Book Image

Augmented Reality for Developers

By : Jonathan Linowes, Krystian Babilinski
Book Image

Augmented Reality for Developers

By: Jonathan Linowes, Krystian 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 (16 chapters)
Title Page
Credits
About the Authors
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface

Creating the UI (view)


The user interface (UI) will consist of a navigation bar at the top of the screen and content filling the rest of the screen. We will call these Nav Panel and Content Panel, respectively, and define them as children of a full screen Instruction Canvas.

While developing our screen space UI, it will be useful to be working with a 2D view of the scene. That will allow you to see the UI as you create it.

  1. Change the Scene view from 3D to 2D.
  2. Have both the Scene window and Game window visible.

The following image shows the Scene window in 2D mode, with the 2D selection button pressed:

Creating an Instruction Canvas

To begin, we first create a new Canvas.

  1. In Hierarchy, select Create | UI | Canvas and name it Main Canvas.
  2. Double-click the Canvas (in Hierarchy) so it fits the current view.

We want to make sure we're editing a canvas that matches the screen size.

  1. In the Game view, change the resolution to one of the preset resolutions (not Free Aspect), such as 480 x 800, which is a mobile...