Herding Llamas in your Flat-A Deep Dive Into Arcore and Sceneform
summary
A practical deep dive into ARCore plus Sceneform that builds a live sample: place llamas and fences, import Poly models and run the SFA/SFB pipeline (or script the conversion to avoid thousands of Gradle tasks), compute bounding boxes and downsize textures, and load models with one-line RenderableBuilder calls. Shadows work but track detected plane fragments; animation uses ObjectAnimator for Vector3 or per-frame rotation; no built-in physics or collision resolution so the app implements a simple push-away overlap resolution. Emulator AR needs OpenGL ES 3.1 and all sample code is on GitHub.
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chapters (16)
- 0:00Introduction to ARCore and Sceneform
- 2:07What is ARCore?
- 3:55Sceneform and its benefits
- 5:41Starting an AR app
- 7:49Handling 3D models efficiently
- 10:44Plane detection and calibration
- 12:58Placing objects in AR
- 14:04Loading 3D models
- 16:13Transformable nodes and gestures
- 17:17Collision detection challenges
- 19:07Adding shadows to objects
- 21:36Animating objects
- 24:03Sample app walkthrough
- 24:49ARCore in Android Emulator
- 26:18Sceneform limitations and future
- 27:48Q&A session
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