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Bodylogical iOS

Bodylogical is a body health simulator by PwC. This AR app is meant to demonstrate its usage and how we can utilize the data to predict and prevent future health problems.

This app is designed to run on iOS devices with ARKit support. However, it uses Unity's AR Foundation as its infrastructure so it should be easy to port to other platforms, such as Android.

Built With

  • Unity - Development Engine & Environment
  • ARFoundation - Unity's AR library that supports multiple systems including iOS (ARKit) and Android (ARCore).

Some Asset store libraries used:

Documentation

Check out the project's wiki page: https://github.com/IVCenter/Bodylogical_iOS/wiki for an overview of different modules and implementation details.

Deployment

Cloning the project

Some of the 3D files are large, and are managed by Git Large File Storage (git-lfs). Before you clone the project, visit https://git-lfs.github.com to install git-lfs and properly set up. Otherwise, you will not be able to fetch the model files correctly.

Testing in Unity

The project is built on 2019.4.17f1, but should work on newer versions as well. After you open the project, find "Scenes" in the Asset folder and click "MainScene". Click "Play", you should see the welcome menu with language options.

You should be able to interact with the app right in the editor. The AR component of this app, such as plane tracking, are not available, but all the visualizations modules should work well. The in-editor camera is a little hard to control, but it should be enough for testing and debugging purposes.

Switching Platform

Click "File"->"Build Settings", check "Scene/MainScene", and switch platform to "iOS". Depending on your hardware, it might take a while to switch build target. The profile setting should be as following:

  • Run in Xcode: Latest version
  • Run in Xcode as: Release
  • Leave others unchecked.

Now click "Player Settings", click "Other Settings" and make sure the profile matches the following:

  • Scripting Runtime Version: .NET 4.0 Equivalent

  • Scripting Backend: IL2CPP

  • Automatically Sign: Checked.

  • Accelerometer Frequency: 60 Hz

  • Camera Usage Description: "Bodylogical AR" <-- You can change this to a clearer description.

  • Target Device: iPhone + iPad

  • Target SDK: 12.0

  • Requires ARKit Support: Checked

Deploying to device

Make sure the Xcode is the latest version, and then in Unity, select "Build and Run" (either in "Build Settings" or in "File") to build into a designated folder. The Xcode window should automatically pop out after Unity builds the project.

Now plug in the iPhone or iPad, and in Xcode, in TARGETS -> Unity-iPhone. Check "Automatically manage signing" and select your team and provisioning file. Make sure the Device Orientation has "Landscape Left" and "Landscape right" checked, also check "Hide status bar" and "Requires full screen". If no error shows up, you can select your target device and click the Play button to build to the device.

Running the App

If the build is successful, the application should start on the your iOS device. Select your language and tutorial options, and follow the tutorial to discover what the simulator can do for you!

Authors

Acknowledgments

This project is a new iteration of the previous project BodylogicalAR for HoloLens by Wanze and Yining. Great thanks to the help and contribution from Jurgen, Janet, Andrea, Colleen, Paul, Marcelo and people who gave productive feedback for the BodylogicalAR project.

About

This is the repository for the 2nd iteration of PwC Bodylogical Project for iOS device using AR kit, mirrored from RussellXie7/Bodylogical_iOS

Resources

Stars

2 stars

Watchers

5 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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Bodylogical iOS

Bodylogical is a body health simulator by PwC. This AR app is meant to demonstrate its usage and how we can utilize the data to predict and prevent future health problems.

This app is designed to run on iOS devices with ARKit support. However, it uses Unity's AR Foundation as its infrastructure so it should be easy to port to other platforms, such as Android.

Built With

  • Unity - Development Engine & Environment
  • ARFoundation - Unity's AR library that supports multiple systems including iOS (ARKit) and Android (ARCore).

Some Asset store libraries used:

Documentation

Check out the project's wiki page: https://github.com/IVCenter/Bodylogical_iOS/wiki for an overview of different modules and implementation details.

Deployment

Cloning the project

Some of the 3D files are large, and are managed by Git Large File Storage (git-lfs). Before you clone the project, visit https://git-lfs.github.com to install git-lfs and properly set up. Otherwise, you will not be able to fetch the model files correctly.

Testing in Unity

The project is built on 2019.4.17f1, but should work on newer versions as well. After you open the project, find "Scenes" in the Asset folder and click "MainScene". Click "Play", you should see the welcome menu with language options.

