Tips and Best Practices

Match ARitize App Environment

There will always be differences when running the same software in different environments, but you can take some steps to try and match what you see in the Editor to what you’ll see in the app.

  • If using the Quality Setting modules, you can set your Editor environment to match

  • Switch your Editor to the platform you intend to test with as soon as possible so you can avoid reimporting assets later

Performance Considerations

Because AR is CPU intensive and experiences run real-time, it’s important to avoid exceeding the limitations of the typical user device.

  • If playing video files, try to transcode them to be as small as possible in terms of filesize – large files can exceed device memory and crash.

  • Use as few lights as possible – if you need advanced lighting, consider baking lighting and shadows in your 3D application of choice and applying it as textures.

  • Try to use 3D models that are optimized for real-time rendering. Models intended to be pre-rendered into videos are not a good fit for real-time.

Sharing Experience Source Material

In the menu for an experience, you can click the Export UnityPackage button to export a .unitypackage file that can be used for sharing or archiving your source material and can be imported into Unity on other computers or other projects.

Other Tips and Best Practices

  • The green box in the Exporter scene can be used as a guide to help with scale – it is about 5‘10 tall. World position 0,0,0 matches where, on the real world surface, the user places the experience. Units in Unity are equal to 1 meter in the real world.

  • Building NTARs for a different platform than the editor Build Setting is set to will cause Unity to reimport all assets, so it is recommended that you minimize switching back and forth. You can mitigate this to an extent by enabling the Cache Server in Unity Settings.

  • When using video or livestreams, you can set a LookAt module so the “screen” always faces the user’s camera