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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

Summary

At the beginning of this chapter, I gave you the requirements and a plan for this AR gallery project, including a statement of the project objectives, use cases, UX design, and user stories. You started the implementation using the ARFramework template created in Chapter 4, Creating an AR User Framework, and built upon it to implement new features for placing a framed photo on your walls.

To implement this feature, you created a SelectImage UI panel, a SelectImage Mode interaction mode, and populated a list of images data. After the app starts up and AR is tracking vertical planes, when the user presses the Add button in the main menu, it opens a Select Image menu showing images to pick from. The image buttons grid was generated from your image data using an ImageButton prefab you created. Clicking an image, you're prompted to tap an AR tracked wall, and a new framed photo of that image is placed on the wall, correctly scaled to the image's aspect ratio.

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