You should be able to interact with the app right in the editor. The AR component of this app, such as plane tracking, are not available, but all the visualizations modules should work well. The in-editor camera is a little hard to control, but it should be enough for testing and debugging purposes.

Switching Platform

Click "File"->"Build Settings", check "Scene/MainScene", and switch platform to "iOS". Depending on your hardware, it might take a while to switch build target. The profile setting should be as following:

  • Run in Xcode: Latest version
  • Run in Xcode as: Release
  • Leave others unchecked.

Now click "Player Settings", click "Other Settings" and make sure the profile matches the following:

  • Scripting Runtime Version: .NET 4.0 Equivalent

  • Scripting Backend: IL2CPP

  • Automatically Sign: Checked.

  • Accelerometer Frequency: 60 Hz

  • Camera Usage Description: "Bodylogical AR" <-- You can change this to a clearer description.

  • Target Device: iPhone + iPad

  • Target SDK: 12.0

  • Requires ARKit Support: Checked

Deploying to device

Make sure the Xcode is the latest version, and then in Unity, select "Build and Run" (either in "Build Settings" or in "File") to build into a designated folder. The Xcode window should automatically pop out after Unity builds the project.

Now plug in the iPhone or iPad, and in Xcode, in TARGETS -> Unity-iPhone. Check "Automatically manage signing" and select your team and provisioning file. Make sure the Device Orientation has "Landscape Left" and "Landscape right" checked, also check "Hide status bar" and "Requires full screen". If no error shows up, you can select your target device and click the Play button to build to the device.

Running the App

If the build is successful, the application should start on the your iOS device. Select your language and tutorial options, and follow the tutorial to discover what the simulator can do for you!

Authors

Acknowledgments

This project is a new iteration of the previous project BodylogicalAR for HoloLens by Wanze and Yining. Great thanks to the help and contribution from Jurgen, Janet, Andrea, Colleen, Paul, Marcelo and people who gave productive feedback for the BodylogicalAR project.

About

This is the repository for the 2nd iteration of PwC Bodylogical Project for iOS device using AR kit, mirrored from RussellXie7/Bodylogical_iOS

Resources

Stars

2 stars

Watchers

5 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

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Bodylogical iOS

Bodylogical is a body health simulator by PwC. This AR app is meant to demonstrate its usage and how we can utilize the data to predict and prevent future health problems.

This app is designed to run on iOS devices with ARKit support. However, it uses Unity's AR Foundation as its infrastructure so it should be easy to port to other platforms, such as Android.

Built With

  • Unity - Development Engine & Environment
  • ARFoundation - Unity's AR library that supports multiple systems including iOS (ARKit) and Android (ARCore).

Some Asset store libraries used:

Documentation

Check out the project's wiki page: https://github.com/IVCenter/Bodylogical_iOS/wiki for an overview of different modules and implementation details.

Deployment

Cloning the project

Some of the 3D files are large, and are managed by Git Large File Storage (git-lfs). Before you clone the project, visit https://git-lfs.github.com to install git-lfs and properly set up. Otherwise, you will not be able to fetch the model files correctly.

Testing in Unity

The project is built on 2019.4.17f1, but should work on newer versions as well. After you open the project, find "Scenes" in the Asset folder and click "MainScene". Click "Play", you should see the welcome menu with language options.

You should be able to interact with the app right in the editor. The AR component of this app, such as plane tracking, are not available, but all the visualizations modules should work well. The in-editor camera is a little hard to control, but it should be enough for testing and debugging purposes.

Switching Platform

Click "File"->"Build Settings", check "Scene/MainScene", and switch platform to "iOS". Depending on your hardware, it might take a while to switch build target. The profile setting should be as following:

  • Run in Xcode: Latest version
  • Run in Xcode as: Release
  • Leave others unchecked.

Now click "Player Settings", click "Other Settings" and make sure the profile matches the following:

  • Scripting Runtime Version: .NET 4.0 Equivalent

  • Scripting Backend: IL2CPP

  • Automatically Sign: Checked.

  • Accelerometer Frequency: 60 Hz

  • Camera Usage Description: "Bodylogical AR" <-- You can change this to a clearer description.

  • Target Device: iPhone + iPad

  • Target SDK: 12.0

  • Requires ARKit Support: Checked

Deploying to device

Make sure the Xcode is the latest version, and then in Unity, select "Build and Run" (either in "Build Settings" or in "File") to build into a designated folder. The Xcode window should automatically pop out after Unity builds the project.

