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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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Keeping score


When you score a goal, it should add to your score. If you miss, points are deducted from your score. Scores are displayed in the UI. We will also keep track of your all-time high score, using persistent storage. First, we'll create a UI for the score board.

Current core UI

The score board will be a canvas child of ThrowingGame:

  1. With ThrowingGame selected in the Hierarchy, create a new UI | Canvas, named GameCanvas.
  2. Set its Render Mode to World Space.
  3. For its Rect Transform, set Scale to (0.015, 0.015, 0.015).
  4. And Anchors: Min (0,5, 0.5), Max (0.5, 0.5) and Pivot (0.5, 0.5).
  5. Then Position (-1, 2.5, 1), Width/Height: (100, 100).
  6. Set the Canvas Scaler Dynamic Pixels Per Unit to 4, to give the text some higher resolution.

The Canvas gets a child Panel, which in turn gets child Text elements:

  1. Add a child of GameCanvas, create a UI |Panel, named ScorePanel.
  2. Set its Rect Transform Left: -40, and Right: 40.
  3. If you've installed the BallGame assets pack, set its Source Image to Circle (doughnut...

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