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

Setting up the project and scene


To get started, we will create a new Unity project, import the Asset packages we will be using, set up our project Asset folders, and create a basic scene Hierarchy with a default framed image.

Let's get started!

Create a new Unity project

Let's begin implementation by setting up a new project in Unity and getting it ready for AR. The steps here are abridged as it should be familiar to you by now. If you require more detail, please refer to the relevant topics in Chapter 2, Setting Up Your System, and Chapter 3, Building Your App:

  1. Open Unity and create a 3D project; I named mine PhotoFrames.
  2. Now is as good a time as any to import the Unity package with the assets for this project. You can download the file PhotoFramesAssets.unitypackage from the publisher's website (if you do not have access to the file, we will show you how to create your own substitute assets as needed in this chapter).

Images folders contains the images to show in the app; you can add your own...