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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

Planning the project

For this project, we'll create a simple demo AR scene starting with the ARFramework scene template and building up the user framework structure we have set up.

With the framework, when the app first starts, Startup-mode is enabled and the AR Session is initialized. Once the session is ready, it transitions to Scan-mode.

If the AR Session determines that the current device does not support AR, Scan-mode will transition to NonAR-mode instead. Presently this just puts a text message on the screen. See the Making an AR-optional project section near the end of this chapter for more information.

In Scan-mode, the user is prompted to use their device camera to slowly scan the room until AR features are detected, namely, horizontal planes. The ScanMode script checks for any tracked planes and then transitions to Main-mode.

Given this, our plan is to add the following features:

  • The AR session will be configured to detect and track horizontal...

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