6/7/2025
-
27/7/2025
(Week 12 -
Week
15)
Shawn Wong
Kai Hen /
0375372
Major
Project 1 /
Bachelor of
Design
(Hons) in
Creative
Media
Experiential
Design - Final
Task
The integration of Ground Plane tracking, prefab arrays, shape recognition via PlayerPrefs, and interaction scripts gave me practical experience in handling both the design and technical structure of an AR mobile game. Implementing modular scripts and UI controls taught me the importance of scalable architecture when working across scenes and shape types.
- PlayerPrefs is crucial for passing selected data between AR Scene and Game Scene. Any mismatch in key names or values directly broke the shape logic.
-
Prefab
consistency
matters
: All shape
prefabs (cube,
circle, etc.) must
have the same
components
attached (eg,
ShapeData,Collider,CubeTapHandler) to ensure they work uniformly during gameplay.
-
Ground Plane
tracking
worked better with
PlaneFinderand tap-to-place interaction, especially on mobile devices, compared to just placing content immediately.
- UI Timing Logic (Ready Countdown → Timer Start → Round Logic) needed to be carefully ordered to avoid skipping transitions or overlapping events.
- Audio feedback enhances the playability significantly, but it requires a reliable mapping between correct color indices and sound clips.
- Debugging on mobile was slower than on PC; small changes required frequent builds. Testing with Unity Remote was not always reliable for AR.
-
Modularity saved
time
. Separating logic
into scripts like
GameSceneController,CubeTapHandler, andShapeTapConfirmallowed reusability across shapes and scenes.
-
Scene design
impacts
performance
. Initially, having
too many objects under
ARCamera or missing
anchoring caused
shapes to follow the
camera. Assigning
objects to
GroundPlaneStagecorrectly was key.
- User guidance is critical in AR. Text like “Tap to Start” or “Tap the Red Color” helped direct player actions, especially during the first-time experience.

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