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

Playing alternative games


We have provided a Unity package with several ball games, including basketball, football, and a paper ball. Each game has assets for goals, court floor, and balls, as shown in the following images:

The following are the corresponding ball assets we provide for each ball game type:

We've designed the assets so each court, goal, and ball are together in its own prefab.

Setting up the scene with ball games

Let's add the new ball games to the scene and add the components they need, which we wrote in this chapter.

For each prefab basketball, football, and paperball:

  1. From the Project Assets/BallGameArt/Prefabs folder, drag the prefab into the Hierarchy as a child of ThrowingGame.
  2. On the ball game object itself, add the BallGame script as a component.
  3. On its ball object, add the ThrowControl script.
  4. On its goal object, add the CollisionBehavior script.
  5. Add to the OnCollision() list, drag the GoalCanvas to the Object slot and set the GameObject.SetActive function, and then check...