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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 for AR with Vuforia


We will assume you have the project built from the previous chapter, Chapter 6, How to Change a Flat Tire. If not, you can download it with the files provided with this book. That will be the starting point for this chapter.

The initial scene Hierarchy should look like this:

We have a Main Canvas that contains a Nav Panel and Content panel (within a Scroll View Viewport). The Nav Panel has buttons for next and previous steps through the instructions data. The Content panel has elements for title, body text, image, and video content. The Game Controller has an InstructionsController component that manages the state of the application. In the Assets/HowToChangeATire/Scripts/ folder, we have our InstructionModel and InstructionStep classes. The following screenshot shows the Project window with the project Scripts files:

And in the UIElements/ folder, we have scripts for each content type, as shown in the following screenshot:

Let's begin by setting up...

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