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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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Making the augmented graphics


We provided the prefab annotation graphics to you (in the ChangeATire-ARGraphics.unitypackage). We should take a quick look at how they were created.

The general idea was to provide graphics that somewhat mimic the annotations used in the video graphics for the original How To Change A Tire article on the wikiHow site (http://www.wikihow.com/Change-a-Tire).

One approach is to create a new scene in our Unity project that will be used to compose the graphics:

  1. From the main menu, select File | New Scene.
  2. Then File | Save Scene As; name it Composition.
  3. In Hierarchy, Create Empty, and name it Compose.
  4. Ensure its Transform is reset.

We will create a canvas with the circle on it, like the one we used in the actual scene. But this one will be in World Space, and will have to be scaled for world space coordinates.

  1. With Compose selected, create UI | Canvas.
  2. Set its Render Mode to World Space.
  3. As we did in Chapter 6, How to Change a Flat Tire, set its Width and Height to 480, 800...

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