6/7/2025 - 27/7/2025 (Week 12 - Week 15)
Wee Jun Jie / 0375271
Experiential Design / Bachelor of Design (Hons) in Creative Media
Final Task: BOOKA' AR App
Wee Jun Jie / 0375271
Experiential Design / Bachelor of Design (Hons) in Creative Media
Final Task: BOOKA' AR App
All class notes have been stored here: My Notes
INSTRUCTIONS
INSTRUCTIONS
<iframe
src="https://drive.google.com/file/d/146wFmRPQznny8T_HCXWHRGU81WBFRA8B/preview"
width="640" height="480"
allow="autoplay"></iframe>
Week 13 - Task 4 Overview
<iframe
src="https://drive.google.com/file/d/146wFmRPQznny8T_HCXWHRGU81WBFRA8B/preview"
width="640" height="480"
allow="autoplay"></iframe>
Week 13 - Task 4 Overview
🟢 Switched from 3D Model Answers to Image Sprites
Problem:
- Models appeared with inconsistent scales, rotations, and positions.
- Difficult to align all models nicely inside UI buttons.
-
Created
ModelRoot
wrappers for each model to normalize transform values. - Adjusted model scale in script.
-
Switched to 2D sprites
inside buttons for consistency and polish.
🟢 UI Scaling & Resolution
Problem:
- App didn’t fit all screens properly (extra space on top/bottom).
- Some UI elements distorted or misaligned on devices.
-
Tweaked
Match Width/Height
to
0.5
, then fine-tuned.
🟢 Audio and Interaction Feedback
Problem:
- Icons or text appeared out of sync, or not prominent.
-
Used
TextBounce.cs
script on both text and icon. - Controlled when animation should start or stop.
🟢 End of Quiz Panel
Problem:
- Panel didn't appear at first.
- Animation looped infinitely.
-
Enabled
FinishPanel.SetActive(true)
insideEndQuiz()
. - Added a scale-up animation once (not looped).
🟢 Scene Navigation & Button Issues
Problem:
🟢 UI Design
- BGM toggle or other buttons failed to show when navigating between scenes (e.g., Game → Home).
-
Used
DontDestroyOnLoad
with scene check and GameObject reactivation.
Experience
Developing the interactive game scene was a highly iterative and
problem-solving driven process. Initially, I intended to use 3D models
as answer choices for the quiz, but this approach revealed several
complications. Models varied in scale, orientation, and hierarchy
structure, which made visual consistency across the UI extremely
difficult to maintain. Despite multiple strategies like prefab
wrapping (ModelRoot) and scripted scale adjustments, the models still
appeared distorted or misaligned across devices. Eventually, I decided
to switch to using image sprites for the answer buttons. This
significantly simplified the layout and provided more polished,
consistent visual results especially important for screen space–based
UI design. Throughout the task, I also fine-tuned other components
such as animated instructional prompts, feedback text colors, and end
of quiz panels. The overall experience demanded careful debugging,
creativity, and flexibility in decision-making.
Observations
- Unity's handling of 3D models within UI (Screen Space - Camera) is difficult without standardising all imported assets beforehand.
- Prefabs instantiated inside buttons do not always respect the same transform settings, especially across different source models.
- UI elements such as feedback texts and instruction prompt benefit from subtle animation to guide user focus.
-
When publishing to Android, Unity may encounter
platform-specific issues e.g.,
(INSTALL_FAILED_USER_RESTRICTED
) if device settings are not properly configured. -
The Input System conflict
can break interactions unless the correct handling mode is
selected
(Input Manager)
for legacy setups.
- Image sprites are significantly more reliable than models when used for multiple choice interactions in a 2D UI context.
- Developing for Android requires careful attention to build settings, screen resolution, input handling, and orientation constraints.
- Transition animations (e.g., bounce or scale effects) add important polish and improve user feedback.
- Separating logic (like sound effects, quiz logic, and UI response) into modular scripts improves debugging and future scalability.
- Testing on device early is important some issues like screen fit or touch input problems don’t appear in Unity Editor.