Now plug in the iPhone or iPad, and in Xcode, in TARGETS -> Unity-iPhone. Check "Automatically manage signing" and select your team and provisioning file. Make sure the Device Orientation has "Landscape Left" and "Landscape right" checked, also check "Hide status bar" and "Requires full screen". If no error shows up, you can select your target device and click the Play button to build to the device.

Running the App

If the build is successful, the application should start on the your iOS device. Select your language and tutorial options, and follow the tutorial to discover what the simulator can do for you!

Authors

Acknowledgments

This project is a new iteration of the previous project BodylogicalAR for HoloLens by Wanze and Yining. Great thanks to the help and contribution from Jurgen, Janet, Andrea, Colleen, Paul, Marcelo and people who gave productive feedback for the BodylogicalAR project.

About

This is the repository for the 2nd iteration of PwC Bodylogical Project for iOS device using AR kit, mirrored from RussellXie7/Bodylogical_iOS

Resources

Stars

2 stars

Watchers

5 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

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Bodylogical iOS

Bodylogical is a body health simulator by PwC. This AR app is meant to demonstrate its usage and how we can utilize the data to predict and prevent future health problems.

This app is designed to run on iOS devices with ARKit support. However, it uses Unity's AR Foundation as its infrastructure so it should be easy to port to other platforms, such as Android.

Built With

  • Unity - Development Engine & Environment
  • ARFoundation - Unity's AR library that supports multiple systems including iOS (ARKit) and Android (ARCore).

Some Asset store libraries used:

Documentation

Check out the project's wiki page: https://github.com/IVCenter/Bodylogical_iOS/wiki for an overview of different modules and implementation details.

Deployment

Cloning the project

Some of the 3D files are large, and are managed by Git Large File Storage (git-lfs). Before you clone the project, visit https://git-lfs.github.com to install git-lfs and properly set up. Otherwise, you will not be able to fetch the model files correctly.

Testing in Unity

The project is built on 2019.4.17f1, but should work on newer versions as well. After you open the project, find "Scenes" in the Asset folder and click "MainScene". Click "Play", you should see the welcome menu with language options.

You should be able to interact with the app right in the editor. The AR component of this app, such as plane tracking, are not available, but all the visualizations modules should work well. The in-editor camera is a little hard to control, but it should be enough for testing and debugging purposes.

Switching Platform

Click "File"->"Build Settings", check "Scene/MainScene", and switch platform to "iOS". Depending on your hardware, it might take a while to switch build target. The profile setting should be as following:

  • Run in Xcode: Latest version
  • Run in Xcode as: Release
  • Leave others unchecked.

Now click "Player Settings", click "Other Settings" and make sure the profile matches the following:

  • Scripting Runtime Version: .NET 4.0 Equivalent

  • Scripting Backend: IL2CPP

  • Automatically Sign: Checked.

  • Accelerometer Frequency: 60 Hz

  • Camera Usage Description: "Bodylogical AR" <-- You can change this to a clearer description.

  • Target Device: iPhone + iPad

  • Target SDK: 12.0

  • Requires ARKit Support: Checked

Deploying to device

Make sure the Xcode is the latest version, and then in Unity, select "Build and Run" (either in "Build Settings" or in "File") to build into a designated folder. The Xcode window should automatically pop out after Unity builds the project.

Now plug in the iPhone or iPad, and in Xcode, in TARGETS -> Unity-iPhone. Check "Automatically manage signing" and select your team and provisioning file. Make sure the Device Orientation has "Landscape Left" and "Landscape right" checked, also check "Hide status bar" and "Requires full screen". If no error shows up, you can select your target device and click the Play button to build to the device.

Running the App

If the build is successful, the application should start on the your iOS device. Select your language and tutorial options, and follow the tutorial to discover what the simulator can do for you!

Authors

Acknowledgments

This project is a new iteration of the previous project BodylogicalAR for HoloLens by Wanze and Yining. Great thanks to the help and contribution from Jurgen, Janet, Andrea, Colleen, Paul, Marcelo and people who gave productive feedback for the BodylogicalAR project.

About

This is the repository for the 2nd iteration of PwC Bodylogical Project for iOS device using AR kit, mirrored from RussellXie7/Bodylogical_iOS

Resources

Stars

2 stars

Watchers

5 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

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Bodylogical iOS

Bodylogical is a body health simulator by PwC. This AR app is meant to demonstrate its usage and how we can utilize the data to predict and prevent future health problems.

