require that you deploy to your mobile device an app that you develop. Please begin by visiting the IA page on software installation. Note the software and hardware requirements listed on that page above step 1, and then follow step 3. (Recall that you performed steps 1 2 as part of Assignment 0.) The procedures in step 3 will require much more work for ios than for Android! The following instructions replace step 4 on the wiki page. Once your mobile development environment is ready, you will create and deploy to your mobile device an extended version of the simple project you created in Assignment 0. First, you will need to run Unity and open the project you created earlier. If you had last opened a different project, then select File Open Project, as shown in the following screenshot:

2 Mac: Windows: Then, navigate to the root folder of the project you created in Assignment 0 or select that project from the list of recently created projects. Unity stores GameObjects and their configuration in the hierarchy (scene graph) in Scene files in a project. Unity creates a default, untitled Scene file when you create a project. (This file stored the hierarchy you built in Assignment 0.) If you had saved the Scene you created in Assignment 0, and the project opens on an untitled scene (indicated by the word untitled in the window title bar), then open the Scene you had created for Assignment 0 (which was saved in the Assets folder, by default), by double-clicking its icon in the Project View. However, if you had not accepted the prompt to save the Scene you created when you finished Assignment 0, then you should recreate that Scene (as described in Assignment 0), and save it by selecting File Save Scene : Mac: Windows:

3 The Save Scene dialog window will then appear. Name your scene TestScene, and press the Save button. This will save the Scene in the Assets folder at the root of your Unity project directory: Mac: Windows: Now, you will add a new feature to the app, which will cause the cube you created in Assignment 0 to rotate. Start by right-clicking the Assets folder in the Project View in the lower left of the Unity window and selecting Create C# Script. Change the name of the newly created file to Script1 in the right column of the Project View where the file has appeared. Make sure to change the name to Script1 as soon as you create the new script. Next, double-click the file. The source file will open in either Visual Studio (the default under Windows) or the MonoDevelop IDE (Interactive Development Environment). The file contains two functions: Start () and Update (). Add the following line of code to the Update () function, which runs once per frame: transform.rotate (0, 10 * Time.deltaTime, 0);

4 This line will be used to cause the cube to rotate during this frame about the local Y axis by an angle (in degrees) equal to ten times the amount of time in seconds that it took to complete the last frame. Your code should now look like this (blue highlighting added by us for clarity): MonoDevelop: Visual Studio: Note: If you didn t change the script name as soon as you created it, make sure that you change the Class Name (in the screenshot above, line 4 after the class keyword) to match the file name ( filename.cs). Now, save the file and return to Unity. We will want to attach the script we created to the cube. To do this, left-click and (without unclicking!) drag the Script1 file in the Project View to the cube in the Scene View or to the word Cube in the Hierarchy View. (Note: Unity will, unfortunately, not provide any confirmatory feedback when you do this.) However, if you click on the cube in either the Scene View or Hierarchy View, then you will see the script you added listed as a component of the cube, toward the bottom of the Inspector View (with an extra space between Script and 1 added by Unity) :

5 Then, select the Main Camera in the Hierarchy View and, in the Inspector View, set the Transform Position Y value to 3 and Z value to -5, and the Rotation X value to 30. Now, press the play button to preview the project in Play Mode. The Game View will open and you will see the cube rotate by 10 per second (shown cropped here): Press the play button again to stop the project from running. ( Note: Any changes to scene objects made while Unity is in Play Mode will be discarded when you stop the project from running. We guarantee you will forget this many times during the course of the semester. )

6 Your last step is to deploy the modified app to your mobile device, which should be connected by USB to your computer. To do this, first select File Build Settings. The Build Settings window will allow you to change your deployment target: Mac: Windows: If you are deploying to an Android device, select Android. Otherwise, if you are deploying to an ios device (deploying from OS X only), select ios. Then press Switch Platform under the platform selection list: Next, make sure that your scene will be included in the build. (If your scene is not listed in Scenes in Build, then press the Add Open Scenes button to include it.) Now, press the Player Settings... button. This will open the PlayerSettings in the Inspector View, where you will

7 need to expand the Other Settings. Under Identification, you will see the Bundle Identifier text input box. If deploying to Android, you can set the Bundle Identifier to, for example, edu.columbia.myapp. Now, when you select Build and Run, Unity will build the project. You will first be prompted to name your.apk (Android application package) file. The name you choose will not matter, as long as you realize that it will overwrite any file of that name. Once the build process completes, Unity will automatically attempt to deploy the app to your Android device and run it. (For many Android devices, you will need to ensure that the device is awake and unlocked when you do this.) If deploying to ios and you already followed the instructions in Step 3 on the IA page on software installation and you are using an XCode-managed provisioning profile, you do not need to change the Bundle Identifier. However, if you created your provisioning profile through the Apple Developer Portal, you will need to ensure that the Bundle Identifier uses the exact information entered when creating that profile. Now, when you select Build and Run, Unity will build the project for ios. You will first be prompted to choose the location and name for your XCode project. The name you choose will not matter, as long as you realize that it will overwrite any file of that name. Once the build process completes, Unity will open XCode, which will handle deployment to your ios device. If a previous Unity XCode project was open, Unity will close it and reopen XCode. XCode will then run your app. If you get build errors having to do with il2cpp, go to PlayerSettings again, make sure the icon for ios is selected and in Other Settings look for Scripting Backend, and change it to Mono2x. Congratulations! You have deployed and run your first mobile Unity app!

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