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

Adding the Image menu


We also want the user to select from a menu of images to fill the frame. The Image menu will be very similar to the Frame menu, but we will make it a scrolling list so there can be more options than are visible in the menu.

SetImage in PictureController

The PictureController will expose a method, SetImage(), that takes a game object as a parameter using a texture that should be in the picture. And while you're at it, also add the IMAGE command to activate the menu from the toolbar, and handle saving the initial texture to Cancel, as we just did for Frames.

Make the following additions to the PictureController.cs script:

File: PictureController.cs

At the top of the class, add a public variable for the imageMenu and a private variable for the image renderer:

    public GameObject imageMenu; 
    private Texture startTexture; 
    private Renderer imageRenderer; 

In the Start() function, initialize the imageRenderer:

        Transform image = framedImage.Find("Image"); 
     ...