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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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Using ARKit for spatial anchoring


On iOS, we have the option to use Apple ARKit for spatial anchoring, for devices that support this technology. In this section, we will implement the project on iOS using ARKit. We will not use Vuforia at all, rather, we will modify the project version completed in Chapter 6, How to Change a Flat Tire (also where this chapter started at the beginning), and develop it into an AR-only app using the Unity ARKit plugin.

This version will behave very similarly to the Vuforia one, but we do not need to use image targets (user defined or otherwise). We can skip those previous steps that handle capturing and tracking the user defined target, and replace them with a simple button to let the user set the AR graphic position.

We've listed all the steps to build the project as follows, even when identical to the ones shown earlier in the chapter. This time, for expediency, we'll only list them without a lot of explanation and screen captures. Please review the previous...

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