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Augmented Reality for Developers

Augmented Reality for Developers

By : Linowes, Babilinski
3.7 (7)
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Augmented Reality for Developers

Augmented Reality for Developers

3.7 (7)
By: Linowes, Babilinski

Overview of this book

Augmented Reality brings with it a set of challenges that are unseen and unheard of for traditional web and mobile developers. This book is your gateway to Augmented Reality development—not a theoretical showpiece for your bookshelf, but a handbook you will keep by your desk while coding and architecting your first AR app and for years to come. The book opens with an introduction to Augmented Reality, including markets, technologies, and development tools. You will begin by setting up your development machine for Android, iOS, and Windows development, learning the basics of using Unity and the Vuforia AR platform as well as the open source ARToolKit and Microsoft Mixed Reality Toolkit. You will also receive an introduction to Apple's ARKit and Google's ARCore! You will then focus on building AR applications, exploring a variety of recognition targeting methods. You will go through multiple complete projects illustrating key market sectors including business marketing, education, industrial training, and gaming. By the end of the book, you will have gained the necessary knowledge to make quality content appropriate for a range of AR devices, platforms, and intended uses.
Table of Contents (10 chapters)
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Setting up the project


This first version of the project will be a mobile app that simply lets you step through the instructions for changing a tire. Unlike the projects in the previous chapters, the first iteration of this project will not use AR. So, the Unity project setup is quite simple.

  1. Open Unity and create a new 3D project, and name it something like How to Change a Tire.
  2. Save the empty scene and name it Main.

Set the project for your target platform. We will assume Android for purposes of our discussion.

  1. Go to build settings via File | Build Settings.
  2. Switch Platform to Android.
  3. Add the current scene and press Add Open Scenes.
  4. Choose Player settings..., then set your Identification Package name (com.Company.Product) and Minimum API Level (Android 5.1).

If you are developing for iOS or Windows UWP instead, set the platform accordingly.

Note

At this point in the project we are not developing for AR, so you should not set the AR or Virtual Reality Supported settings, assumed previously in the...

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