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how to create cloud sample overlay like items for customized application ?

January 11, 2013 - 1:12am #1

I used the Sample Cloud recognition behaviour example and it was amazing. But am very keen on knowing how to create an overlay like you people created for that book ?? 

Is there any documentation available that can give more details on that ? Because am not familiar with Unity Engine but would like to do the same kind of Book overlay for one of my project...

Any suggestions on this would be of Big Help to me.



You're welcome. Actually as a

January 11, 2013 - 8:46am #4

You're welcome.

Actually as a gneral note (about Unity), it is important to understand how game objects and Components are used in Unity (i.e. "components" are associated to "game objects"); there is plenty of material in the Unity 3D website you can find and read.

Happy learning!


Thanks a lot,

January 11, 2013 - 8:41am #3

Thanks a lot, AlessandroB

That was much useful, I was much confused with the Text mesh because i could not see them directly in the scene view. I will double check how you used and try to implement. 

Thanks again :)

Hi BeHappy,here are some

January 11, 2013 - 7:22am #2

Hi BeHappy,

here are some guidelines to put you in the right direction:

In the Cloud Reco sample, check the Assets/Scripts/CloudRecoScripts folder

there you find a set of scripts, among which you find the following ones:

- BookData.cs


The BookData class is just a container for a set of text properties (like title of the book, author, price, rating, etc.)

The BookInformationParser class contains a method called "UpdateBookData(BookData  bookData)" :

this methods retrieves the text attributes from the BookData (such as title, author, proce, etc.) and sets them in a set of <TextMesh> components
Each of these <TextMesh> components is associated to a specific game-object in the scenegraph;
the way these game-objects are arranged (positioned) with respect to one another so to form a complete "overlay" object, is defined visually in the Unity editor, 
i.e. the various textMesh objects are positioned and attached in the scenegraph hierarchy like it would happen for any other Unity game-object.
You can also check the Unity documentation for the <TextMesh> class:
I invite you to dig into the sample project script code and to explore the scenegraph for such sample; this should point you in the right direction hopefully.
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