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This is the home page for the documentation of Bodylogical iOS.
This app is intended to demonstrate the functionalities of PwC's Bodylogical simulator. Bodylogical is a health data simulator where, given a person's basic information (age, weight, etc.) and lifestyle data (nutrition intake, exercise/workload, sleep, etc.), it will predict her future life by providing calculated data, including BMI, blood pressure, and more. Our target users will be PwC's clients, and the app will be used in meetings where PwC staff demo the simulator to the potential users of the simulator.
The app procedure is as follows: user finds a plane large enough to place a stage -- user puts the basic information about the person to simulate -- the app connects to the server and returns a set of "baseline" health data -- user observes the avatar's behaviors, organ health and statistics -- user makes changes to the lifestyle and sees what changes this may bring.
This project is built on AR Foundation and ARKit XR Plugin. With AR Foundation, it should be easy to switch to other platforms such as Android or Hololens; just follow the instructions for AR Foundation. In brief, you should install the platform-specific library (ARCore for Android, for example) in the package manager and enable the platform in XR settings.
All imported assets go to Assets/Imported, the only exception being modded assets, which goes into the regular directories. The main scene is Scenes/MainScene, and the others are for testing.
Assets/Resources store data to be dynamically loaded at runtime, including localization files and avatar data.
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Do NOT arbitrarily switch the build target. Sometimes, when Unity crashes and you reopen it, it would complain about unsupported target and asks to switch target to PC standalone. In this situation, try restarting your computer. Depending on your computer specs, It may take about half an hour to switch back to iOS after you switch to PC, so please don't do this unless restarting does not work and it is the last resort.
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Whenever a new text component is added, change
- Its font to Helvetica (or whatever font PwC agrees or we have experimented),
- Its color to white (white looks clearer in multicolored backgrounds),
- Its material to Font so that it will not be rendered behind objects due to float precision issues;
- If you need to overlay one panel over another, this material may cause problems. In this case, use the default font material and set the y-position accordingly.
- If this text requires localization, add LocalizedText script and set the key and parameters accordingly.
- Whenever you want to replace an avatar with another, in the prefab,