This app is designed to run on iOS devices with ARKit support. However, it uses Unity's AR Foundation as its infrastructure so it should be easy to port to other platforms, such as Android.

Built With

  • Unity - Development Engine & Environment
  • ARFoundation - Unity's AR library that supports multiple systems including iOS (ARKit) and Android (ARCore).

Some Asset store libraries used:

Documentation

Check out the project's wiki page: https://github.com/IVCenter/Bodylogical_iOS/wiki for an overview of different modules and implementation details.

Deployment

Cloning the project

Some of the 3D files are large, and are managed by Git Large File Storage (git-lfs). Before you clone the project, visit https://git-lfs.github.com to install git-lfs and properly set up. Otherwise, you will not be able to fetch the model files correctly.

Testing in Unity

The project is built on 2019.4.17f1, but should work on newer versions as well. After you open the project, find "Scenes" in the Asset folder and click "MainScene". Click "Play", you should see the welcome menu with language options.

You should be able to interact with the app right in the editor. The AR component of this app, such as plane tracking, are not available, but all the visualizations modules should work well. The in-editor camera is a little hard to control, but it should be enough for testing and debugging purposes.

Switching Platform

Click "File"->"Build Settings", check "Scene/MainScene", and switch platform to "iOS". Depending on your hardware, it might take a while to switch build target. The profile setting should be as following:

  • Run in Xcode: Latest version
  • Run in Xcode as: Release
  • Leave others unchecked.

Now click "Player Settings", click "Other Settings" and make sure the profile matches the following:

  • Scripting Runtime Version: .NET 4.0 Equivalent

  • Scripting Backend: IL2CPP

  • Automatically Sign: Checked.

  • Accelerometer Frequency: 60 Hz

  • Camera Usage Description: "Bodylogical AR" <-- You can change this to a clearer description.

  • Target Device: iPhone + iPad

  • Target SDK: 12.0

  • Requires ARKit Support: Checked

Deploying to device

Make sure the Xcode is the latest version, and then in Unity, select "Build and Run" (either in "Build Settings" or in "File") to build into a designated folder. The Xcode window should automatically pop out after Unity builds the project.

Now plug in the iPhone or iPad, and in Xcode, in TARGETS -> Unity-iPhone. Check "Automatically manage signing" and select your team and provisioning file. Make sure the Device Orientation has "Landscape Left" and "Landscape right" checked, also check "Hide status bar" and "Requires full screen". If no error shows up, you can select your target device and click the Play button to build to the device.

Running the App

If the build is successful, the application should start on the your iOS device. Select your language and tutorial options, and follow the tutorial to discover what the simulator can do for you!

Authors

Acknowledgments

This project is a new iteration of the previous project BodylogicalAR for HoloLens by Wanze and Yining. Great thanks to the help and contribution from Jurgen, Janet, Andrea, Colleen, Paul, Marcelo and people who gave productive feedback for the BodylogicalAR project.

About

This is the repository for the 2nd iteration of PwC Bodylogical Project for iOS device using AR kit, mirrored from RussellXie7/Bodylogical_iOS

Resources

Stars

2 stars

Watchers

5 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

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Bodylogical iOS

Bodylogical is a body health simulator by PwC. This AR app is meant to demonstrate its usage and how we can utilize the data to predict and prevent future health problems.

This app is designed to run on iOS devices with ARKit support. However, it uses Unity's AR Foundation as its infrastructure so it should be easy to port to other platforms, such as Android.

Built With

  • Unity - Development Engine & Environment
  • ARFoundation - Unity's AR library that supports multiple systems including iOS (ARKit) and Android (ARCore).

Some Asset store libraries used:

Documentation

Check out the project's wiki page: https://github.com/IVCenter/Bodylogical_iOS/wiki for an overview of different modules and implementation details.

Deployment

Cloning the project

Some of the 3D files are large, and are managed by Git Large File Storage (git-lfs). Before you clone the project, visit https://git-lfs.github.com to install git-lfs and properly set up. Otherwise, you will not be able to fetch the model files correctly.

Testing in Unity

The project is built on 2019.4.17f1, but should work on newer versions as well. After you open the project, find "Scenes" in the Asset folder and click "MainScene". Click "Play", you should see the welcome menu with language options.

