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Augmented Reality with Unity AR Foundation

Augmented Reality with Unity AR Foundation

By : Linowes
4 (7)
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Augmented Reality with Unity AR Foundation

Augmented Reality with Unity AR Foundation

4 (7)
By: Linowes

Overview of this book

Augmented reality applications allow people to interact meaningfully with the real world through digitally enhanced content. The book starts by helping you set up for AR development, installing the Unity 3D game engine, required packages, and other tools to develop for Android (ARCore) and/or iOS (ARKit) mobile devices. Then we jump right into the building and running AR scenes, learning about AR Foundation components, other Unity features, C# coding, troubleshooting, and testing. We create a framework for building AR applications that manages user interaction modes, user interface panels, and AR onboarding graphics that you will save as a template for reuse in other projects in this book. Using this framework, you will build multiple projects, starting with a virtual photo gallery that lets you place your favorite framed photos on your real-world walls, and interactively edit these virtual objects. Other projects include an educational image tracking app for exploring the solar system, and a fun selfie app to put masks and accessories on your face. The book provides practical advice and best practices that will have you up and running quickly. By the end of this AR book, you will be able to build your own AR applications, engaging your users in new and innovative ways.
Table of Contents (14 chapters)
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1
Section 1 – Getting Started with Augmented Reality
5
Section 2 – A Reusable AR User Framework
8
Section 3 – Building More AR Projects

Selecting a picture to edit

While in Main-mode, the user should be able to tap on an existing picture to edit it. Utilizing the Unity Input System, we will add a new SelectObject input action. Then, we'll have the MainMode script listen for that action's messages, find which picture was tapped using a Raycast, and enable Edit-mode on that picture. Let's get started!

Defining a SelectObject input action

We will start by adding a SelectObject action to the AR Input Actions asset by performing the following steps:

  1. In the Project window, locate and double-click the AR Input Actions asset we created previously (it may be in the Assets/Inputs/ folder) to open it for editing (alternatively, use its Edit Asset button).
  2. In the middle Actions section, select + and name it SelectObject.
  3. In the rightmost Properties section, select Action Type | Value and Control Type | Vector 2.
  4. In the middle Actions section, select the <No Binding> child. Then, in...
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