The Store Listing window appears. Firstly fill in your app’s short description and long description
Next, scroll down the page. Add the icon and screenshot
Scroll down a little more, and add the Feature Graphic
Scroll down a little more, under Categorisation, select your Application type and Category. The selection depends on whether you are building an AR App for education, games or etc. Select the apropriate settings for your app
Adding Tags to your app to make search easier
Click on Manage Tags
The Tags window will appear. Search for the appropriate tags suitable for your app. In this example, my AR is an Entertainment. Press Add to add tag
Confirmation window appears, press Add
Once you have added the relevant tag or tags, press the back arrow to go back to Store Listing
We are done with this part. A green checkbox will appear beside Store Listing
A green checkbox will also appear beside App releases
In the next tutorial we will do our final push to the finish line
The first question is Target Age. Select your Target Age Group and click Next
The next question is whether the app could unintentionally appeal to children. you may select Yes or No. If Yes a ‘Not designed for children’ label may be shown next to your app on Google Play. In this example, I chose No.
Select your answer and click Next
A summary will appear, read it and if it is correct, click Submit
Success. Now a green checkmark appears beside App Content
An Agreement Page appears. Agree with the agreement and click Continue To Payment
A payment window appears. Complete the details and press Buy
Finally, after the payment, fill in the Developer Profile form and click Complete Registration
You will then be able to access the Google Play Console. This means your registration is now complete. You would notice though that there will not any app registered unlike my account.
Publishing our app to Google Play Console
Click Create Application
A window appears. Fill in the title of your application and press Create
Uploading the App Bundle (.aab)
Click App Releases
For the purpose of simplicity we will skip beta testing and assume that our program is already the Production version of things. Wooooow. Under Production Track, click Manage
Click Create Release
You will be asked to let Google manage and protect your app signing key, press Continue
Click Browse Files
A file window opens, select our .aab and click Open
Once upload is done, the Android App Bundle will be shown together with its version code and size.
Scroll down to What’s new in this release? Then type a simple description of the changes you made to the app. Since this is the initial release, lets type in “This is the initial release of the application” and press Save
We are not done yet, don’t click Review. Next, we will set a Content Rating
In the previous tutorial post, I have taught you how to publish a test app to Android. In this tutorial we will cover the topic that is a must for developer creating apps for Android, which is Publishing your Android App to Play Store.
This tutorial will be broken down to 7 parts. They are:
1 : Getting your app ready and publishing it as Android App Bundle (.aab)
2: Registering Google Play Console account and uploading the aab
3: Setting the Content Rating
4: Setting the Pricing and Distribution
5: Setting App Content description
6: Setting Store Listing
7: Final Steps and Publish!
You need a few things in order to put your app to the Play Store. If you are not a graphics guy, you would need to ask a friend with such knowledge to help with the graphics part.
Now that we have completed our first AR simple project as per our previous tutorial, lets try to deploy our XZIMG Augmented Vision project to PC
Accessing the Build Settings
Go to File, select Build Settings
You will see something like this
Add Current Scene to our Build
Click Add Open Scene to add our current scene to our build
Our scene has now been added to our build. It will be listed in Scenes In Build
Building the Application
Press the Build button
A window appears asking where you want to store the built application. You can store it wherever you feel is convenient. I usually create a folder called Output inside my project folder, once you selected your own folder, press Select Folder
The Application will start building
The completed Application will be stored at our selected folder
Testing the application
When you run the Application, this window will appear. I recommend to check the Windowed option, so that it is easier to move the AR app around when its running, otherwise it will run fullscreen. Its just a preference though
There it is, our application is playing happily from our PC
Detection of Marker Detected and Lost events is important. We can use it to play sound when marker is found, play and pause video, trigger animations. It is the backbone of many AR interaction experience. This tutorial will show you how to do it. In the next tutorial, we will start playing with audio, video and other things. so this is really important
To follow this tutorial you would need a few things:
Event Handling scripts. Use mine for now, we will learn how to build one in the advanced class. download it from here.
Download and Extract the Event Handling scripts folder
Download the scripts i provided above, and unzip it. You will get a folder like so:
Drag and drop the folder into Unity
Drag and Drop the EventHandling Script folder into Assets in Project window
Replacing the default Image Detector with our new one that has Event Sender
At the project window, go to Assets > EventHandling Script , you will see xmgAIplusEventSender and Event Receiver
Firstly, in the Hierarchy, select the imageDetector
With imageDetector selected, look at the Inspector window, right click Xmg Augmented Image script and click Remove Component
Drag and drop the xmgAIplusEventSender script into the Inspector window
Your inspector window will now look like this. Good job!
Configuring the new script
Under Object Pivot Links, change the Size to 1 and press Enter on your keyboard.
Once you press Enter, you will get something like this
Drag and drop Pivot 1 to Scene Pivot
Go to Assets > Resources, drag and drop the marker that we created in the previous tutorial to the Classifier slot
Finally, under Object Pivot Links, change the Object Real Width to 1.
That’s it, we are done with the sender part, now a few more steps for the receiver part.
Attaching the Event Receiver
In the Hierarchy, select Pivot1
With Pivot1 selected, drag and drop the Event Receiver into the Inspector
It should look like this now
Lets test it
Press Play, and show our marker to the camera. Our AR should work normally and the Marker Status will show marker is detected
Okay…we are all Done. So what can we do with this?
With this ready, we can use it to play sound when marker is found, play and pause video, trigger animations, do multiple marker interactions and many more. We will look at some of them in the next post