You should be able to interact with the app right in the editor. The AR component of this app, such as plane tracking, are not available, but all the visualizations modules should work well. The in-editor camera is a little hard to control, but it should be enough for testing and debugging purposes.

Switching Platform

Click "File"->"Build Settings", check "Scene/MainScene", and switch platform to "iOS". Depending on your hardware, it might take a while to switch build target. The profile setting should be as following:

  • Run in Xcode: Latest version
  • Run in Xcode as: Release
  • Leave others unchecked.

Now click "Player Settings", click "Other Settings" and make sure the profile matches the following:

  • Scripting Runtime Version: .NET 4.0 Equivalent

  • Scripting Backend: IL2CPP

  • Automatically Sign: Checked.

  • Accelerometer Frequency: 60 Hz

  • Camera Usage Description: "Bodylogical AR" <-- You can change this to a clearer description.

  • Target Device: iPhone + iPad

  • Target SDK: 12.0

  • Requires ARKit Support: Checked

Deploying to device

Make sure the Xcode is the latest version, and then in Unity, select "Build and Run" (either in "Build Settings" or in "File") to build into a designated folder. The Xcode window should automatically pop out after Unity builds the project.

Now plug in the iPhone or iPad, and in Xcode, in TARGETS -> Unity-iPhone. Check "Automatically manage signing" and select your team and provisioning file. Make sure the Device Orientation has "Landscape Left" and "Landscape right" checked, also check "Hide status bar" and "Requires full screen". If no error shows up, you can select your target device and click the Play button to build to the device.

Running the App

If the build is successful, the application should start on the your iOS device. Select your language and tutorial options, and follow the tutorial to discover what the simulator can do for you!

Authors

Acknowledgments

This project is a new iteration of the previous project BodylogicalAR for HoloLens by Wanze and Yining. Great thanks to the help and contribution from Jurgen, Janet, Andrea, Colleen, Paul, Marcelo and people who gave productive feedback for the BodylogicalAR project.

About

This is the repository for the 2nd iteration of PwC Bodylogical Project for iOS device using AR kit, mirrored from RussellXie7/Bodylogical_iOS

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2 stars

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5 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Bodylogical iOS

Bodylogical is a body health simulator by PwC. This AR app is meant to demonstrate its usage and how we can utilize the data to predict and prevent future health problems.

This app is designed to run on iOS devices with ARKit support. However, it uses Unity's AR Foundation as its infrastructure so it should be easy to port to other platforms, such as Android.

Built With

  • Unity - Development Engine & Environment
  • ARFoundation - Unity's AR library that supports multiple systems including iOS (ARKit) and Android (ARCore).

Some Asset store libraries used:

Documentation

Check out the project's wiki page: https://github.com/IVCenter/Bodylogical_iOS/wiki for an overview of different modules and implementation details.

Deployment

Cloning the project

Some of the 3D files are large, and are managed by Git Large File Storage (git-lfs). Before you clone the project, visit https://git-lfs.github.com to install git-lfs and properly set up. Otherwise, you will not be able to fetch the model files correctly.

Testing in Unity

The project is built on 2019.4.17f1, but should work on newer versions as well. After you open the project, find "Scenes" in the Asset folder and click "MainScene". Click "Play", you should see the welcome menu with language options.

You should be able to interact with the app right in the editor. The AR component of this app, such as plane tracking, are not available, but all the visualizations modules should work well. The in-editor camera is a little hard to control, but it should be enough for testing and debugging purposes.

Switching Platform

Click "File"->"Build Settings", check "Scene/MainScene", and switch platform to "iOS". Depending on your hardware, it might take a while to switch build target. The profile setting should be as following:

  • Run in Xcode: Latest version
  • Run in Xcode as: Release
  • Leave others unchecked.

Now click "Player Settings", click "Other Settings" and make sure the profile matches the following:

  • Scripting Runtime Version: .NET 4.0 Equivalent

  • Scripting Backend: IL2CPP

  • Automatically Sign: Checked.

  • Accelerometer Frequency: 60 Hz

  • Camera Usage Description: "Bodylogical AR" <-- You can change this to a clearer description.

  • Target Device: iPhone + iPad

  • Target SDK: 12.0

  • Requires ARKit Support: Checked

Deploying to device

Make sure the Xcode is the latest version, and then in Unity, select "Build and Run" (either in "Build Settings" or in "File") to build into a designated folder. The Xcode window should automatically pop out after Unity builds the project.

