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  • Book Overview & Buying Augmented Reality for Developers
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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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UI feedback


Before we're done, let's add a little juice to the user experience. We have a feedback cursor that lets you know what you're gazing at, and the cursor changes shape when the device recognizes your hand in view. But we do not have feedback when a button or clickable object is clicked. Let's add an audio feedback and some animation.

Click audio feedback

For the audio, find an audio clip you'd like to use when something is clicked. We include one named FingerPressed with our chapter Assets package. Rather than adding it with an AudioSource to every button and clickable object, we'll centralize the sound and add it to the GameController, along with a PlayClickFeedback() function:

  1. Select the GameController in Hierarchy and Add ComponentAudio Source.
  2. Find your audio clip, such as at Assets/SimpleIcons/Sounds/FingerPressed, and drag it into the AudioClip slot on the Audio Source component.
  3. Uncheck Play On Awake.
  4. Leave the Spatial Blend at 2D so it's not affected by the user's head position...

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