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

Boxball game graphics


For our game we need a ball, a goal, and a court floor. The BallGameArt assets (in the package for this chapter available from the publisher) provide a variety of ball game graphics, which we will integrate into the project later. For now, we'll first make a simple set of white-box graphics to use during development. We'll call this game BoxBall.

Note

White box, or block design, is a design method used in early stages of game level design, using simple geometric forms. By omitting details that do not affect object behavior and game mechanics, white box design affords us a quick way to focus on more critical aspects of the game and then come back to the visual design later.

Ball game court

Begin building the game assets in Hierarchy. Under ImageTarget create a root object for our game named ThrowingGame and then we'll create ball game graphics under that:

  1. In Hierarchy with ImageTarget selected, create a child empty game object (Create | Create Empty), name it ThrowingGame...