Now plug in the iPhone or iPad, and in Xcode, in TARGETS -> Unity-iPhone. Check "Automatically manage signing" and select your team and provisioning file. Make sure the Device Orientation has "Landscape Left" and "Landscape right" checked, also check "Hide status bar" and "Requires full screen". If no error shows up, you can select your target device and click the Play button to build to the device.

Running the App

If the build is successful, the application should start on the your iOS device. Select your language and tutorial options, and follow the tutorial to discover what the simulator can do for you!

Authors

Acknowledgments

This project is a new iteration of the previous project BodylogicalAR for HoloLens by Wanze and Yining. Great thanks to the help and contribution from Jurgen, Janet, Andrea, Colleen, Paul, Marcelo and people who gave productive feedback for the BodylogicalAR project.

About

This is the repository for the 2nd iteration of PwC Bodylogical Project for iOS device using AR kit, mirrored from RussellXie7/Bodylogical_iOS

Resources

Stars

2 stars

Watchers

5 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content

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Bodylogical iOS

Bodylogical is a body health simulator by PwC. This AR app is meant to demonstrate its usage and how we can utilize the data to predict and prevent future health problems.

This app is designed to run on iOS devices with ARKit support. However, it uses Unity's AR Foundation as its infrastructure so it should be easy to port to other platforms, such as Android.

Built With

  • Unity - Development Engine & Environment
  • ARFoundation - Unity's AR library that supports multiple systems including iOS (ARKit) and Android (ARCore).

Some Asset store libraries used:

Documentation

Check out the project's wiki page: https://github.com/IVCenter/Bodylogical_iOS/wiki for an overview of different modules and implementation details.

Deployment

Cloning the project

Some of the 3D files are large, and are managed by Git Large File Storage (git-lfs). Before you clone the project, visit https://git-lfs.github.com to install git-lfs and properly set up. Otherwise, you will not be able to fetch the model files correctly.

Testing in Unity

The project is built on 2019.4.17f1, but should work on newer versions as well. After you open the project, find "Scenes" in the Asset folder and click "MainScene". Click "Play", you should see the welcome menu with language options.

You should be able to interact with the app right in the editor. The AR component of this app, such as plane tracking, are not available, but all the visualizations modules should work well. The in-editor camera is a little hard to control, but it should be enough for testing and debugging purposes.

Switching Platform

Click "File"->"Build Settings", check "Scene/MainScene", and switch platform to "iOS". Depending on your hardware, it might take a while to switch build target. The profile setting should be as following:

  • Run in Xcode: Latest version
  • Run in Xcode as: Release
  • Leave others unchecked.

Now click "Player Settings", click "Other Settings" and make sure the profile matches the following:

  • Scripting Runtime Version: .NET 4.0 Equivalent

  • Scripting Backend: IL2CPP

  • Automatically Sign: Checked.

  • Accelerometer Frequency: 60 Hz

  • Camera Usage Description: "Bodylogical AR" <-- You can change this to a clearer description.

  • Target Device: iPhone + iPad

  • Target SDK: 12.0

  • Requires ARKit Support: Checked

Deploying to device

Make sure the Xcode is the latest version, and then in Unity, select "Build and Run" (either in "Build Settings" or in "File") to build into a designated folder. The Xcode window should automatically pop out after Unity builds the project.

Now plug in the iPhone or iPad, and in Xcode, in TARGETS -> Unity-iPhone. Check "Automatically manage signing" and select your team and provisioning file. Make sure the Device Orientation has "Landscape Left" and "Landscape right" checked, also check "Hide status bar" and "Requires full screen". If no error shows up, you can select your target device and click the Play button to build to the device.

Running the App

If the build is successful, the application should start on the your iOS device. Select your language and tutorial options, and follow the tutorial to discover what the simulator can do for you!

Authors

Acknowledgments

This project is a new iteration of the previous project BodylogicalAR for HoloLens by Wanze and Yining. Great thanks to the help and contribution from Jurgen, Janet, Andrea, Colleen, Paul, Marcelo and people who gave productive feedback for the BodylogicalAR project.

About

This is the repository for the 2nd iteration of PwC Bodylogical Project for iOS device using AR kit, mirrored from RussellXie7/Bodylogical_iOS

Resources

Stars

2 stars

Watchers

5 watching

Forks

Releases

Packages

Contributors

Languages