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

Abstracting UI elements


We still need to add the image and video content. We could go ahead and add them into our current software design, but we're starting to see a pattern emerge in how we've set things up, and it might make sense to refactor our code, abstracting out some of the common elements.

Note

Refactoring in software development means reworking parts of your code to make it cleaner, more maintainable, and more extendable without modifying the behavior or features.

In this case, we're going to refactor how the controller updates the screen by abstracting out our UI elements. If you noticed, each time we add a new UI element to the view or the model, we need to modify and add it to the controller. It would be cleaner if the controller could just broadcast the fact that there's new data, and the UI elements, listening for such events, could go ahead and update themselves on the screen.

So, we're going to make our own little event system, called InstructionEvent, using UnityEvent.

Adding...