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

Abstract selection menu UI


The next feature we want to add is the ability to choose different frames and photo images for your pictures. For this, we'll develop a menu element using a modal design pattern. When a menu is activated, the user is presented with a set of choices. When a choice is selected, the choice is applied and the menu closes. It is modal because the menu remains active until the user has made his or her choice.

We will begin by writing an abstract PictureMenu class that implements the basic functionality of a menu. Then we'll use it for selecting the frames and images of the picture.

In our framework, a menu will be enabled by making it active in the Unity scene (using SetActive). When an object is activated, Unity will call OnEnable(), which we can use to begin using the menu. The abstract PictureMenu class expects the following methods in the derived classes:

  • InitMenu: Initialization code; called from Start()
  • BeginEdit: When the menu is opened; called from OnEnable()
  • ObjectClicked...